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[Freeciv-Dev] Generalised improvements, version 3
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To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Generalised improvements, version 3
From: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 17 Dec 2001 20:02:32 +0000 (GMT)

        Generalised improvements continue to roll on. For proposed 
inclusion into Freeciv CVS, the existing patches in the bug tracking 
system are provided. However, for those who want to test the code with 
"real" savegames and modpacks (and also for fellow developers, hopefully) 
some rather less thoroughly tested code is included in version 3 of the 
"mega" patch, at
ftp://ftp.freeciv.org/pub/freeciv/incoming/impr-gen-combined-v3.patch.gz

(This obsoletes impr-gen-combined-v2.patch.gz, which can now be removed 
from incoming.)

        This also brings the impr-gen code into line with that in 
FreecivAC (http://freecivac.sf.net/). (The impr-gen patch at the FreecivAC 
site should be identical to that in Freeciv incoming.) The individual 
smaller patches that make up the main impr-gen patch can also be obtained 
from this URL. (Many of the SMAC buildings should now work, although the 
full FreecivAC experience may be a little wobbly due to only partial 
support for compound units and governments.)

Changes from version 2:-
 - Implements shield production, trade and food bonuses for worked city 
   tiles
 - Removes the old Freeciv "must always have the same number of buildings" 
   restriction (but since not all effects are implemented, it is replaced 
   with a warning)
 - Implements veteran and veteran-after-combat effects, repair (e.g. from 
   Barracks or from the United Nations Wonder) and (partially) airlifts
 - Implements the Give_Imm_Adv and Adv_Parasite effects (e.g. Darwin's 
   Voyage and Great Library)
 - Implements the Reduce_Corrupt and Revolt_Dist effects (e.g. effect of 
   the Courthouse)
 - Implements the various unit upgrade effects (so covers Leonardo's 
   Workshop)
 - Implements some city-specific effects and others that act on a global 
   scale; i.e. Upkeep_Free (A.Smith's), Size_Unlimit (Aqueduct, Sewer), 
   Growth_Food (Granary), Nuke_Proof (SDI), Have_Embassies (Marco Polo), 
   Reveal_Map and Reveal_Cities (Apollo). Also adds initial support for 
   the Enable_Space and Enable_Nuke effects.


Still to be done/caveats:
 - AI does not understand generalised improvements
 - Clients do not currently use the "Airlift" effect
 - Only partial support for "Capital_City", "Enable_Nuke" and 
   "Enable_Space"
 - "survives" field of effects is not yet honoured
 - "Space_Part" not tested (but "should" work)
 - Other not-yet-implemented effects (see 
   data/default/buildings.ruleset):-
   Any_Government; Capital_Exists; No_Anarchy; No_Sink_Deep; 
   Spy_Resistant; Unit_Defend; Unit_Move; Unit_No_Lose_Pop
 - Other defined but not implemented effects that Freeciv doesn't (yet) 
   use:-
   Enemy_Peaceful; Improve_Rep; May_Declare_War; Barb_Attack; Barb_Defend; 
   Reduce_Waste; Slow_Nuke_Winter; Trade_Route_Pct; Slow_Global_Warm

        Does Freeciv understand the concept of "waste" anyway? I can't 
find any code for it. Presumably it's the equivalent of corruption, but 
for shields? I see a patch for it at 
http://www.complete.org/mailinglists/archives/freeciv-dev-200005/msg00131.html, 
but it seems this was never added to CVS.

Comments are, as always, welcome...

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"Go ahead, make my day."
        - Clint Eastwood, 'Sudden Impact', 1983




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