Complete.Org: Mailing Lists: Archives: freeciv-dev: January 2002:
[Freeciv-Dev] Re: Hello; Elementarization of Unit Properties; New/Improv
Home

[Freeciv-Dev] Re: Hello; Elementarization of Unit Properties; New/Improv

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Hello; Elementarization of Unit Properties; New/Improved Info Screens
From: Gregor Zeitlinger <zeitling@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 14 Jan 2002 16:10:21 +0100 (CET)
Reply-to: gregor@xxxxxxxxxxxxx

On Mon, 14 Jan 2002, Petr Baudis wrote:
> >    There's a patch from Gregor Zeitlinger splitting F_CARAVAN into the two
> >    elemental abilities.
> Yes - so, as a start, can you please have a deeper look at it and try to get 
> it
> into CVS?
errrr..... I'm on it..... but actually I've been working on the very ideas
you just read with Jörg. As my exams will be starting soon, I've already
tried to talk him into continueing my caravan patch.
You know, initially I thought: It would be nice to split the caravan
abilites up for the zzz (you might guess the name if you take our
last names...) ruleset I'm developing with Jörg, because helping wonders
makes it much too easy to beat the AI and makes smallpox still too
valuable. I thought, it might take me some search & replace and I'd be
done with. Until I discovered that F_CARAVAN appears in the ai
section..... As your comments on my patch showed, I was not very careful
in that part, though....

The same is true for my change specialist patch, which prevents the AI
from getting scientists and tax collectors before a cities grow to a
certain size. My patch prevents that, but I think the AI gets to have
elvises instead of the wanted taxmen, which is obviously wrong.
 
The unit names patch is not finished likewise, because the code is highly
gui specific - which I didn't get through with.

> >    - a set of columns (one for each unit type) which show the the number of
> >    units of the respective unit type in the city.
> Really neccessary? I rarely see zillion of units in one city, so they are
> usually really easy to count manually at a glance.
It's nice to see which cities are defended by what kind of unit, and I
wonder what kind of glance you mean, when you have 100+ cities...

> >    - the same for buildings (well, of course showing only the 
> > (non)existence)
> You can have multiple certain buildings in one city?
this would be a flag

-- 
Gregor Zeitlinger      
gregor@xxxxxxxxxxxxx





[Prev in Thread] Current Thread [Next in Thread]