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[Freeciv-Dev] Re: Elementarization of Unit Properties
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[Freeciv-Dev] Re: Elementarization of Unit Properties

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To: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Cc: rf13@xxxxxxxxxxxxxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Elementarization of Unit Properties
From: Jörg Zuther <zuther.joerg@xxxxxxxxx>
Date: Thu, 17 Jan 2002 22:50:56 +0100

Tony Stuckey wrote:
> 
> On Tue, Jan 15, 2002 at 11:15:26PM +0100, Jörg Zuther wrote:
> > > While you are at a redesign: what about compound units (from AC)?
> >
> > This would be great, of course. But would't this generate a huge
> > amount of problems/work? It starts with compatibility with Civ I/II
> > and ends with a graphical challenge.
> 
>         Not necessarily.
>         You can simply use the same graphic (or a subset of all possible
> unit graphics) for all units of a type, regardless of their
> weapon/armor/special abilities differences.  This can be seen as lame,
> but in my experience playing SMAC, many combinations of partial units
> capabilities don't make sense.  They come out as too fragile, overpriced,
> obsolete, or simply not effective enough for their job.  Thus only a
> subset of units are ever built/active at any one time.  You also run into
> simple user choice restrictions.  I typically don't build 65,000 units
> through the course of an entire game, thus I have no need for the full
> spectrum of graphics.
>         The information presentation problem (-> need for specific
> graphics) is easier than it first sounds.

OK, I think you're right that it is possible to reduce the complexity
of the graphical problems. It still is a lot of work, though, and I
have absolutely no experience with graphics.

I think I'll work on the city report first and think/discuss/analyze
this problem further in the meantime.

 ,,
Jorg


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