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To: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: 100% Civ 2
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sun, 14 Apr 2002 01:45:39 -0700 (PDT)

--- "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx> wrote:
> At 05:35 AM 02/04/13 -0700, Raahul Kumar wrote:
> >I'm planning to make Freeciv completely rule for rule compatible with Civ 2.
> >I want to know what is currently not implemented. As far as I know:
> >
> >1.) Fundamentalism
> 
> Ther is something that came out at one point. I have (I think) full
> Fundametalist units, and gov't sections in my rulesets. There is a 
> comment about incompleteness, but when it was incomplete is anybodies
> guess.
> 
> >2.) Supply and demand trade system
> >3.) Double movement/production for multiplayer
> >4.) Waste (Corruption for shields)
> 
> This is the (complete) base implementation for civ2 rules (it is an exact 
> mimic of corruption :-). Needs an if(civ2flag) test.
> 
> common/city.c
>   pcity->corruption = city_corruption(pcity, pcity->trade_prod);
>   pcity->trade_prod -= pcity->corruption;
> 
>   /* TODO: Civ2 rules check */
>   pcity->shield_waste = city_corruption(pcity, pcity->shield_prod);
>   pcity->shield_prod -= pcity->shield_waste;   
> 
> Of course most of the work is doing the GUI displays to add teh extra
> info and damaged pictures.

Not a chance. I'll leave that to Daniel.

I have to ask. Does any obliging Freeciver have the exact formula for
corruption
and waste? If not, I'll have to take Ross' approach.

Aloha,
RK.

It is against the law for a monster to enter the corporate limits of Urbana, 
Illinois.

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