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[Freeciv-Dev] Re: Civ3 extensions to FreeCiv
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To: Andrew John Hughes <hughes2002@xxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ3 extensions to FreeCiv
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Wed, 10 Jul 2002 10:29:24 +0200

On Tue, Jul 09, 2002 at 11:09:40PM +0100, Andrew John Hughes wrote:
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> There has been some recent discussion on the freeciv@xxxxxxxxxxx mailing list 
> on extending FreeCiv with some of the features of the new Civ3.  I was 
> wondering what the thoughts of the current developers were on doing this and 
> if it could be achieved.
> For myself, I would like to get involved on developing FreeCiv, having 
> enjoying playing FreeCiv and Civ I, II, and III, and this is a particular 
> area I would be interested in working on.  I think it would be best achieved 
> by adding the features as options to freeciv in the form of rules and server 
> options, as it doesn't really warrant complete seperation from the Civ I and 
> II compatability currently in FreeCiv.  I think most of the additions/changes 
> would work to this scheme, and it would allow the creation of unique games 
> with a combination of the good features of both the older Civs and the newer 
> Civ3.  

> Civ3 support would also make use of the nation representation, which
> ,as far as I can see, relates to little more than the flag.  Civ3
> has unique units and attitudes/special skills for the nations, which
> could be incorporated.  The units also carry their nationality
> (simply adding Nation_Type_id to the unit struct should sort this)
> and are more disposed towards that nation, although they can
> eventually be assimilated (related to the culture of the two
> nations).

I have plans to give nations specific advantages. Such advantages
could be:
 - extra starting units
 - extra fixed starting techs
 - extra random starting techs
 - the ability to produce a certain unit if you have the tech
 - cheaper units/improvements/wonders
 - increased/reduced production of food, shield, trade,...
 - almost all of the other effects:
   * so you can build a omniscient nation with Reveal_Map
   * a Viking nation which triremes doesn't sink with No_Sink_Deep
   * or a religious nation which doesn't have Anarchy with No_Anarchy

All of this have to be coded and balanced. So it a long-term project.

> This would mean, however, that each nation could only take part in
> the game once, limiting the number of players - don't know if this
> is already in place anyway.

It is.

        Raimar

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 email: rf13@xxxxxxxxxxxxxxxxx
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