[Freeciv-Dev] Re: Civ3 extensions to FreeCiv
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On Wednesday 10 July 2002 9:29 am, Raimar Falke wrote:
> 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
Yeh, Civ3 gives expansive nations the explorer, so this feature would
allow
this
> - extra fixed starting techs
The techs in Civ3 relate to the national attitude - don't know if they
are
the same as Civ I/II
> - extra random starting techs
Good idea
> - the ability to produce a certain unit if you have the tech
Civ3 works through replacement of one unit with another, I think we
could go
further and have maybe several units for some nations. Maybe extra techs
specific to a nation or nations?
> - cheaper units/improvements/wonders
> - increased/reduced production of food, shield, trade,...
Good ideas, similiar sort of thing is done in games like Age of Empires
> - 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
No Anarchy for religious civs is a feature of Civ3s. Omniscient nation
is a
good idea, and the Vikings wil finally be able to 'discover' America as they
should (should be made harder perhaps then researching the techs (still a
slight chance of sinking in ocean, say) or there is no point to them)
>
> 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.
I think its best if Civ3 features are implemented in the kind of general way
you suggest (this is what I was hinting towards), so we can extend the ideas
and make them better, while also having an additional ruleset that covers
Civ3 rules/techs/nations.
>
> Raimar
- --
Andrew :-)
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