Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: (PR#2329) Portattacks 7
Home

[Freeciv-Dev] Re: (PR#2329) Portattacks 7

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: raahul_da_man@xxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2329) Portattacks 7
From: "Ben Webb via RT" <rt@xxxxxxxxxxxxxx>
Date: Sat, 16 Nov 2002 13:10:11 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, Nov 16, 2002 at 08:03:44AM -0800, Raimar Falke via RT wrote:
> On Sat, Nov 16, 2002 at 06:59:07AM -0800, Mike Kaufman via RT wrote:
> > let me note that all this can be done with a framework of unit effects:
[snip]
> > 
> > granted, unit effects are largely vapor and certainly won't see the light
> > of day before improvement effects

The current impr-gen patch, and FreecivAC CVS, have full code for this
already; below is the current impr-gen ruleset entry for the AEGIS Cruiser,
which works now...

name          = _("AEGIS Cruiser")
...
effect        = 
    { "type", "amount", "aff_unit"
        "Unit_Defend", 500, "Air"
        "Unit_Defend", 500, "Heli"
        "Unit_Defend", 500, "Missile"
    }

Note the similarity to your example. ;)

> No problem if it can be implemented this way.

I don't see any reason why you couldn't add extra classes for your
different layers. In fact, with current FreecivAC CVS you should be able
to do this now without writing any code, since unit classes in FreecivAC
are ruleset-defined. Somebody else can mess with killstack and stuff
though...

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"If we don't succeed, we run the risk of failure."
         - J. Danforth Quayle



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