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

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To: raahul_da_man@xxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2329) Portattacks 7
From: "Raimar Falke via RT" <rt@xxxxxxxxxxxxxx>
Date: Sat, 16 Nov 2002 15:24:39 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, Nov 16, 2002 at 01:10:11PM -0800, Ben Webb via RT wrote:
> 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. ;)

For the actual combat the effect doesn't depend on the class of the
unit but on the current layer of the unit. So a ship in a city is not
swimming but normal ground. And is a sub isn't dived it also can be
attacked like a normal ship.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  Tank: So what do you need? Besides a miracle.
  Neo: Guns. Lots of guns.
    -- From The Matrix



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