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[Freeciv-Dev] Re: (PR#2521) general effects framework
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[Freeciv-Dev] Re: (PR#2521) general effects framework

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To: rt@xxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2521) general effects framework
From: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Date: Wed, 11 Dec 2002 22:33:24 -0500

I keep seeing this and think there is a basic class missing. If
one is going to do gen-impr, it should probably done "gen" enough
to handle Civ IIIish effects.

So, does local imply a range as in tile radius? Is this type missing?

What about effects that apply only for given race where race may
be more than just per-player (or can player be extended with a 
list as a technical fix, and this used amongst other things to
build a player list of equal race types)? Can others be extended
with lists?

static const char *effect_range_names[] = {
+  "None",
+  "Local",
+  "City",
+  "Island",
+  "Player",
+  "World"
+};

For example, watchtower confers a bonus visibility radius for units 
*at* the watchtower. But AWACs could confer a visibility radius for 
all units within "n" tiles of the AWACs base (as opposed to a fixed
radius around the base itself). This would mean patrols are an
important component, rather than sitting in one protected spot.

There could be enhanced unit defense, or protection from surprise
attacks (if the combat system matures to include initiative as an
element, rather than pure attacker/defender) as range effects
that operate up to "n" tiles or land/sea/air moves from the source.

CivIII culture is an example of a tile-range effect.

Cheers,
RossW
=====

At 01:05 PM 02/12/09 -0800, Mike Kaufman via RT wrote:

>> The current ruleset says:
>> 
>> ; equiv_range   = range for which this may be equivalent to another
>> ;                 building; one of:
>> ;                   "None", "Building", "City", "Island", "Player", "World"
[...]
>-mike




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