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[Freeciv-Dev] (PR#2930) building requirements for units
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[Freeciv-Dev] (PR#2930) building requirements for units

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#2930) building requirements for units
From: "Jason Short via RT" <rt@xxxxxxxxxxxxxx>
Date: Thu, 30 Jan 2003 17:08:49 -0800
Reply-to: rt@xxxxxxxxxxxxxx

[per - Wed Jan 29 18:35:56 2003]:

> On Wed, 29 Jan 2003, Raahul Kumar via RT wrote:
> > > This patch adds a new field to units.ruleset called "impr_req",
> which
> > > makes the building of a unit conditional upon the presence of the
> given
> > > building.
> >
> > This is excellent work. Any chance of you adding in resource
> requirements as
> > well, ala Civ 3? This means requiring resources like iron, rubber
> etc. Instead
> > of producing shields or trade arrows, those resources would produce
> iron.
> 
> That shouldn't be too hard to add afterwards, but will it do any good
> without a civ3 like trade model as well? (ie you can build horse-
> dependent
> units as long as you have any road to a horse resource anywhere)

If a city you trade with has that resource, you have that resource...

Of course in freeciv trade isn't transitive, unlike in civ3.  So this
would be a bit difficult.

jason



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