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[Freeciv-Dev] Units requiring more than one tech
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Units requiring more than one tech
From: Morgan Jones <morgan.jones@xxxxxxxxxxxxxxx>
Date: Thu, 29 May 2003 18:57:16 +1300

Firstly, thanks for all the great work you guys have done so far on
Freeciv.  Civ2 was never released on Amiga, but with Freeciv I have a
version that's even better.   

I was wondering how feasible/practical it would be to have units
that require two techs rather than one, similar to how it is in the
tech.ruleset with 'req1' and 'req2'.

The reason I ask is that it could really expand the possibilities of
modpacks.  As an example:

[unit_knights]
name            = _("Knights")
move_type       = "Land"
tech_req1       = "Chivalry"
tech_req2       = "European Heritage"
:

[unit_samurai]
name            = _("Samurai")
move_type       = "Land"
tech_req1        = "Chivalry"
tech_req2        = "Oriental Heritage"
:

[unit_cataphracts]
name            = _("Cataphracts")
move_type       = "Land"
tech_req1        = "Chivalry"
tech_req2        = "Middle Eastern Heritage"
:

Each nation ruleset could have a "Heritage" tech listed in init_techs, and thus 
different nations or groups of nations could have unique units or even
entirely unique tech trees.

My coding knowledge isn't great, but I can't imagine it would be too
difficult to implement, though perhaps the AI will not like it very
much.  Thoughts?


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