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To: Morgan Jones <morgan.jones@xxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Units requiring more than one tech
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Thu, 29 May 2003 13:13:15 +0100 (BST)

On Thu, 29 May 2003, Morgan Jones wrote:

> 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?

Just split "Chivalry" into
        Chivalry,  Samurai Code and Pronoia 
with reqs
        European, Oriental and M. Eastern Heritage 
correspondingly.

No need to change code.

G.



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