[Freeciv-Dev] Re: Units requiring more than one tech
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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?
I think the Partisan units already use some freaky things to allow
dependence on multiple techs but I am not really into this sort of thing.
---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa
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