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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: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>
Date: Fri, 30 May 2003 03:00:56 +0100 (WET DST)

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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