Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2003:
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
Home

[Freeciv-Dev] Re: (PR#5122) Building requirement for techs

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5122) Building requirement for techs
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Sun, 17 Aug 2003 12:09:37 -0700
Reply-to: rt@xxxxxxxxxxxxxx

Guest wrote:

>This patch adds new fields in techs.ruleset:
>- bldg_req: At least one city must have this building to develop the
>technology
>- bldg_req_penalty: Cities that don't have this building lose AMOUNT
>percent of research when the player is researching the tech.
>
>There is still some problems (Ai doesn't understand very well, ruleset
>checking, possibility of no more tech available) but I send it to have
>your opinion about this feature.
>
>I think that it can be useful in two ways:
>- no more smallpox (with the penalty, there will be a need for too many
>improvements to have a correct research) 
>- modpacks (in Middle-Earth, reserching Nine for The Men will require
>The One Ring building)
>  
>

 You might want to look at my req_gen (requirement generalization) 
patches. They implement this and much more. Only problem is that they 
are very old. I'm considering updating them. In the meantime those old 
versions can be found from 
ftp://ftp.freeciv.org/freeciv/contrib/development/misc/.


 - Caz






[Prev in Thread] Current Thread [Next in Thread]