[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
>
>
>If something like this was to be implemented, it should be as a general
>effect, anyway. This way you would make a building effect dependent on
>researching a specific tech.
>
>
Do you mean adding a tech_rech column in the effect field of building?
This is probably more complex and useful only with the Science_Bonus
effect but I agree it will be more coherent.
>BTW, you can achieve somewhat the same effect that you wanted to achieve
>above by making a science-increasing building that requires an adjacent
>ocean tile.
>
>
Not if the building increase only the research of a specific tech.
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/17
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Morgan Jones, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/19
|
|