[Freeciv-Dev] Forking code. (Re: (PR#5122) Building requirement for tech
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In the concrete case of materials, the default game is a special case in the
sense that has only one material, named "Shield", but I have faced with a
feature in freeciv that makes me fork the code:
In freeciv, you can change the city production, and part of the shield stock of
the old production goes to the shield stock of the new one (in the case of
wonders, the total is transferred). Also, in freeciv you can build units by
buying them with gold. Both features can't be part of a game based in
materials, because other way you can cheat the game, producing units or
buildings that normally you can't produce because you has not available a
specific material to need them.
The key of a game based in different materials is that there are strategical
map positions due to the existence of a resource of a given material, so you
must trade with other players in order to get a material you does not produce,
or may be you are pushed to conquer that positions and defend them from the
others, or may be... This feature gives a lot of new interesting possibilities.
LG
On 2003.08.19 14:51 John Wheeler wrote:
>
>As long as AI capability and speed for the 'official'
>distribution of Freeciv are decent, I wouldn't worry
>too much about performance under custom rulesets. The
>danger of not making Freeciv customizable enough is
>that people will keep forking off. While I think it's
>fine to keep Freeciv a Civ-like game, I'd prefer to
>see a single core that handles all similar variants.
>Personally, I would love to see more materials and an
>extended trading system included in Freeciv -- and,
>for the default ruleset, the resources could just be
>"food", "shields", and "trade".
>
>Do consider, only 18% of people responding to the
>recent poll (
>http://www.freeciv.org/poll.phtml?num=112 ) did not
>want a more detailed game.
>
>Regarding scripting, it seems to me that server AI
>scripting would be sufficient -- and that the code
>could also be used for CMAs or client AIs. This would
>also allow for AIs to have more "personality".
>
>Of course I do realize that these are major changes,
>would require a lot of time to implement, and probably
>aren't that high on the priority list.
>
>--JohnWheeler
>
>--- "Per I. Mathisen" <per@xxxxxxxxxxx> wrote:
>> How much customizability do we really need? As a
>> general rule, when we
>> make the game more customizable we lose both speed
>> and AI capability to
>> understand the rules. Unless we add complete server
>> scripting, and we have
>> already ruled that out, Freeciv will remain a
>> Civ-like game, and then any
>> further customizability beyond gen effects and what
>> we already have will
>> have marginally diminishing utility.
>
>
>--- "Per I. Mathisen" <per@xxxxxxxxxxx> wrote:
>>
>> Well, good luck to you in that. I don't quite see
>> the point in forking all
>> the code, but that's your call.
>
>
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- [Freeciv-Dev] Re: (PR#5122) Building requirement for techs, (continued)
[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
- [Freeciv-Dev] Forking code. (Re: (PR#5122) Building requirement for techs),
Lobo Gris <=
[Freeciv-Dev] Forking code. (Re: (PR#5122) Building requirement for techs), Lobo Gris, 2003/08/20
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/19
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/20
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/21
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