[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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On Wed, 20 Aug 2003, John Wheeler wrote:
>
> --- Michael Mielke <michael@xxxxxxxxx> wrote:
> >
> > > 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.
> >
> > Would you mind defining detailed? From my
> > understanding detailed can mean
> > almost anything unless more greatly defined.
>
> Well, I can't speak for the others answering the poll,
> but I'd like to see
> 1.) Extended trading (like Colonization, Serf City, or
> Railroad Tycoon)
> 2.) Important persons (like Railroad Tycoon or
> Colonization)
> 3.) More varied AI through scripting.
>
> I realize, each of these is a major project, but hey,
> AI diplomacy was a major project, too, and I'm pretty
> happy with it.
>
> ++JohnWheeler
Hey now, we're not playing railroads here.. Just a civilization. And
varieties of civilizations can have different impacts on them.
--
Michael Mielke <michael@xxxxxxxxx>
http://www.mielke.cc/~michael/
- [Freeciv-Dev] Re: (PR#5122) Building requirement for techs, (continued)
[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 <=
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