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[Freeciv-Dev] Re: Forking code. (Re: (PR#5122) Building requirementfor t
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[Freeciv-Dev] Re: Forking code. (Re: (PR#5122) Building requirementfor t

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To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Forking code. (Re: (PR#5122) Building requirementfor techs)
From: "Daniel L Speyer" <dspeyer@xxxxxxxxxxx>
Date: Thu, 21 Aug 2003 08:15:33 -0700
Reply-to: rt@xxxxxxxxxxxxxx

I would think that the right way to do materials would be to make 
explicite the current model of slow fundraising and quick construction.  
It goes well with the theory that turns are several years long.  As 
experienced players know, you don't actually work on building a 
particular item; you gather either military shields or civilian shields 
and build what you want when you have enough.

So have the city dialog show the buildup of available materials, with a 
switch for whether you're gathering civilian or military shields 
(everything else uneffected?  effected the same way?  whatever).  You 
can buy however many shields you want at the current rate (maybe if you 
have a commodities exchange in the city you can buy other things too?).

Caravans can carry any material, including shields.

The actual materials, including how much comes from which terrain and 
what technologies enable them, will be set by rulesets -- the current 
system will be implementable as a ruleset.

I can see wanting a stable base to code on while you're starting work, 
but nothing here requires a real fork -- just a short term development 
branch.

--Daniel Speyer





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