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[Freeciv-Dev] Re: Civ3 Ruselset [Was: Re: (PR#5437) wishlist: new unit,
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[Freeciv-Dev] Re: Civ3 Ruselset [Was: Re: (PR#5437) wishlist: new unit,

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To: per@xxxxxxxxxxx
Cc: jdwheeler42@xxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ3 Ruselset [Was: Re: (PR#5437) wishlist: new unit, the worker]
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Sat, 6 Sep 2003 05:23:11 -0700
Reply-to: rt@xxxxxxxxxxxxxx

Marko Lindqvist wrote:
> Jason Short wrote:
> 
>>
>>What I would like to see is
>>
>>1.  A ruleset, civ3.serv and data/civ3.  This can be a contributed 
>>add-on, but should go into CVS as soon as it's recognizably from civ3. 
>>It must be playable, even if this means some options are absent.
> 
> 
>   - We need to implement our own tech tree. Civ3 does not have single 
> tech tree, but separate ones for each age
>   - We should use civ/2 rules that under republic/democracy military 
> units outside city cause unhappiness, to balance missing war weariness code

  This means, of course, that units should have home city for now 
(probably required for gold upkeep costs too)

>   - Defense value for units that can be captured, should be set to 0.
>   - Diplomat and Caravan units should be added so at least civ/2 version 
> of diplomacy and trade is present
>   - Find balanced attack power for units with bombard ability
>   - While waiting for gen-effects, map each civ3 wonder to closest civ/2 
> match. Implement small wonders as civ/2 wonders (great wonders)
>   - Only one sea terrain type should be implemented. Triremes work as in 
> Civ/2. All higher sea units can travel any sea squares
>   - All units should have IgZOC flag
>   - Make bridge building civ/2 style -> Workers can build bridges when 
> Engineering learned
>   - Include civ/2 style barbarian leader so there is at least civ/2 way 
> to get their barbarian gold.
> 

  Just to make sure: I'm not volunteering to write civ3 rulesets, at 
least not yet. Maybe later when I have more time, if nobody else have 
volunteered before.

> 
>>2.  A list of new features needed for civ3 compatability.  These should 
>>be separated as cleanly as possible, and put into RT.
>>
> 
>   Maybe under new queue civ3-mode? I can type in tickets easily 
> determined from civ3 manual (It does have quite good What's changed chapter)
> 

  Besides civ3 manual, I have been collecting ticket material from other 
sources too (good excuse to play civ3). Instead of flooding mailing list 
with dozens of tickets I'll send them over longer period of time so 
people have time to comment individual tickets.
  Also, I'm going to split each change to as many separate steps 
(tickets) as possible. For example, 'culture' will have (at least) five 
separate tickets so rather small patch will fulfill each ticket.

> 
>>The same would apply for just about any other civ game.  But for some 
>>games there are just too many code differences needed for a ruleset to 
>>be recognizable without them (e.g., SMAC and gen-effects), so I think we 
>>need some code changes first.

  Maybe RT tickets for required changes should be made for other games too.


  - Caz





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