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[Freeciv-Dev] Re: (PR#6966) root_req for other rulesets as well
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[Freeciv-Dev] Re: (PR#6966) root_req for other rulesets as well

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To: morgan.jones@xxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6966) root_req for other rulesets as well
From: "Billy Naylor" <banjo@xxxxxxxxxx>
Date: Fri, 5 Dec 2003 19:14:02 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6966 >

On Sat, 2003-12-06 at 13:25, Morgan Jones wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6966 >
> 
> On  5/12/2003, you wrote:
> 
> > 
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=6966 >
> > 
> > On Thu, Dec 04, 2003 at 02:12:33AM -0800, Gregory Berkolaiko wrote:
> >> 
> >> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6966 >
> >> 
> >> On Mon, 1 Dec 2003, Jason Short wrote:
> >> 
> >> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6966 >
> >> 
> >> Gregory Berkolaiko wrote:
> >> 
> >> Morgan doesn't want to have separate trees. Like in civ3, if you
> >> play Japanese, you get Samurai unit instead of Knight, but this
> >> unit is available at the same point in tech tree (Chivalry).

> This seems overly complicated just to add nation/culture specific
> units.  Surely just adding root_tech to the unit ruleset would be a
> much simpler and more elegant solution?  I can't imagine it would
> require too many code changes.
> 

The rule would be int the city file, and look something like...

   Special_Unit: Samurai -> Knights

which just substitutes permission to build Samurai for Knights.

I however prefer the idea of wonders giving permission, it has the
advantge of already being possible.

But this involves tinkering with the base rulesets - maybe adding new
techs and wonders - which i find handled nicely with rndCiv as you're
not after one perfect ruleset.

-- 
banjo <banjo@xxxxxxxxxx>




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