Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2004:
[Freeciv-Dev] Re: Just a question about generic improvements.
Home

[Freeciv-Dev] Re: Just a question about generic improvements.

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: LoboGris <molv@xxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Just a question about generic improvements.
From: Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 19 Apr 2004 22:51:53 -0500

On Mon, Apr 19, 2004 at 11:33:09PM -0300, LoboGris wrote:
> ?How many work is needed in order to get generic improvement fully 
> implemented? ?Is anybody working on this?

Wellll, "fully" is the key word here. To get general improvements fully
working is going to take a lot of work, mainly in the AI department.

To get is partially working isn't going to take much work at all. See my
post (PR#2521) for version 8 of the patchset. This implements a working 
subset of the effects.

I am working on this (slowly). Would you like to help? Download the patch.
Test a lot. Change the ruleset to exercise the effects that currently 
work (I think):

Give_Imm_Adv, Improve_Rep, Enable_Space, Enable_Nuke, Reveal_Cities, and
Reveal_Map, Food_Add_Tile, Food_Inc_Tile, Food_Per_Tile, Prod_Add_Tile,
Prod_Inc_Tile, Prod_Per_Tile, Trade_Add_Tile, Trade_Inc_Tile, and
Trade_Per_Tile.

Report behavior that we shouldn't be getting. Report server and client 
crashes. If you're feeling creative you can attempt to implement more effects.
Relatively easy ones to try would be: 

Any_Government, No_Anarchy, No_Sink_Deep, Spy_Resistant, Upkeep_Free

-mike


[Prev in Thread] Current Thread [Next in Thread]