[Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=6007 >
On Fri, May 21, 2004 at 06:38:05PM -0700, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6007 >
>
> > [i-freeciv-lists@xxxxxxxxxxxxx - Mon Nov 03 17:46:06 2003]:
>
> > To all: Can you please define the properties of the new terrain types
> > you wish to be added? This is not about the reasons why they should be
> > added.
>
> Here are two such properties:
>
>
> - Generalization of F_TRIREME. Currently "trireme" units are lost on
> is_ocean terrains that are not is_safe_ocean. Under civ3 (which easily
> generalizes to other rulesets) the adjacent terrains don't matter, but
> these are different terrain types. And there's more than one of them.
>
> So, I want to be able to say "unittype <type> has <chance> percent
> chance of being lost if it ends the turn on terrain <terrain>". However
> this may be too general, especially if the chance can be modified by
> veteran level and other (tech/wonder) effects (although perhaps this
> could all be a single effect type, decreasing the loss chance by a given
> percentage).
>
>
> - Prevent some units from moving onto certain terrains at all. Really
> this is just a generalization of the current land/sea/air rules. In
> civ3 triremes can't leave the coast at all, and galleys can't go into
> deep ocean (or so I'm told).
Civ3 removes the loose-trireme-with-a-chance and adds the
trireme-can't-leave-shore. Do we want to freeciv to have both? Or put
it another way: do we want to support the old model in the future?
If the answer is yes than I agree with that expressing the current
rules in a non-hardcoded way is quite a task. The chance is effected
by wonder, veteran level und techs.
I'm for keeping the current feature. And keep it hard-coded.
Raimar
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- [Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types,
Raimar Falke <=
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