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[Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types
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[Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Fri, 21 May 2004 23:01:05 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6007 >

On Fri, 21 May 2004, Raimar Falke wrote:

>
> <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.

I am for changing to civ3-style rules and dumping the "chance" thing.
This trireme business is too much bother (both coding and playing).




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