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[Freeciv-Dev] Re: (PR#12019) Effects TNG
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[Freeciv-Dev] Re: (PR#12019) Effects TNG

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To: vasc@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12019) Effects TNG
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 31 Jan 2005 14:57:54 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12019 >

Andreas Røsdal wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12019 >
> 
> On Mon, 31 Jan 2005, Jason Short wrote:
> 
>>Here's a new patch.  I combined the rulesets with the v4 patch.  There
>>were no other changes.
>>
>>Bug-hunters, please test.  Modpack authors, please comment on the
> 
> For good modpacks, I think that more effects would be good. The current
> effects only reflect what you can do in the current default ruleset.
> For example, "Give_Gold", "Give_Tech", "Give_Unit"...

Absolutely.  I have a set of new city effects I will add once the new 
code is in place.  For the rest, we need modpack authors to tell us what 
they need.  We should avoid bloat but anything that will be used can 
probably be added.

Note this is orthogonal to the patch.

> About the syntax of the effects rulesetfile, why is
> "type", "name", "range" repeated in every requirement definition? Are
> there other alternatives than these?

Well, "survives" at least is one.

> And, survives is a logical property of the effect (just like value is),
> not the requirements for the effect.

At first I thought that.  Then I realized the error of my ways. 
"Survives" means the effect survives the destruction of the req.  With 
multiple reqs it should make sense that this is independent for each req.

Having survives as a property of the req is actually a quite elegant way 
to deal with some things.  For instance nukes can only be built if 
manhattan has been built, currently this is a special case but it could 
be handled just as a req, with the "survives" flag.  (However there are 
other issues with rewriting unit reqs to use the requirement structure.)

jason





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