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[Freeciv] Re: Tech Tree Ends Too Soon
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To: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: Tech Tree Ends Too Soon
From: Reinier Post <rp@xxxxxxxxxx>
Date: Sat, 4 Oct 2003 20:12:53 +0200

On Sat, Oct 04, 2003 at 09:07:13PM +1200, banjo wrote:
> On Sat, 2003-10-04 at 11:23, Mark Metson wrote:
> > I do not like the "endgame effect" caused by the tech-tree ending so soon.
> > 
> > I have a game in progress right now in which suddenly there is no point in 
> > continuing to build libraries because I am already aquiring tech so fast 
> > that I will have every tech there is before the library is completed. This 
> > seems an artificiality, in history when we have imagined that there is 
> > nothing left to learn we have found - in a big way !!! - that we were 
> > wrong. !!! Big time wrong. Was it in the nineteenth century or early 
> > twentieth that newtonian physics thought it was running out of things to 
> > learn? Then along came relativity and quantum mechanics.
> 
> Tangentally to this, ive got a perl script that extends the techtree.
> 
> What i does is create randomly shuffled techtrees, either very close to
> the standard tree or you can ask it to shuffle in other genera's of
> advances (ie. steampunk, cyber, fantasy, ... ).  
> 
> To keep things sane and manageble i clustered techs into tech levels, 
> from stoneage to near future, and then thru 9 future ages to the
> Singularity (or Trancendance).  Ive got unit, building and government
> rulesets mostly working as well.
> 
> This set is meant to allow different sorts of freeciv games to be
> played.
> 
> If anyone's interested i can post it to them, or even to the whole list.
> 
> comments ??

How do you handle the unit icons?
It would be nice to have alternative rulesets on a public server,
but if additional units are kept, clients must have accompanying icons.

-- 
Reinier



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