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To: Curtis Warren <cwarren89@xxxxxxxxx>, freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: rndCiv notes
From: banjo <banjo@xxxxxxxxxx>
Date: Sun, 01 Jan 2006 15:54:26 +1300

Curtis Warren wrote:
 > Oh wow, that's cool. Do you specificy units/buildings for each tech,or
 > is that just randomly done?
 >
 > On Sat, 2005-12-31 at 14:10 +1300, banjo wrote:
 >
 >>Curtis Warren wrote:
 >>
 >>>What exactly does rndciv do, just create completely random rulesets?
 >>
 >>semi-random & rule-driven.
 >>
 >>The rulesets start from techs, each tech has more than two prereqs.
 >>When rndCiv is run, for each tech it narrows down the prereqs to two.
 >>and builds a fairly sane techtree, and does the units and buildings,
 >>cities and govs files as well.  It also creates a readable summary
 >>and (if you've got graphvis) a viewable postscript diagram.
 >>
 >>The techs are listed in a series of flavour files, so you can...
 >>
 >>   rndCiv -s 120 cyber asia medieval
 >>
 >>which will build a sane techtree with roughly 120 techs, expanded
 >>medieval & asian options and some cyberpunk near future elements.
 >>
 >>This works, although it throws some warnings, and needs tuning,
 >>and im getting round to adding graphics.
 >>
 >>The flavours currently available for mixing in are...
 >>  ancient, asia, atomic, biotech, classical, crime, cyber, default,
 >>dragon, dwarf, elf, evil, fantasy, FantasyRaces, future, good, grav,
 >>industrial, info, magic, medieval, modern, nano, orc, pico, pyrates,
 >>random, random2, random3, random4, random5, random6, RandomEarly,
 >>RandomFuture, RandomLate, RandomMiddle, RandomUnusual, renaissance,
 >>singularity, space, steam, steampunk, stoneage, tachyon, transhuman,
 >>weirdscience, xfiles
 >>
 >>For example, depending on the rulesets used, the tech "University" can
 >>have two of these prereqs...
 >>   Mathematics, Philosophy, Academy, Theology
 >>
 >>-billy
 >>
 >>ps. Could someone please add rndCiv to the projects/mods page on the
 >>freeciv.org - ta
 >>
 >>
 >>
 >
 >
 >
it's a tad more complex, best to download it (100kb),
and have a play.

but briefly, buildings & units etc are defined in the flavour packages
and can have a number of techs as prereqs, one of which
will be chosen.  For example in the ruleset buldings.xfiles
has...

[building_alien_technology]
name            = _("Alien Technology")
tech_req        = "<T Space Flight | Nuclear Fission >"
bldg_req        = "<B Skunkworks | Research Lab | University >"

(lots snipped), but see if you add xfiles as a flavour, and
if the technologies "Space Flight" or "Nuclear Fission" get
chosen, then the "Alien Technology" wonder may also get chosen.
In this case it's tech requirement will be "Space Flight" or
"Nuclear Fission".

easy

-billy








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