Author: cazfi Date: Mon Oct 12 17:00:41 2015 New Revision: 30055 URL: http://svn.gna.org/viewcvs/freeciv?rev=30055&view=rev Log: Load experimental ruleset description from the README.
See patch #6405 Added: trunk/data/experimental/README.experimental - copied unchanged from r30054, trunk/doc/README.ruleset_experimental Removed: trunk/doc/README.ruleset_experimental Modified: trunk/data/experimental/Makefile.am trunk/data/experimental/game.ruleset trunk/doc/Makefile.am Modified: trunk/data/experimental/Makefile.am URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/experimental/Makefile.am?rev=30055&r1=30054&r2=30055&view=diff ============================================================================== --- trunk/data/experimental/Makefile.am (original) +++ trunk/data/experimental/Makefile.am Mon Oct 12 17:00:41 2015 @@ -14,6 +14,7 @@ nations.ruleset \ techs.ruleset \ terrain.ruleset \ - units.ruleset + units.ruleset \ + README.experimental EXTRA_DIST = $(pkgdata_DATA) Modified: trunk/data/experimental/game.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/experimental/game.ruleset?rev=30055&r1=30054&r2=30055&view=diff ============================================================================== --- trunk/data/experimental/game.ruleset (original) +++ trunk/data/experimental/game.ruleset Mon Oct 12 17:00:41 2015 @@ -33,7 +33,7 @@ ") ; Detailed description -; description = "" +description = *experimental/README.experimental* [options] global_init_techs="" Modified: trunk/doc/Makefile.am URL: http://svn.gna.org/viewcvs/freeciv/trunk/doc/Makefile.am?rev=30055&r1=30054&r2=30055&view=diff ============================================================================== --- trunk/doc/Makefile.am (original) +++ trunk/doc/Makefile.am Mon Oct 12 17:00:41 2015 @@ -22,7 +22,6 @@ README.graphics \ README.nations \ README.packaging \ - README.ruleset_experimental \ README.ruleset_multiplayer \ README.rulesets \ README.scorelog \ Removed: trunk/doc/README.ruleset_experimental URL: http://svn.gna.org/viewcvs/freeciv/trunk/doc/README.ruleset_experimental?rev=30054&view=auto ============================================================================== --- trunk/doc/README.ruleset_experimental (original) +++ trunk/doc/README.ruleset_experimental (removed) @@ -1,144 +0,0 @@ ----------------------------------------------------------------------- - Experimental Freeciv Ruleset ----------------------------------------------------------------------- - -This ruleset tries to use the new features available in freeciv that -are not yet in use in default rulesets. It is based on the classic ruleset. -The changes can be extracted by - -#> diff -ur data/classic/ data/experimental/ - -If the changes in this ruleset result in a working game (especially with -regard to the AI) they could be included in the default ruleset for next -major release. - -If you change the experimental ruleset, please include a short comment in -this file. - - - -1. Changes compared to the classic ruleset - --------------------------------------- - -- Plagues are activated. Temples, Aqueducts, Sewer Systems reduce the - chance of plague in a city, as do the new Hospital and Genetic Laboratory - buildings. The effect of Aqueducts is reduced after Industrialization - is discovered. Building the wonder 'Cure for Cancer' further reduces - the possibility of plague for your entire empire. - -- The Genetic Laboratory increases the food output by 25% if the city - size exceeds 20. - -- Migration is activated and locked by the ruleset. Migration effects for - the different governments are defined; cities belonging to more - representative governments are more attractive for cross-border migration. - -- After The Corporation is researched, the upkeep for most modern military - units (Riflemen onwards) is changed from shields to gold, and cities - no longer maintain any such units for free, regardless of government. - Gold upkeep for units is tallied empire-wide (unlike buildings), and if - funds run out, random units are disbanded. - -- A new unit class Big Land is introduced, comprising all "siege" units - (Catapult, Cannon etc) and Freight. Units of this type are restricted - to flat terrain and cannot move into difficult terrain such as hills - and forest, unless roads are built; nor can they ride maglevs (they - ride the railroad instead). - Freight does not obsolete Caravan so player does not lose ability - to build units to establish traderoutes to remote cities. - -- Triremes can move on rivers (but later ships cannot). - -- Mech. Inf. can carry up to 3 missile units (including while they - themselves are being transported on a boat). - -- Workers and Engineers (but not Settlers) have their own veteran system. - Every turn when they do useful work, there is a small chance that they - will be promoted. They will never be promoted through combat. - The levels and their effect on terrain alteration speed are: - apprentice (1x) -> journeyman (1.25x) -> master (1.5x) - -- Activate variable city radii: - radius 1 (radius_sq = 2): start - radius 2 (radius_sq = 5): city size 3 - radius 3 (radius_sq = 10): city size 10 + Railroad - radius 4 (radius_sq = 17): city size 30 + Railroad + Mass Transit + - Super Highway - The vision range of the city is adapted accordingly. - The city graphics from the tileset change with the city radius. - -- The number of build slots for units is increased at radius 3 and 4. - -- (Add and) Activate tech upkeep. Beyond a certain technology level, some - bulbs are required to maintain your civilization's existing knowledge, - and if not supplied, some techs may be lost. (However, technology is not - lost in this way during periods of Anarchy.) - -- Activate server setting 'foggedborders': your view of foreign borders is - not updated if you can't currently see the territory. - -- Activated 'techlost_recv' and 'techlost_donor': whenever technologies are - transferred between civilizations, there is a small chance that each of - the parties will forget the technology in question. - -- Most technologies have "root_req" requirements. This means that it is - not possible to acquire the technology by any means unless you already - possess its "root_req". - -- Citizens of the nationality city owner is in war with are extra unhappy. - Under most governments all such citizens, under Communism - and Republic one in every two citizens, and under Democracy one in - every three citizen is unhappy because of the war against their homeland. - -- Custom policy "Personal Freedom". You can trade off a science bonus - against extra unhappiness from your aggressive military units. - -- There's only two disaster types; Earthquake and Fire, and they both - can destroy a building from a city. - -- Each movement point is divided to 9 fragments instead of 3. IgTer, road, - and river moves costs have similarly changed to 3 fragments, so they are - still 1/3 (3/9) of a move. Movement along Railroad costs 1 fragment - (1/9 movement point), and infinite movement is provided by Maglev (but - not to Big Land units). You can build Maglevs alongside your Railroads - once you know Superconductors. - -- Partisan appearance does not depend on original builder of the city, - but number of citizen nationality. If at least 75% of the citizens are of - old owner's nationality, partisans can appear. - -- Paratroopers may paradrop to Transports on any oceanic tile. - -- Several achievements are enabled. - -- Some buildings accumulate culture - -- An explorer can establish an embassy to another player - -- Workers and Engineers can fortify - -- AI players get their traits randomly assigned from a limited range - -- Being part of a unit stack won't protect against spy actions. - -- Marco Polo's Embassy does not grant new connections, nor embassies, to players - one has never met. It grants embassy with already met players only. - - -2. Use the new ruleset - ------------------- - -To play a game with the experimental rules, start the server with: - ./fcser -r data/experimental.serv -or a single player game with - ./freeciv-gtk3 -r data/experimental.serv -(and any other command-line arguments you normally use) - -Start the client normally. The client must be network-compatible -(usually meaning the same or similar version) but otherwise nothing -special is needed. - -Note that the Freeciv AI might not play as well with rules other -than standard Freeciv. The AI is supposed to understand and -utilize all sane rules variations, so please report any AI -failures so that they can be fixed. _______________________________________________ Freeciv-commits mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-commits