Jonathan Kaplan wrote: > ... but what would be > ideal would be putting a *large* range of options available as a > user-controlled setting.
Shudder. That's horrible. How do you test? Remember, this has to handle civ1/2/3-like games, so civ1 Swamp resource Oil has to turn into civ2 Peat, and then civ3 Oil again, depending on the *same* game loading a different ruleset. Likewise, Tundra, Desert, etc. All while the terrain is irrigated/mined/transformed. The reason that the old Freeciv behaviors were changed it that the code didn't actually work well -- Fish on land, etc. There were long discussions. The best path to correct code was "hiding" the resource whenever wrong for the terrain. It has the added advantage that after cutting down trees, and building a road, reforesting gives back the Game.... Just like they teach in natural resources classes! > 1.) It rerolls whether or not there is a special whenever the land type > is changed, and the new special will always be appropriate to the land > type, even if land is changed to water or vice versa Very like civ1. And that was changed in commercial civ2, because it leads to bad game play. People repeatedly change the terrain until they get the combination they like best. And when did cutting down a mountain ever give you a wonderful forest full of deer, anyway? In life, it yields a thousand year blight! > 2.) The special simply stays, but land specials always stay on land, and > if it is changed to water, it goes away, and water specials can never be > on land That's what was intended in 2.0, but it never worked well. And again, the players gamed the system, so you ended up with buffalo on grassland, etc. The resources are "balanced" for each terrain. Allowing them on another terrain creates horrendous game play problems. ... > Does anyone have any thoughts about this? Many. But the most important thing is to get the current code well tested before embarking on new options.... The one thing that I'd planned was new flags for persistent/exhausted resources, so that Coal/Gold would stay after transforming a hill, but be depleted over time. So, "living" resources would still disappear on terrain changes, but could replenish forever. Anyway, these should never be "a user-controlled setting." They need to be in well-developed scenarios, where all the chosen features can be balanced. _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev