Follow-up Comment #6, patch #3323 (project freeciv):

What part of this original request cannot currently be done in trunk?  I
believe the drivers have been completed, if perhaps not as part of this
ticket.

Example ruleset definition using the working "City" range:

[base_gold_mine]
name = _("Gold Mine")
graphic = "base.gold_mine"
graphic_alt = "tx.mine"
activity_gfx = "unit.gold_mine"
act_gfx_alt = "unit.minee"
reqs =
    { "type", "name", "range"
      "TerrainClass", "Land", "Local"
      "Technology", "Currency", "Player"
      "Resource", "Gold", "Local"
      "UnitFlag", "Settler", "Local"
    }
gui_type = "Other"
build_time = 10
helptext = ("
Gold Mines allow you to more efficiently extract Gold resources.
")

[effect_gold_mine_trade]
type = "Output_Bonus"
value = 2
reqs =
    { "type", "name", "range"
      "Base", "Gold Mine", "City"
      "OutputType", "Trade", "Local"
    }

[building_mint]
name = _("Mint")
genus = "Improvement"
reqs =
    { "type", "name", "range"
      "Base", "Gold Mine", "City"
    }
graphic = "b.mint"
graphic_alt = "b.bank"
obsolete_by = "None"
build_cost = 60
upkeep = 2
sabotage = 100
sound = "b_mint"
sound_alt = "b_generic"
helptext = _("
A mint allows you to generate money from a Gold Mine.
")

[effect_mint_gold]
type = "Output_Bonus"
value = 5
reqs =
    { "type", "name", "range"
      "Base", "Gold Mine", "City"
      "OutputType", "Gold", "Local"
    }

    Note that the AI isn't quite up to handling these yet.  Given the above,
it would never build a Gold Mine (although cities with gold mines in radius
would gain the benefit of them).

    _______________________________________________________

Reply to this item at:

  <http://gna.org/patch/?3323>

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