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).
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