Update of patch #4392 (project freeciv):
Status: Ready For Test => Done
Assigned to:None => cazfi
Open/Closed:Open => Closed
Update of patch #4392 (project freeciv):
Planned Release: 3.1.0 => 3.0.0, 3.1.0
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Follow-up Comment #11:
S3_0 version
(file #29957)
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Update of patch #4392 (project freeciv):
Status:None => Ready For Test
Planned Release: 3.0.0 => 3.1.0
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Follow-up Comment #10:
Patch to give
Follow-up Comment #9, patch #4392 (project freeciv):
One of the few major C-evo features not yet available in Freeciv, good plan.
As feature for some (new) rulesets, not everywhere, not in classic.
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Reply to this item at:
Update of patch #4392 (project freeciv):
Category:None => general
Planned Release: => 3.0.0
___
Reply to this item at:
Follow-up Comment #7, patch #4392 (project freeciv):
Sorry i'm late to this conversation.
Civ III has it.
Indeed, that was probably the worst thing about it. When you suddenly
discovered you couldn't build railroads due to missing iron and/or coal the
only solution was quitting - i tried many
Follow-up Comment #8, patch #4392 (project freeciv):
Well showing resource to everyone just after first player discovers needed
tech seems a bit unfair to discovering player, I'd give some grace period.
As for Civ 3, well I played bots only and I managed to get most stuff I
needed. Also if you
Follow-up Comment #6, patch #4392 (project freeciv):
Strategic resources would be awesome. From what I understand (and that is
quite little at least at the moment) about freeciv, it would seem that all
resource should be implemented using extras/flags, effects and requirements.
And I do not think
Follow-up Comment #2, patch #4392 (project freeciv):
Also, rather than implementing simple reveal-and-never-hide
feature, I think more general appear and disappear framework
that could model anything of revealing, hiding, depleting,
actual appearance and disappearance, growing, falling
Follow-up Comment #3, patch #4392 (project freeciv):
This concern is specific to the cases where player knowledge is
kept incomplete.
Right. What I have had in mind system where the extras get actually created
when they should be made visible, rather than keeping them hidden from players
until
Follow-up Comment #4, patch #4392 (project freeciv):
I take it the difference between the two systems (property
that one player can know the extra and the other not) is
important to you?
Absolutely -- I think it's vital for certain rulesets involving strategic
resources.
You don't even know
Follow-up Comment #5, patch #4392 (project freeciv):
Civ III has it. It just that I always thought that it would be better if
resources were revealed to everybody when first one reached the required tech
- even if you don't know the tech details well enough to use it yourself,
there's some
URL:
http://gna.org/patch/?4392
Summary: Hidden resources which can be revealed by tech
advances
Project: Freeciv
Submitted by: jtn
Submitted on: Thu Jan 2 16:01:06 2014
Category: None
Priority: 5 -
Follow-up Comment #1, patch #4392 (project freeciv):
Should it be limited to resources, or can it be extras too?
Actually I have been vaguely thinking about implementing this as new extra
class. Not that I particularly want that feature, so don't rely on me to
implement it.
Also, rather than
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