Re: [Freeciv-Dev] Request: Option for behavior of specials while terraforming in game setup?

2008-02-03 Thread Jonathan Kaplan
William Allen Simpson wrote:
> 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!
Well, I just think that as many options as can be made
to work *fairly 
well* should be available, for people to choose as
they like! I like 
being able to make quite a bit of swamp/spices, even
if it is "unrealistic".
>
>> 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!
Like I said, the idea is a choice where you can choose
the type of 
gameplay you want, and the style of terraforming
utility you want in 
your game... I just think this shouldn't be a
"developer chosen only" 
thing, because many people like one of the options
that the game had 
previously.  Why would it be so hard to simply make
the options that 
have come about so far to be availalble?

>
>> 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.
>
Well, why can't anyone choose the settings of the
specials like they can 
for everything else? It seems to me that this game is
about giving you 
options for customization, not taking them away...


  

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Re: [Freeciv-Dev] Request: Option for behavior of specials while terraforming in game setup?

2008-02-03 Thread William Allen Simpson
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.


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[Freeciv-Dev] Request: Option for behavior of specials while terraforming in game setup?

2008-02-03 Thread Jonathan Kaplan
It seems that through various versions of Freeciv, the
behavior of 
specials squares when they were terraformed has been
changed.  I propose 
that one could choose from a list of possible
behaviors when setting up 
the game, rather than taking the option out of the
game creator's 
hands.  This could be done as a server setting, and it
would be simple 
to re-implement the old settings, but what would be
ideal would be 
putting a *large* range of options available as a
user-controlled 
setting.  Here is an example of how I would describe
various options:

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
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
3.) It changes to whichever tier of special is
appropriate for the new 
land type, (ie, so if you change a land special to
swamp, it will either 
be peat or spice, depending on wcich "side" the
special was on) (of 
course, if land is changed to water or vice versa, the
special goes away)
4.) It changes an existing special to a random special
of the 
appropriate type (so if you changed a plains/wheat to
swamp, it would 
have a 50/50 chance of being peat or spice) (of
course, if land is 
changed to water or vice versa, the special goes
away...)
5.) when the special is changed to another type of
terrain, the special 
is always removed.
6.) Like 3, but water specials stay
7.) like 4, but water specials stay

This would allow people to customize the utility of
terraforming 
specials in game, which expands gameplay options.

Does anyone have any thoughts about this? Also, I have
attempted to send 
this request before, but I haven't been able to.  Thanks!


  

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