Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-27 Thread Per Inge Mathisen

On Sat, 27 Jan 2007, Daniel Markstedt wrote:

Managed to figure that out the other day.


> ~Event upon the death of a unique unit.
> ~Event upon the conquest of a specific city.

Should be possible with scripts.


I see it isn't there yet. Should be easy to add. With a caveat that there 
may issues with doing things within deeply recursed loops. I do not 
remember how the scripting code deals with this any longer.


  - Per

"The world owes you nothing. It was here first." -- Mark Twain

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-26 Thread Daniel Markstedt

On 1/27/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote:

On Tue, 16 Jan 2007, Daniel Markstedt wrote:
> I am working on a conversion of Harlan Thompson's classic "The
> Mongols" Civ2 scenario. The project is coming along well, but there
> are a few features that are potentially missing:
>
> ~Nation-specific techs. For example; "Chinese Wisdom" is a tech that
> cannot be researched, but that the Chinese side knows from the outset,
> enabling unique units and other techs. I tried to use the requirement
> "Never" but that simply disabled the tech altogether, making the
> server fail loading the ruleset since other techs depended on it.

Use the root_req tech field to implement this.



Managed to figure that out the other day.


> ~Event upon the death of a unique unit.
> ~Event upon the conquest of a specific city.

Should be possible with scripts.



What's the name of those events? Couldn't find anything in the
http://freeciv.wikia.com/wiki/Events_Reference_Manual


> ~Event that obsoletes. The death of the Genghis Khan unit obsoletes
> certain wonders and so does the conquest of Rome for example.

Not currently possible. Think it will be hard to do with the current code,
but you can make a workaround - the death of a unique unit can give you a
tech (eg "Genghis Khan's Death") that has that effect.

  - Per



That's exactly the workaround Civ2 scenario makers are using. ;)

I've created a thread over at Apolyton.net to host the conversion
project: http://apolyton.net/forums/showthread.php?s=&threadid=161712

Can't have it on freeciv.org at this stage, since it most certainly
contains Microprose graphics.

~Daniel

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-26 Thread Per I. Mathisen

On Tue, 16 Jan 2007, Daniel Markstedt wrote:

I am working on a conversion of Harlan Thompson's classic "The
Mongols" Civ2 scenario. The project is coming along well, but there
are a few features that are potentially missing:

~Nation-specific techs. For example; "Chinese Wisdom" is a tech that
cannot be researched, but that the Chinese side knows from the outset,
enabling unique units and other techs. I tried to use the requirement
"Never" but that simply disabled the tech altogether, making the
server fail loading the ruleset since other techs depended on it.


Use the root_req tech field to implement this.


~Event upon the death of a unique unit.
~Event upon the conquest of a specific city.


Should be possible with scripts.


~Event that obsoletes. The death of the Genghis Khan unit obsoletes
certain wonders and so does the conquest of Rome for example.


Not currently possible. Think it will be hard to do with the current code, 
but you can make a workaround - the death of a unique unit can give you a 
tech (eg "Genghis Khan's Death") that has that effect.


  - Per

"The world owes you nothing. It was here first." -- Mark Twain

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-26 Thread Marko Lindqvist

On 1/16/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:


~Nation-specific techs. For example; "Chinese Wisdom" is a tech that
cannot be researched, but that the Chinese side knows from the outset,
enabling unique units and other techs. I tried to use the requirement
"Never" but that simply disabled the tech altogether, making the
server fail loading the ruleset since other techs depended on it.


 Isn't tech root_req just for this?


- ML

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-15 Thread Daniel Markstedt

On 1/16/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:

On 1/16/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:

> BTW, does an "impassable terrain" flag exist, something that stops
> land units from entering a certain kind of terrain? Most Civ2 modders
> use an ugly workaround for this: a unit that looks like a mountain and
> has 0 moves.

 You can do this only in trunk. See native_to -field in terrain.ruleset.


 - ML



Ok. So I'll do a similar workaround for the time being.

--Daniel

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Missing features for scenario creation

2007-01-15 Thread Marko Lindqvist

On 1/16/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:


BTW, does an "impassable terrain" flag exist, something that stops
land units from entering a certain kind of terrain? Most Civ2 modders
use an ugly workaround for this: a unit that looks like a mountain and
has 0 moves.


You can do this only in trunk. See native_to -field in terrain.ruleset.


- ML

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev