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