![]() ![]() I'll try to explain the reason of my requests in the next post. Preferably, the eliminated trade route would be the oldest one, like a FIFO queue.ĭo you think it is possible to implement something like this, in a reasonably easy way? If it is hard to implement, then it is surely not worth it. If the city had reached the max number of trade routes, the new trade route replaces one of the previous ones, even if the new ongoing revenues will be lower. When the trade route is established, the target city becomes the new home city for the unit. No one time revenue: the setting "bonus" from leset always considered "none". Performing the action shouldn't consume the unit. After some time testing a game with trade routes based on strategic resources, and freights that do not die when they establish trade routes, I think my desired new action would require another change compared to the original "Establish Trade Route": the possibility to replace an existing trade route even when the new one gives lower income. While it would be possible to make a balanced ruleset with a caravan that die and gets a revenue, and a freight that does not die and does not get the revenue (and the same freight could decide to enter the marketplace and get the revenue after that). I see no way to balance a ruleset where the caravan is not killed and gets the one time revenue at same time. In the other hand, I think the modability would be better if the new action (caravan do not die) is considered always bonus="None", and not affected by the setting in leset. My desired behaviour is possible even if this setting affect the same to both actions (caravan die or not die), and I guess it is the easiest way to implement it. What is relation of this to the trade setting bonus="None" for a trade route type? I think this would be enough to get what I want, I'll test it this way. The last TRUE means that the unit should die after the action is performed. You can now test it to see what other changes (compared to "Establish Trade Route) this action should have. Compile.Ĭongratulations! You have just created a version of Freeciv where "Establish Trade Route" won't kill the actor unit. ![]() Find the function hard_code_actions(void). Open common/actions.c in a text editor (like you do when editing civ2civ3). Simulating it will allow you to discover more issues. To find out what more you want to be different in this new action I suggest that you simulate having the new action. If I understood the above correctly: no one time revenue.Performing the action shouldn't consume the unit.It's coded for Linux, but there are also versions for Windows, Amiga (which I used to use until my beloved Amiga died after 15 years of blissful happiness ) and a bunch of other platforms.The next step is to find out how this action should differ from "Establish Trade Route". It is quite different to Civ3 and most of the developers aren't fans of Civ3.īecause I own a Mac (and therefore don't have PTW or C3C) I play a modded Civ3 whenever I want to play single player and Freeciv whenever I want to play multi-player. Realistically Freeciv is an (IMO) improved Civ2. I'm sure if you bug them they might put in support for it, especially if you were willing to convert the graphics. I'm not sure if this tile size is supported yet. Default Freeciv isometric tiles are 64x32 or 64x48. The last I checked the developers were doing a major overhaul of the terrain handling code so it should now be almost possible to port Civ3 terrain graphics across. ![]() Graphically Freeciv has no support yet for animated units. The latest versions have diplomacy similar to Civ3 though. At the current stage of development there is no support for culture, strategic and luxury resources, and a host of other Civ3 engine features. There are no Civ3 mods as such for Freeciv. Info on Freeciv can be found at Best place to find out more is to join the freeciv-dev mailing list. ![]()
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