by Albatrossix » Fri May 13, 2005 11:49 am
[quote="Per"]The technology tree should always be continuous. Tech transfered between players must not result in a player having techs for which he does not have the prerequisites. This should apply to tech exchange, stealing, conquering, and huts.
To avoid extra information leak, exchanging techs in a meeting must require two embassies. When exchanging techs in diplomacy, giving a tech also gives away all the dependencies that the other player does not have.
GUI implementation for tech exchange should include a number after the
tech, giving the number of technolgies that are simultaniously
transferred with the choosen one.
[url=http://rt.freeciv.org/Ticket/Display.html?id=6578]http://rt.freeciv.org/Ticket/Display.html?id=6578[/url][/quote]
Hmm, Is it still possible to argue against this behaviour? All dependancies for Automobile is everything up to automobile, no?
I think that this behaviour should be optional, for I, for one wouldn't like it.
I think that having a few techs specified as 'essential', mentioned as a list for each tech entry would be nicer for gameplay. Ie: a slightly more complex behaviour for this idea. This means you don't need the whole tech tree to get a tech, just the most relevant ones (and all the relevant ones.).
Horsebackriding is, technically speaking, a prerequisite for Mobile Warfare, isn't it? Yet I don't think it has much to offer to your knowledge of tanks. 'Horse power' isn't a crucial concept in the development of man, could have been lama power if the inca's had dominated the world, or panda power if the chinese hadn't been repeatedly invaded by mongols. [img]images/smiles/icon_smile.gif[/img] Anyway, Elephants are much more powerfull than horses [img]images/smiles/icon_wink.gif[/img]
You then could have a special type of essential tech requirement:"All", which stands for all prerequisits and gives the exact function you describe, yet allows for totally different behaviour (along with behaviour where you can get techs without needing any prerequisits (all knowledge is self contained, in such a scenario) to be specified in the rulesets.
On the matter in bold: Specifing things in the rulesets, inside of the individual entries, allows for more variation than having server settings (and global parameters), I think.
As for server options:
I miss the ability to lock server options, fixing their behaviour, in .serv file and ruleset files, especially for mods where, for gameplay, some parameters must not be changed. ie: "set_locked [b]humidity[/b]70" (humidity is a better word than 'wetness', which is currently used (it's more correct, I think). Also, maybe you have a mod that is specifically written for a certain type of land generation (islands or one super continent, for example), If someone would accidently tweak these settings, the gameplay might get screwed up. (Maybe the AI behaviour would be extra bad)