Re: [Freeciv-Dev] new generalized calendars
Raimar Falke <rf13-r/[email protected]> Tue, 27 Aug 2002 15:37:48 +0200
| Newsgroups | gmane.games.freeciv.data |
|---|---|
| Message-ID | <[email protected]> |
On Sun, Aug 25, 2002 at 08:47:26PM -0500, Mike Kaufman wrote: > On Mon, Aug 26, 2002 at 02:05:16AM +0200, Raimar Falke wrote: > > > > > > game.date = 1941,12,7,0,0,0 > > > > > > for labeling savegames, which is what I suppose you want, I sould have > > > to say: > > > > > > "civgame-%d.%d.%d.%d.%d.%d.sav.gz", cal.cdate[0], cal.cdate[1], ... > > > > > > alternately, we could add a "calendar_unit?.savelabel" boolean field > > > that specifies if the unit is needed as part of the above. That way, the > > > default calendar would save games as they do now. > > > > You need a numeric/short version in the gamelog and the scorelog. > > use the format above. For the scorelog a simple numeric value may be nice (turn can be used here). For the gamelog you need something which is space-saving and easy to understand. I don't think that 12,3,56,1,7,8 St. Petersburg (66, 6) founded by the Russians achieves this. Turn can be used here. But in general this isn't this important. > > > I'm not so sure. Give an example where this is not the case. > > > > The freeciv default calendar. You can't tell the turn of the year > > without the knowledge about the spaceshipparts. > > "turn of the year"? I don't know what that means. If you mean I can't do > a reverse mapping, well, no unless we keep track of the turn that a > change of timeframe happened. > > > And this knowledge isn't in old savegames. > > this doesn't matter. all old savegames are "freeciv calendar" ruleset > games, so game.year will be used to fill cal.cdate[0] and all will be > well. Not if the year_to_turn function was modified by spaceshipparts (and you don't have info about this in old savegames). > > You still don't got it. The difference between your and my model is > > that I have another layer of indirection (game.calendar). This layer > > is unnecessary if all (by modpack authors or similar) requested > > calendars can be implemented with one (your) calendar. You cheated > > because with the ability to extend the calendar (builtin) you can > > model any calendar. You must agree that other calendars/whatever is > > necessary if we remove this ability from your model. > > there may be some smattering of truth here, but this is really orthogonal > to what needs to be discussed. > > > > I suspect that the major features of civ should be integrated: > > > o the building of (the first of) a certain unitype. > > > o the building of (the first of) a certain improvement. > > > o discovery of a tech. > > > > > o I suspect that Per might like something like the death of a certain > > > unittype (like a Sauron unit), but I think that might be going a bit > > > far... > > > > And exactly this is the problem: where do you draw the line? You may > > also want certain modifications like: > > - building of a unittype is possible > > - building of a unittype is possible for all players > > - first player builds the unittype > > - all players built the unittype > > - all players have an existing unit of this type > > - and so on > > > > Where do you draw the line? > > Yes, this is exactly the problem, and I would like the people on > freeciv-data's opinion about this. After all, what we're _really_ > talking about here is only ONE change (aside from ignoring the spaceship > and tech doubling rules) in the mechanics of the game and that is that > with the change of timeframe, we get a possible change in the end game > date. Since everything else [should] be determined by turn number, > changing how "time flows" really only materially could change the number > of turns left in the game. > > Example: if we were to only throw out the spaceship and tech doubling > rules, AC would have its calendar. Nothing else is necessary. The only > thing generic calendars change is making the representation of a turn > look pretty. (not to say this is completely unimportant) > > So which of the above features should be implemented, keeping in mind > that we only thing they might change (depending on how you write the > ruleset) in the number of turns until the end of the game? > > Raimar appears to want none as well as getting rid of the patches > tech_req and tech_trigger. I have no strong argument against this. As a > pro: the code's already in the patch, it's not large and it'll probably > be useful to somebody. However, the code is certainly not as elegant as > it would be without. Do any of the modpack writers (or anyone else) see > a clear need for such a feature? > > I would support writing code for my first two above (1st of a certain > unittype and 1st of a certain improvement (the 3rd is already in the > patch)) The reason for doing so is analogous to the the tech code. > Again, opinions on usefulness? > I don't like Raimars strawman ideas, either because they're covered > already by by the 3 I've suggested, or they're far too esoteric. > However, I have no strong opinion. Where are the modpack authors? > > But the time in the game is measured in the current calendar of this > > age. Or isn't it. Well this is a philosophical question. > > I see your meaning. It actually would be kind of neat to associate a set > of [calendar_unit?] definitions with a particular timeframe, so you > could start out in lunar units, move to Julian units, move to Gregorian > units, and then move to Stardate units. It'd be awfully flexible, but > then again, really, what's the point? About the "awfully flexible": Keep in mind that we only have to make a tranformation from a turn number to a string. It shouldn't be hard. > > I agree that you have to prodive an "espace" mechanism. > > eh? "escape"? A way which alllows you to change to meaning of something. Like in "\"" (backslash) or "foo $bar foobar" (dollar). Raimar -- email: rf13-r/[email protected] A life? Cool! Where can I download one?