Re: Tech Tree Ends Too Soon
Reinier Post <[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On Sat, Oct 04, 2003 at 09:07:13PM +1200, banjo wrote: > On Sat, 2003-10-04 at 11:23, Mark Metson wrote: > > I do not like the "endgame effect" caused by the tech-tree ending so soon. > > > > I have a game in progress right now in which suddenly there is no point in > > continuing to build libraries because I am already aquiring tech so fast > > that I will have every tech there is before the library is completed. This > > seems an artificiality, in history when we have imagined that there is > > nothing left to learn we have found - in a big way !!! - that we were > > wrong. !!! Big time wrong. Was it in the nineteenth century or early > > twentieth that newtonian physics thought it was running out of things to > > learn? Then along came relativity and quantum mechanics. > > Tangentally to this, ive got a perl script that extends the techtree. > > What i does is create randomly shuffled techtrees, either very close to > the standard tree or you can ask it to shuffle in other genera's of > advances (ie. steampunk, cyber, fantasy, ... ). > > To keep things sane and manageble i clustered techs into tech levels, > from stoneage to near future, and then thru 9 future ages to the > Singularity (or Trancendance). Ive got unit, building and government > rulesets mostly working as well. > > This set is meant to allow different sorts of freeciv games to be > played. > > If anyone's interested i can post it to them, or even to the whole list. > > comments ?? How do you handle the unit icons? It would be nice to have alternative rulesets on a public server, but if additional units are kept, clients must have accompanying icons. -- Reinier