rndCiv script
banjo <banjo-ETX6BUSDKN/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <1065431480.582.35.camel@localhost> |
On Mon, 2003-10-06 at 04:00, Thomas Strub wrote: > On Sat, Oct 04, 2003 at 09:07:13PM +1200, banjo wrote: > > 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, ... ). > > The idea from randomly shuffled techtrees is nice, but it would be nicer > if you would have written it for the server in C. Perhaps gen-techtree. i don't think it needs to be rewritten in C, but if anyone wants to that's fine by me, the data files are the important bit. Ross Wetmore <[email protected]> added: > This is not likely to be used once the game starts, and hence how you > access it or what its performance characteristics are is not of major > concern. I don't think the server could handle the ruleset being redefined once the game has run. Anyway the script writes out the rulesets to a directory, and maybe this way a cool ruleset can be saved to be replayed. The icons for new units would best be handled by ESR's idea of each icon being it's own file in a dir tree. Has this been done?? Anyway attached is the script, it needs work ( see the BUGS file ), and i don't think a game can be played with it yet, but it's close and it's interesting to play with. -- banjo <banjo-ETX6BUSDKN/[email protected]> -- Binary/unsupported file stripped by Ecartis -- -- Type: application/x-gzip -- File: rndCiv.tgz