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multiple maps in freeciv

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  • multiple maps in freeciv

    This is my first post and normally I wouldn't have gone through the process necessary to post but freeciv does not have my favorite Civ2 feature.
    Has anyone considered implementing a multiple map option for freeciv? Such as the one found in the sci-fi mod for Civ2 or the one in the fantasy mod for same.
    If you don't know what I mean I will explain.
    American by birth, smarter than the average tropical fruit by the grace of Me. -me
    I try not to break the rules but merely to test their elasticity. -- Bill Veeck | Don't listed to the Linux Satanist, people. - St. Leo | If patching security holes was the top priority of any of us(no matter the OS), we'd do nothing else. - Me, in a tired and accidental attempt to draw fire from all three sides.
    Posted with Mozilla Firebird running under Sawfish on a Slackware Linux install.:p
    XGalaga.

  • #2
    I don't know what you mean. Please explain.

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    • #3
      There isn't a multiple map feature in the original Civ2. I think you mean the multi layered maps (essentially 4 maps on top of each other) like in Test of Time.
      Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.

      Elie A. Shneour Skeptical Inquirer

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      • #4
        That is exactly what I mean, CapTvk. I just didn't realize I had the expansion.
        For those of you who don't know, Civ2 Test of Time had a several mods, two of which had multi-layered maps.
        In the sci-fi mod all players would start out on Layer 1 and when they researched certain advances they could build transporters to move units to the other maps.
        In the fantasy mod most non-human units could transport themselves to one or two of the layers and there was only one type of transporter.

        Now I assume that if this is implemented the player(s) will want to be able to choose any number of layerrs and not be limited by the ruleset they are using. This would require one of two things be done:
        1. A dynamicaly adjusted (and therefore very simple) tech line that has one tech per type of transporter. As each transporter tech is researched settlers would gain the ability to build the upgraded transporter.
        2. Tech tree rulesets be changed to actually contain many tech trees, each with a different number of transporter techs integrated into them.

        Option 2 would vastly complicate the process of making tech trees so I favor option 1.
        American by birth, smarter than the average tropical fruit by the grace of Me. -me
        I try not to break the rules but merely to test their elasticity. -- Bill Veeck | Don't listed to the Linux Satanist, people. - St. Leo | If patching security holes was the top priority of any of us(no matter the OS), we'd do nothing else. - Me, in a tired and accidental attempt to draw fire from all three sides.
        Posted with Mozilla Firebird running under Sawfish on a Slackware Linux install.:p
        XGalaga.

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