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Added a bugfix for tacticians (to stop them being pushed up to level …
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…5 when experience is switched on).

Also added Peter Christie's coracle (small boat) and update some of the CREDITS.
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anthony committed Feb 10, 2003
1 parent 0160b49 commit 5a85742
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Showing 5 changed files with 22 additions and 17 deletions.
5 changes: 4 additions & 1 deletion CHANGELOG
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Expand Up @@ -708,4 +708,7 @@ Changes from 4.0.10 -> 5.0.0
-- Calls to CleanUpWater() and SeverLandBridges() now part of the default
surface level creation. Also added some variability in terrain growth
and some code to prevent land from squeezing onto the north and south
map edges.
map edges.
-- Added an option to limit tact-5 leaders based on the number of points
spent on war.
-- Added coracles.
7 changes: 5 additions & 2 deletions CREDITS
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Expand Up @@ -54,7 +54,7 @@ Peter Rayner
Vitauts Stochka
Various bugfixes from Latvian Atlantis.
Ales Privetivy
Variou bugfixes and the unit weight/capacity info patch
Various bugfixes and the unit weight/capacity info patch
Jan Rietema
Patch for improved world generation
Patch to prevent sailing through single hex land masses.
Expand All @@ -67,7 +67,10 @@ Anthony Briggs
Coastal fish patch
New Gamemaster guide
Smoke testing script
Added a patch to limit tact-5 leaders based on points spent in war.
Joseph Traub
Changes, updates, and merging a few disparate branches
Maintaining and extending the 4.0.X code.

Implemented quartermasters and TRANSPORT/DISTRIBUTE
Peter Christie
Added coracles (a boat smaller than a longboat)
18 changes: 4 additions & 14 deletions TODO
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Expand Up @@ -65,9 +65,6 @@
unbalancing (since it now requires some resource management to get
good specialists to the right places, but might be nice when combined
with a larger number of races (such as Ceran))
-- Consider a smaller boat than a longboat which can be used for quick
scouts/easy ocean screens but can only hold a few men. [see
atlantisdev post #79]
-- Consider Tim Martel's idea of a total limit on production of a
resource in a hex with a chance of regeneration.

Expand Down Expand Up @@ -139,22 +136,15 @@
at least think on it.

** Skills
-- Merchant skill (limited number of merchents)/Limited number
of tacticians/generals? [The thought on the Merchant skill is that
-- Merchant skill (limited number of merchants)
[The thought on the Merchant skill is that
a unit with the merchant skill could buy/sell items at a profit of
(for example) 10% of the listed price times his skill level, so a
level 5 merchant would be able to buy items from a city at 50% of
the listed value and sell them for 150% of the listed value. Having
that unlimited seemed unbalancing, so I figured limiting it (much as
total number of mages are limited to mage factiosn) based on number
of trade points. The General/tactician option is a possible way to
impose a small limit on war factions, which are pretty powerful as
well. It would limit the number of units you could have which knew
tactics based on the number of war points. As always, these would
be gamedef options as to whether they would be enabled and the
actual numbers of merchants or tacticians would be tweakable in the
same way the number of mages is tweakeable now (by editing the function
in extra.cpp)]
total number of mages are limited to mage factions) based on number
of trade points.
-- Consider the use of buildings as skill boosters for some skills.
[Craig had initially suggested a shipyard which gave the first 20
men in it a +1 boost to SHIP, but realized that this wouldn't work
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8 changes: 8 additions & 0 deletions gamedata.cpp
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Expand Up @@ -3422,6 +3422,14 @@ static ObjectType ot[] =
15, 3, 3,
-1, -1,
{0,0,0,0,0,0}},
{"Coracle",
ObjectType::DISABLED | ObjectType::NEVERDECAY |
ObjectType::CANENTER | ObjectType::CANMODIFY,
0,20,3,0,
I_FUR,3,"SHIP",1,
0,0,0,
-1,-1,
{0,0,0,0,0,0}},
};

ObjectType *ObjectDefs = ot;
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1 change: 1 addition & 0 deletions gamedata.h
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Expand Up @@ -417,6 +417,7 @@ enum {
O_HPTOWER,
O_OBANK,
O_CARAVANSERAI,
O_CORACLE,
NOBJECTS
};

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