Second irrigation (farmland)
Second irrigation (farmland)
Where I can alter prerequisites for farmland transformation? Is it hardcoded for Refrigeration?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: Second irrigation (farmland)
Terrain improvements like Farmland are handled inside terrain.rulest. Below is the section you're looking for:Wahazar wrote:Where I can alter prerequisites for farmland transformation? Is it hardcoded for Refrigeration?
Code: Select all
[extra_farmland]
name = _("Farmland")
category = "Infra"
causes = "Irrigation"
rmcauses = "Pillage"
graphic = "tx.farmland"
graphic_alt = "-"
activity_gfx = "unit.farmland"
act_gfx_alt = "unit.irrigation"
act_gfx_alt2 = "unit.irrigate"
rmact_gfx = "None"
rmact_gfx_alt = "-"
reqs =
{ "type", "name", "range"
"Tech", "Refrigeration", "Player"
"Extra", "Irrigation", "Local"
}
build_time = 0
removal_time = 0
conflicts = "Mine", "Oil Well"
; /* xgettext:no-c-format */
helptext = _("\
Once Refrigeration is known, irrigation systems can be upgraded to \
farmland by irrigating them a second time; if the city working the tile \
has a Supermarket, a farmland tile provides 50% more food.\
"), _("\
Like irrigation, farmland is incompatible with mines and oil wells.\
")
Re: Second irrigation (farmland)
Thank you for help. I didn't found any Farmland definition in rulesets shipped with freeciv, thus my concerns about hardcoded feature.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: Second irrigation (farmland)
The construction vodot refers to is only in the current beta/RC versions, 2.6+.
In the stable release, 2.5.x, Farmland existence and behaviour is more hardcoded. It is a tech flag that controls when it is available, and you can change which tech(s) have that flag. For instance, from 2.5 data/classic/techs.ruleset, here is the linkage from Refrigeration to Farmland:
In the stable release, 2.5.x, Farmland existence and behaviour is more hardcoded. It is a tech flag that controls when it is available, and you can change which tech(s) have that flag. For instance, from 2.5 data/classic/techs.ruleset, here is the linkage from Refrigeration to Farmland:
Code: Select all
[advance_refrigeration]
name = _("Refrigeration")
req1 = "Sanitation"
req2 = "Electricity"
flags = "Farmland"
graphic = "a.refrigeration"
graphic_alt = "-"
Re: Second irrigation (farmland)
man, I had forgotten that. You guys have continued to make terrific progress on this thing.JTN wrote:The construction vodot refers to is only in the current beta/RC versions, 2.6+.
In the stable release, 2.5.x, Farmland existence and behaviour is more hardcoded. It is a tech flag that controls when it is available, and you can change which tech(s) have that flag. For instance, from 2.5 data/classic/techs.ruleset, here is the linkage from Refrigeration to Farmland:Code: Select all
[advance_refrigeration] name = _("Refrigeration") req1 = "Sanitation" req2 = "Electricity" flags = "Farmland" graphic = "a.refrigeration" graphic_alt = "-"