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Re: Swedis Place Name Generator
- To: Erik Sigra <freeciv at home dot se>
- Subject: Re: Swedis Place Name Generator
- From: Hans Ronne <hronne at pp dot sbbs dot se>
- Date: Tue, 3 Oct 2000 18:31:29 +0100
- Cc: xconq7 at sources dot redhat dot com
- References: <l03130300b5fe6cf45722@[212.112.4.100]>
>> I've been thinking about a Viking age game where your place name generator
>> could be useful.
>
>Sure but the place name generator would be a very minor part of that
>game anyway. Do you have a file or something with the start of the
>Viking age game?
Nope. But I think one could port one of the Civ2 viking scenarios. The
advances module can easily be used as a base for Civ-like game variants.
>I have a game Idea too. The suggestion has been posted to freeciv-data
>(I didn't even know about Xconq when I made it). See the discussion
>starting here
>(http://arch.freeciv.org/freeciv-data-200008/msg00146.html), including
>follow-ups for details. Now I see the possibility to implement it with
>Xconq. Most likely as a prepart of "Advances Through History" (who is
>responsible for that game module?).
That's my game. The rather ambitious idea was to cover all of human
history, so please go ahead if you want to hack out a stone age module. You
would of course have to figure out a credible tree that ends with the 1st
generation advances in the current game:
; 1st generation advances (16).
(barley a* false)
(carpentry a* false)
(cattle a* false)
(charcoal a* false)
(clay-token a* false)
(einkorn a* false)
(elders-council a* false)
(flax a* false)
(handicraft a* false)
(hemp a* false)
(idolatry a* false)
(leatherworking a* false)
(mud-brick a* false)
(pottery a* false)
(shaman a* false)
(sheep a* false)
Hans
Hans Ronne
hronne@pp.sbbs.se