I hope discussion on general principles of the future ruleset format development.
I'm first to admit that I've always been actively making ruleset format more complex, for my personal desire to have as much control as possible in my own rulesets. The problem with this is that people who actually want to to ruleset hacking are typically not programmers, but are complaining that our ruleset format is already far to complex for them. Civ2 is used as example where thinghs are easy - and there for instance units have just slots: Unit number x has such and such properties (there is always exactly one unit having Diplomat-abilities, exactly one Paradropping unit...) To ease ruleset development, we've started developing freeciv-ruledit. Gui should hide some complexities of the ruleset format, as well as visualizing them better. Maybe one question you should be asking yourself in ruleset development is "can I later add easy-to-use gui to freeciv-ruledit for this?", even though we're not yet adding such features to freeciv-ruledit. I've always wanted to rely on lua as little as possible, and the ruleset simplicity argument is main reason for that. Every time you say "lua", one freeciv modpack dies. - ML _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev