[freeciv-ai] Re: [Freeciv-Dev] (PR#9626) RFC: design for AI strategic ro
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9626 >
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9626 >
>> (tiles that can't have roads built - like ocean - are unaccessible)
>
> I hope this does not mean that whole connection is aborted if there is no
> such route where you can build roads to every tile. Before bridge building
> is invented, rivers may cut such routes.
>
> o A o o x o o x o o x
> o o-----------------Co o x o o x o o x
> o o B o
>
>
> o - Ocean - - River A,B - Cities we want to connect C - Enemy city x
> - Road I would build
>
> Note that even without C, using road round river source would take longer
> than above road.
That's a good point. I think for road building the MC should be 1 for tiles
that can have roads and (terrain's move cost) for those that can't. This way
the above situation should be handled. However it's not quite right since a
single tile break in the road causes the full MP to be used for _2_ moves.
Perhaps with more complex logic (checking the source tile) this could be
handled.
jason
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