Re: [Freeciv-Dev] Civil War
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
>I do think the best solution is to retain the original supporting cities
and then resolve the unit stacks in some way.
what about this rule:
When civil war happends
1) Split the cities into 2 halfs
2) for each unit, find the closest city of it's owner and the closest city
of the other nation.
If the unit is closer to the other nations closest city, then teleport it
home.
Will solve the problems i think, and it's the way breaking an alliance in
civ II works aswell.
/Claus Leth Gregersen
- [Freeciv-Dev] Civil War, (continued)
- [Freeciv-Dev] Civil War, Kris Bubendorfer, 1998/11/04
- Re: [Freeciv-Dev] Civil War, Paul Russell, 1998/11/04
- Re: [Freeciv-Dev] Civil War, Kris Bubendorfer, 1998/11/05
- Re: [Freeciv-Dev] Civil War, Kris Bubendorfer, 1998/11/05
- Re: [Freeciv-Dev] Civil War, Kris Bubendorfer, 1998/11/05
- Re: [Freeciv-Dev] Civil War, Falk Hueffner, 1998/11/06
- Re: [Freeciv-Dev] Civil War, Kris Bubendorfer, 1998/11/08
- Re: [Freeciv-Dev] Civil War, Mitch Davis, 1998/11/08
Re: [Freeciv-Dev] Civil War, Kris Bubendorfer, 1998/11/08
Re: [Freeciv-Dev] Civil War,
Claus Leth Gregersen <=
|
|