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.
Yes it does solve the problems of stacks and city support remaining OK. There
are a few problems with teleporting transports and carriers out from under the
new enemies units though.
Hmmm....
--
Cheers Kris...
- Re: [Freeciv-Dev] Civil War, (continued)
- 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, 1998/11/09
- Re: [Freeciv-Dev] Civil War,
Kris Bubendorfer <=
|
|