Re: [Freeciv-Dev] railroad movement
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> Proposal:
> Moving over railroads may have a cost (in "freeciv(3) mode").
> This means that 1 move should be equal not to 3 parts, but maybe to 12 or 60
> parts.
This seems like a good proposal, but I'm not convinced that it will
actually save that much on the goto in practice. Railroads, if they
are long, can actually save a lot of time, because it may become feasible
to store the distance from every tile on the continent to every railroad
system.
--
Reinier Post
- Re: [Freeciv-Dev] Adding scripting language, (continued)
- Re: [Freeciv-Dev] Adding scripting language, Artur Biesiadowski, 1999/09/01
- Re: [Freeciv-Dev] Adding scripting language, Chris Lawrence, 1999/09/01
- Re: [Freeciv-Dev] Adding scripting language, Artur Biesiadowski, 1999/09/01
- Re: [Freeciv-Dev] Adding scripting language, Nicolas Brunel, 1999/09/01
- Re: [Freeciv-Dev] Adding scripting language, FRS, 1999/09/03
- [Freeciv-Dev] tunnels, Laurent Vibert, 1999/09/03
- Re: [Freeciv-Dev] tunnels, Reinier Post, 1999/09/03
- Re: [Freeciv-Dev] tunnels, Nicolas Brunel, 1999/09/03
- Re: [Freeciv-Dev] railroad movement, Peter Schaefer, 1999/09/06
- Re: [Freeciv-Dev] railroad movement,
Reinier Post <=
- Re: [Freeciv-Dev] railroad movement, Artur Biesiadowski, 1999/09/08
- Re: [Freeciv-Dev] tunnels, Ed Cogburn, 1999/09/03
- Re: [Freeciv-Dev] tunnels, Reinier Post, 1999/09/03
- Re: [Freeciv-Dev] Adding scripting language, Alex Zepeda, 1999/09/01
Re: [Freeciv-Dev] Adding scripting language, Artur Biesiadowski, 1999/09/01
Re: [Freeciv-Dev] Adding scripting language, lduperval, 1999/09/01
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