[Freeciv-Dev] Re: Railroads and AI
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On Fri, Jun 16, 2000 at 01:23:16AM +0200, Peter Schaefer wrote:
> >This addresses the problem of having all units travel at the same speed,
> >and perhaps there could be a movement penalty incorporated? For every 9
> >railroad squares travelled, you lose 1/3 of the units mv. It is not really
> >possible to cheat the railroad system effectively, because even if a
> >player gets off after being on for only 8 squares, he cannot traverse more
> >squares than if he remained on the railroad. Sounds good? Alternatively
> >you can have a unit that travels on a RR square lose 1/27 of its mv for
> >every square.
> Can we have a vote on this on www.freeciv.org ?
> I like it :-)
> For civII compatiblity: since the AI and the goto never used this, it can be
> argued it(zero cost) wasnt there ;-)
Probably another server variable, cost_railroad int, where 1/int is the MP
cost for a unit to move over a railroad -- 0 to disable.
Of course, I'm *SURE* the people working on goto would just LOVE see this
modification.
And it could be argued that railroad-teleport versus railroad-darnfast could
really, uhm, -derail- the AI. <giggle>
--
Asher Densmore-Lynn <jesdynf@xxxxxxxxxxxx>
- [Freeciv-Dev] Re: Railroads and AI, Peter Schaefer, 2000/06/15
- [Freeciv-Dev] Re: Railroads and AI,
Asher Densmore-Lynn <=
- [Freeciv-Dev] Re: Railroads and AI, Robert Rendell, 2000/06/15
- [Freeciv-Dev] Re: Railroads and AI, Asher Densmore-Lynn, 2000/06/15
- [Freeciv-Dev] Re: Railroads and AI, Thue Janus Kristensen, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Asher Densmore-Lynn, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Thue Janus Kristensen, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Asher Densmore-Lynn, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Tomasz Wegrzanowski, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Asher Densmore-Lynn, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Robert Rendell, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Reinier Post, 2000/06/16
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