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[Freeciv-Dev] Re: Railroads and AI
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[Freeciv-Dev] Re: Railroads and AI

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To: Robert Rendell <rob@xxxxxxxxxxxxxxxxxxxxxxxxx>
Cc: Freeciv dev list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Railroads and AI
From: Tomasz Wegrzanowski <maniek@xxxxxxxx>
Date: Fri, 16 Jun 2000 10:11:49 +0200

On Fri, Jun 16, 2000 at 11:05:57AM +1000, Robert Rendell wrote:
> Asher Densmore-Lynn wrote:
> } 
> } 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.
> 
> If instead of using 0 to disable limited railroad, you had a very large
> value, like the map's height*width, you'd effectively allow infinite
> movement on railroads, and the goto routine wouldn't have to make special
> allowances.  In fact, it would possibly make the routine simpler, because
> railroad being free is currently a pain.
> 
> } And it could be argued that railroad-teleport versus railroad-darnfast could
> } really, uhm, -derail- the AI. <giggle>

railroad-darnfast has HUGE problem :
if unit is of speed 1, it will have attack penality that it hasn't now.



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