[Freeciv-Dev] Re: Railroads and AI
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On Fri, Jun 16, 2000 at 10:15:30PM +1000, Robert Rendell
<rob@xxxxxxxxxxxxxxxxxxxxxxxxx> was heard to say:
> Asher Densmore-Lynn wrote:
> }
> } You know, that sort of makes me wonder -- are railroads in the best interest
> } of the defender? *I* would mine the suckers and blow them to kingdom come if
> } there were rails in a section of country I was losing...
>
> One mechanism I'd quite like would be if railroads inside a city radius
> didn't work for invaders - there are still roads they can travel on, but it
> doesn't seem right that trains are sent out to help hostile troops tromp
> across your land (and probably right up to your city).
>
> Of course, this would break compatability with Civ, so it would have to be
> an option.
Just to throw this idea out there:
Maybe what's needed is a "train" unit -- a ground transport unit which can
carry some number of units and can only travel on railroads, but only spends
(say) 1 movement point per turn regardless of terrain. You could even have
multiple train types, each with different capacities, speeds (10 MP units :) ),
defense values (?) and so on.
To non-train units, then, railroads would be just like roads.
Anyone think this might work? It'd make railroads much less useful; OTOH this
might actually be a Good Thing. And being able to waylay your opponent's
trains would be fun :)
We'd need a couple of new flags -- "railroad-only" and "ground-transport"
at a minimum. The "uses 1/3 MP on all terrain" flag might be useful for giving
the speed bonus--although I think that restricting ourselves to multiples of
3 for movement time might not be good in the long run..
(or can the standard transport flag be used? I'm not up on the ruleset stuff..)
Daniel
--
/----------------- Daniel Burrows <Daniel_Burrows@xxxxxxxxx> -----------------\
| f u cn rd ths, | The only thing worse than infinite recursion |
| u cn gt a jb s | is infinite recursion. |
| a cmptr prgrmr. | |
\---------------------- A duck! -- http://www.python.org ---------------------/
- [Freeciv-Dev] Re: Railroads and AI, (continued)
- [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
- [Freeciv-Dev] Re: Railroads and AI, Jeff Mallatt, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI,
Daniel Burrows <=
- [Freeciv-Dev] Re: Railroads and AI, Todd Goodman, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI, Tuomas Airaksinen, 2000/06/18
- [Freeciv-Dev] Re: Railroads and AI, Sam BC, 2000/06/18
- [Freeciv-Dev] Re: Railroads and AI, Thue, 2000/06/18
- [Freeciv-Dev] Re: Railroads and AI, Tomasz Wegrzanowski, 2000/06/18
- [Freeciv-Dev] Re: Railroads and AI, Sam BC, 2000/06/18
- [Freeciv-Dev] Re: Railroads and AI, Tuomas Airaksinen, 2000/06/23
- [Freeciv-Dev] Re: Railroads and AI, Sam BC, 2000/06/23
- [Freeciv-Dev] Re: Railroads and AI, Tuomas Airaksinen, 2000/06/19
- [Freeciv-Dev] Re: Railroads and AI, Sam BC, 2000/06/19
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