[Freeciv-Dev] Re: Railroads and AI
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This isn't a comment specifically on the rail unit (though I don't
really like it since IMHO it would add more micromanagement to
the game).
But, don't people send units out to destroy rail and roads when
you're fighting on a continent?
I usually set up a buffer area where I've destroyed all roads
and rail and then station units nearby so that when I see the
enemy move into the area I can attack them first.
Then when I've moved the front line forward I rebuild them
(by that point I usually have a ton of settlers sitting around
waiting to clean up pollution).
For Alpha Centauri I also make sure I've cleared away any
fungus (no sneaking through that for my enemies).
I usually only play against the AI so this may not be useful
against other human opponents.
And yes, if the area is real "hot" I can end up losing units
while attempting to do this.
On Fri, 16 Jun 2000, Daniel Burrows wrote:
> Date: Fri, 16 Jun 2000 09:31:55 -0400
> From: Daniel Burrows <Daniel_Burrows@xxxxxxxxx>
> To: Freeciv dev list <freeciv-dev@xxxxxxxxxxx>
> Subject: [Freeciv-Dev] Re: Railroads and AI
>
> 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, 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, 2000/06/16
- [Freeciv-Dev] Re: Railroads and AI,
Todd Goodman <=
- [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
- [Freeciv-Dev] Goals: Civ2 -vs- Freeciv (was: Railroads and AI), Jeff Mallatt, 2000/06/19
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