Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2000:
[Freeciv-Dev] Re: Sailing on Rivers
Home

[Freeciv-Dev] Re: Sailing on Rivers

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Sailing on Rivers
From: Erik Sigra <freeciv@xxxxxxx>
Date: Wed, 23 Aug 2000 15:32:28 +0200

Jerzy Klek wrote:
> 
> Hi!
> 
> I don't have any problem with your save file. I cannot work on it at the
> moment, so I just moved a trireme to a river and saved the game (see
> attachement). Did you have any problems with compiling the game with
> the patch?

Must have been compile problems last night... worked today. Here is the
result:


* Untested, fix before CVS: Must make it impossible to upgrade units on
rivers to units that can not be on rivers. If Leonardo wants to do that,
he will have to wait untill the unit has moved out of the river,
possibly choosing some other unit that turn, if no other units, upgrade
none for a while.

* Fix before CVS: Gotos doesn't work: A unit on a river square doesn't
accept a goto to an adjecent river square, nor to an ocean square
(unless it is in the outlet), nor does a Trireme in the ocean accept
gotos into rivers.

* Fix before CVS: Triremes can move diagonally in river corners (se
"Minas Morgul" in savegame).

* Fix before CVS: Triremes can move into and out of cities next to river
squares. This makes it possible to use cities as connections between
rivers (se "Cirith Ungol" in savegame). Should not be allowed.

* Fix before CVS: Cities next to rivers can build triremes. Only cities
at rivers should be able to do that (se "Moria" in savegame).

* Untested, fix before CVS: Do triremes on auto-explore go into rivers?
I don't think so. At least, when I built a trireme in "Minas Morgul" and
set it to Auto-Explore, it didn't get marked with the X.

* Suggestion: It looks silly when the triremes can move through mountain
streams (tile with mountain and river, south of "Minas Morgul"). Not
very realistic.

* Suggestion: In real life, navigating a river may be much harder than
sailing on the ocean. I suggest triremes only move 1 step in rivers
instead of 3. (Like the difference for land units moving through the
bush vs along roads.) Maybe it could cost 3 movement points for moving
upstreams and 2 for moving downstreams?

* Should cities on river squares be able to build coastal defenses (to
defend against triremes), harbours (they could send the fishing boats
out through the river to the ocean to catch the food). What about port
facility, offshore platform? Those buildings should have flags to
allow/forbid building them at rivers, maybe an integer to allow them to
be built at rivers of a particular size. Size could be calculated as the
number of river squares upstreams.

Your patch was a good start!

Erik Sigra

Attachment: 2350b00.gz
Description: GNU Zip compressed data


[Prev in Thread] Current Thread [Next in Thread]