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[Freeciv-Dev] Re: WISHLIST: Goto cursor shows movecost (PR#717)

[Freeciv-Dev] Re: WISHLIST: Goto cursor shows movecost (PR#717)

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Subject: [Freeciv-Dev] Re: WISHLIST: Goto cursor shows movecost (PR#717)
From: Thue <thue@xxxxxxx>
Date: Tue, 6 Mar 2001 20:38:50 +0100

On Tuesday 06 March 2001 02:30, Patrice LaFlamme wrote:
> On Mon, Mar 05, 2001 at 05:50:50PM -0700 or thereabouts, Jordan Crouse 
> > Ohh.. I like this idea.  I think that CTP had something like this, when
> > a unit was selected, it actually showed the route the unit would take,
> > with a yellow line for the legal number of moves, and a red line for the
> > further moves (along with a number).  This was a very nice way to move a
> > unit to a given spot without a ton of dialog boxes.
> actually, a green line showing where it could move this turn, a yellow line
> showing further moves, and a red line where it couldn't move (like warrior
> over water, for example).
> > However, having said that, I am thinking that this wouldn't be trival to
> > implement. Comments?
> I once talked to thue about it, he said something about randomness (like
> when you have 2/3 moves left, you have 66% chance of actually moving over
> the terrain).
> but I guess it can be fudged a little and give an 'estimate' it'd be nice
> :)
> Patrix.

Yes; the number of turns cannot be precisely predicted.
It would make everything a lot easier if we dropped the randomness (they did 
in ctp), both for ai and goto. (as already mentioned). Do anyone feel very 
strongly about having the randomness?

Actually I think it would be fairly simple to do the actual implementation.


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