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[Freeciv-Dev] Re: [RFC] Simpler movement rules.
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[Freeciv-Dev] Re: [RFC] Simpler movement rules.

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [RFC] Simpler movement rules.
From: "Mike Jing" <miky40@xxxxxxxxxxx>
Date: Thu, 08 Aug 2002 12:35:12 -0400

Just want to add my support for this change. Not only it would be easier for the AI, it is also easier for human players to plan their moves. After playing Civ3, I am already used to it.

My $0.02.
Mike


----Original Message Follows----
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
CC: Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [RFC] Simpler movement rules.
Date: Thu, 8 Aug 2002 15:26:16 +0000 (GMT)

On Thu, 8 Aug 2002, Gregory Berkolaiko wrote:
> The current Freeciv unit movement rules are as follows:
>
> -- If unit has more move points (MP) than it takes to make the move, the
> move is taken and the MPs are reduced by the cost of the move
> -- Otherwise, if the unit is on full MPs, the move is taken and MPs are
> set to zero
> -- Otherwise, the success of the move is determined randomly, with the
> probability MP/cost.
>
> This last rule causes a lot of problems: non-optimal routes selected by
> goto routines, huge problems with AI code, big complications for the
> current path-finding effort, difficulties with bodyguard code and many
> more.
>
> In CivIII, which implemented such Freeciv features as bodyguards and route
> marking for (g)oto function, they decided that it's too much problem
> and no good and amended the rule to:
>
> -- If MPs > 0, the move is taken and new MPs := MAX(0, MP-cost)
>
> This simplifies the code tremendously.And doesn't change the gameplay
> much.

FWIW, I agree. Greg, will you make the patch?

Yours
Per

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