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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 List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [RFC] Simpler movement rules.
From: Daniel Sjölie <deepone@xxxxxxxxxx>
Date: Sat, 10 Aug 2002 18:19:43 +0200

Mike Jing wrote:

> 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 move.

I agree.

/Daniel

> ----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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