[Freeciv-Dev] Re: (PR#5438) Starting position tidbit
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On Tue, 26 Aug 2003, Karen Yeats wrote:
> Hello. Back in #2503 the biggest part of the starting position problem
> was fixed, and hopefully now games failing to find sufficient starting
> positions are sufficiently rare that it isn't even a problem for most.
>
> However one situation remains in which the game can often fail to find
> starting positions. That is the situation when the terrain is bad
> almost everywhere (this can be a fun challenge to play).
I dislike the patch for two reasons:
1 (serious) is_good_starter presumes that SPECIALs have certain effect,
like SPECIAL_1 in desert is always oasis with good food. This can be
changed by rulesets! And all other code I know can deal with it flexibly.
I suggest you base your mark on food & production values instead.
Have a look at Per's new settlers patch somewhere on Freeciv-AI.
2 If you start on 256x256 map with plenty of plains and space, the
algorithm can still put your settler on a forest. The check that to
prevent such things is currently
+ /* don't start on bad land until we're getting desparate */
+ if ((map.xsize + map.ysize) / 5 < dist * is_good_starter(x, y)) {
+ return TRUE;
+ }
I would rather suggest a check against the amount by which dist was
decreased in create_start_positions. If it dropped 30% from it's original
values, we can consider forests, 50% -- we will take good hills etc.
Something along the lines anyway.
G.
- [Freeciv-Dev] Re: (PR#5438) Starting position tidbit,
Gregory Berkolaiko <=
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