[Freeciv-Dev] Re: (PR#6977) Goto into unknown area
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=6977 >
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6977 >
>
> Raimar,
>
> Since unknown tiles are considered to have 0 move-cost, we need to
> compensate this following Arnstein's suggestion, otherwise the units will
> be drawn to unknown and stray off the roads.
>
> Please also fix the misprint in the header comment for get_TB_caravan.
> It should be "Caravans don't go".
Also, I think that while we may want to allow goto-ing into an unknown
area the player is unlikely ever to want to patrol through such an area.
jason
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, Raimar Falke, 2004/01/06
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, ue80@xxxxxxxxxxxxxxxxxxxxx, 2004/01/06
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, Raimar Falke, 2004/01/06
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, ue80@xxxxxxxxxxxxxxxxxxxxx, 2004/01/06
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, Jason Short, 2004/01/06
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, Arnstein Lindgard, 2004/01/07
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, Gregory Berkolaiko, 2004/01/08
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area,
Jason Short <=
- [Freeciv-Dev] Re: (PR#6977) Goto into unknown area, Raimar Falke, 2004/01/12
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