Complete.Org: Mailing Lists: Archives: freeciv-dev: January 2004:
[Freeciv-Dev] Re: (PR#6977) Goto into unknown area
Home

[Freeciv-Dev] Re: (PR#6977) Goto into unknown area

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6977) Goto into unknown area
From: "Jason Short" <jshort@xxxxxxxxxxxxxx>
Date: Sat, 10 Jan 2004 20:37:46 -0800
Reply-to: rt@xxxxxxxxxxx

<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





[Prev in Thread] Current Thread [Next in Thread]