[Freeciv-Dev] Re: (PR#8443) [idea] City autoexplore
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >
It would be interesting to allocate a single FoW weight var
per tile with a methods to bump it in appropriate ways or
reset it according to the current FoW policy - this would
then be used in the is_visible() check, i.e. do FoW right.
Every time the tile is touched in ways that might be useful
for FoW, like Raimar's suggestion below, it would be updated.
One would setup the general framework with a core policy and
set of touches that maps to the current Look&Feel, and then
let the syystem evolve over time as various patches added
FoW weight calls.
The standard FoW printing would then take care of pseudo-random
relevations and such automatically.
Cheers,
RossW
=====
Raimar Falke wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >
>
> On Tue, Apr 06, 2004 at 01:03:10AM -0700, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >
>>
>>On Mon, Apr 05, 2004 at 09:18:52PM -0700, Jason Short wrote:
>>
>>><URL: http://rt.freeciv.org/Ticket/Display.html?id=8443 >
>>>
>>>>[per - Fri Apr 02 11:50:19 2004]:
>>>
>>>>In ruleset, new variable city_autoexplore = %. If this is > 0, then
>>>
>>>hidden
>>>
>>>>tiles around cities closer than the city's size have this % chance of
>>>>being revealed each turn multiplied by the number of revealed tiles
>>>
>>>it is
>>>
>>>>adjacent to. A default option should be, say, 10%.
>>>>
>>>>Why? Because micromanaging explorers is boring. Also gives big cities
>>>
>>>a
>>>
>>>>(small) new advantage.
>>>
>>>This seems too random.
>>
>>I think we should unhide tiles near to tiles on which a worker worked.
>>So when the city grows automatically the city view radius grows.
>
>
> I like this idea. What about generalization if a unit stays for X
> turns idle, sentry or fortified it's vision range is temporary
> increased by Y% (or an absolute amount).
>
> Raimar
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