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

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To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#6977) Goto into unknown area
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Thu, 20 May 2004 17:40:38 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6977 >

> [i-freeciv-lists@xxxxxxxxxxxxx - Mon Jan 12 17:57:44 2004]:
> 
> No unknown positions aren't safe.
> 
> I have also fixed the spelling Greg pointed out.
> 
> Missing is the increase of the EC of unknown positions. Suggestions
> for the amount welcome. It is possible that it works even without the

Should pretend that they are hills, return 
2 * SINGLE_MOVE * PF_TURN_FACTOR

If you don't like magic 2, go for SINGLE_MOVE * PF_TURN_FACTOR.  It will
be like grassland, so the unknown will be investigated but not too much.

Without any callback the user goto will be attracted to unknown way too
much.

G.



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