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[Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types
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[Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6007) Civ3: Different sea types
From: "Karl Fishman" <cdf30@xxxxxxxxxxx>
Date: Sat, 22 May 2004 09:50:11 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6007 >

----- Original Message ----- 
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
To: <marko.lindqvist@xxxxxxxxxxx>
Sent: Saturday, May 22, 2004 2:38 AM
Subject: [Freeciv-Dev] (PR#6007) Civ3: Different sea types


>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6007 >
>
> > [i-freeciv-lists@xxxxxxxxxxxxx - Mon Nov 03 17:46:06 2003]:
>
> > To all: Can you please define the properties of the new terrain types
> > you wish to be added? This is not about the reasons why they should be
> > added.
>
> Here are two such properties:
>
>
> - Generalization of F_TRIREME.  Currently "trireme" units are lost on
> is_ocean terrains that are not is_safe_ocean.  Under civ3 (which easily
> generalizes to other rulesets) the adjacent terrains don't matter, but
> these are different terrain types.  And there's more than one of them.
>
> So, I want to be able to say "unittype <type> has <chance> percent
> chance of being lost if it ends the turn on terrain <terrain>".  However
> this may be too general, especially if the chance can be modified by
> veteran level and other (tech/wonder) effects (although perhaps this
> could all be a single effect type, decreasing the loss chance by a given
> percentage).
>
>
> - Prevent some units from moving onto certain terrains at all.  Really
> this is just a generalization of the current land/sea/air rules.  In
> civ3 triremes can't leave the coast at all, and galleys can't go into
> deep ocean (or so I'm told).

No, they can, but civ3's goto (which you have to use, you can't use arrow
keys) doesn't let you unless you are next to the unsafe ocean square.
I don't know whether they can survive or not.

Karl Fishman
cdf30@xxxxxxxxxxx

>
>
> However the hardest part isn't adding the new properties of terrains.
> It's changing mapgen to work without hard-coding the types of terrains.
>
> jason
>
>
>




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