[Freeciv-Dev] Re: (PR#9324) startunits and sea units
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<URL: http://rt.freeciv.org/Ticket/Display.html?id=9324 >
On Fri, 9 Jul 2004 10:30:48 -0700
"Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx> wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9324 >
>
> Startunits will put sea units on the land. Sometimes they can be
> totally landlocked, and will never be able to move.
>
> Fixing this seems very tricky. Currently all starting positions are put
> on land. We're not guaranteed to have a sea position within the
> dispersion radius. However if sea units are present there's a good
> chance we'd have enough of them to transport all starting land units.
> In that case a starting position could be placed on the ocean, and the
> land unit(s) could be put inside the sea unit(s). But this may be very
> hard, because the starting positions may be generated before the server
> option is even set (I think).
If the starting position is in high sea and too far from the shore that
could make a very short game for the poor player. I don't know if that
can happen with a trireme but I recently had a start where one settler
was in unsafe terrain and could not reach safe location
(http://ggracian.free.fr/starting_position.png).
>
> In the short term I think the only viable solution is to remove the sea
> unit roles from the possible starting units. This doesn't prevent other
> sea units from being given the other starting-unit roles, though.
>
> See also PR#9309, PR#9310.
>
> jason
>
>
>
>
--
G. Gracian
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Freeciv-Dev] Re: (PR#9324) startunits and sea units,
Genevieve Gracian <=
|
|