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[Freeciv-Dev] Re: (PR#9692) In city naval port
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[Freeciv-Dev] Re: (PR#9692) In city naval port

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To: mburda@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#9692) In city naval port
From: "Ciaran Mac Lochlainn" <ciaran17@xxxxxxxxxx>
Date: Fri, 13 Aug 2004 06:38:37 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9692 >

Christian Knoke wrote:

><URL: http://rt.freeciv.org/Ticket/Display.html?id=9692 >
>
>On Fri, Aug 13, 2004 at 04:27:19AM -0700, Gregory Berkolaiko wrote:
>  
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=9692 >
>>
>>To summarize, you don't like the fact that ships can't cross from one
>>ocean into another through a city and you suggest that at some point city
>>decides which ocean it is on, so the "crossing" is prevented.
>>    
>>
>If this happens too often in Freeciv, the reason are the maps. Make the maps
>more (geographically) regular, then there will very few spots like this.
>
>Christian
>
>  
>
Maybe the map generator could make a fixed number of these crossing 
points, specified by a server parameter like MAP_SUEZ_CANALS=x and the 
value of this parameter could be zero if desired.

AI settlers should prefer these locations over neighbouring tiles when 
choosing city sites.





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