[Freeciv-Dev] Re: (PR#9692) In city naval port
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<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.
|
|