[Freeciv-Dev] Re: (PR#9692) In city naval port
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[Freeciv-Dev] Re: (PR#9692) In city naval port |
From: |
"Marcelo Burda" <mburda@xxxxxxxxx> |
Date: |
Fri, 13 Aug 2004 06:54:29 -0700 |
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rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=9692 >
Le ven 13/08/2004 à 15:38, Ciaran Mac Lochlainn a écrit :
> <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.
>
This can be done, but is not so easy. I am working in these types of
problems but find simple way to do it is not garanted. If it is too
complex mapgen can be unredable. this is more easy to avoid these type
of places, MAP_SUEZ_CANALS=0, is easy.
Marcelo
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