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[Freeciv-Dev] (PR#10830) Trirem doesn't want to move
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[Freeciv-Dev] (PR#10830) Trirem doesn't want to move

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To: Francois-Xavier.Coudert@xxxxxx
Subject: [Freeciv-Dev] (PR#10830) Trirem doesn't want to move
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Thu, 4 Nov 2004 20:40:24 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10830 >

> [jdorje - Wed Nov 03 18:08:58 2004]:
> 
> Christian Knoke wrote:
> 
> > Can or cannot be. But if you do, when pointing a trireme to the
> unknown, you
> > will have to decide, *how* unsecure the way to be taken will be.
> Will the
> > trireme move the straight way to the target, which will make it
> unlikely
> > that it reaches it at all? Or will it hold at the coast for as long
> as
> > possible (like it currently does for secure targets), which will
> give very
> > odd routes in some cases.
> 
> The latter is very difficult I think.  So we will probably use the
> former.  What we can do is have an increased move cost for unknown
> tiles
> so units will tend to avoid them.  With a move cost of 10 (say) it
> will
> be very rare for units to goto *though* the unknown - they will only
> goto *into* the unknown if you tell them to.

Doing it with a high move-cost will break the "waiting" logic.  So we
will have triremes sinking again even when there is only one dangerous
tile between two oceans.

Choosing what path to return into the danger would be royal pain in any
case.

I think the only reasonable solution for the future is to designate some
terrain off-limits for some unit types, period.  As done in civ3 I
believe.  Dangerous PF should then be reserved to AI use (i.e. diplomat
sneaking into an enemy city) because the AI doesn't file bug reports as
often ;)

Gr


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