[Freeciv-Dev] Re: (PR#12056) ocean cities
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12056 >
On Mon, 31 Jan 2005 04:17:58 -0800, Vasco Alexandre da Silva Costa
<vasc@xxxxxxxxxxxxxx> wrote:
>
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12056 >
>
> On Mon, 31 Jan 2005, [UTF-8] Andreas Røsdal wrote:
>
> >
> > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12056 >
> >
> > Hi there again,
> >
> > I'm making a modpack, testing some fun stuff. The modpack has ocean
> > cities, which just (almost) works. Basically I changed the ruleset to
> > allow Triremes to build cities.
> >
> > However, an assert is triggered. The code assumes that the city must
> > belong to a continent, which I thing would not apply for ocean cities.
> >
> > The error message is:
> >
> > civclient: improvement.c:282: fill_ranges_improv_lists: Assertion `cont >
> > 0' failed.
> > Aborted
> >
> > The code in common/improvement.c is:
> >
> > if (pcity) {
> > equiv_list[IR_CITY] = pcity->improvements;
> > cont = map_get_continent(pcity->tile);
> > assert(cont > 0);
> > }
> >
> >
> > So the big question is, can this assert be removed, or perhaps
> > modify map_get_continent allow ocean cities? Removing the assert allows
> > me to play with ocean cities, and it "seems" to work :)
> >
> > Anyway, creating this modpack has made me realize that one can customize
> > pretty much the entire gameplay - great!
>
> You need to know the continent of a city so continent wide wonders like
> Hoover Dam can work properly. This can also be a problem with the trade
> routes code, which checks if something is in another island.
>
> Why not just make the oceans "continents" too?
I don't think that makes much sense.
Back when I first wrote my "future tech" modpack plans, I wrote a unit
that would be able to transform a ocean square into land, essentially
creating a new island. I think that should be the way to go.
--
Miguel Farah
miguel@xxxxxxxx
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