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[Freeciv-Dev] Re: (PR#6977) Wish List: Goto into unknown area
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[Freeciv-Dev] Re: (PR#6977) Wish List: Goto into unknown area

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To: per@xxxxxxxxxxx, ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6977) Wish List: Goto into unknown area
From: "Peter Schaefer" <peter.schaefer@xxxxxxxxx>
Date: Thu, 30 Jun 2005 08:31:38 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=6977 >

On 6/30/05, Benoit Hudson <bh@xxxxxxxxxxxxxxxxxxx> wrote:
> 
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=6977 >
> 
> On Thu, Jun 30, 2005 at 12:56:41AM -0700, Thomas Müller wrote:
> > 2. MC-Factor of 10 is way too high. I think it should be different for Land
> > and Sea units, for Landunits it should be the MC-value of Mountain, for Sea
> > it should be 2 (so double the amount of  normal Movement-Cost) or 1,5.
> 
> Shouldn't it be the max movement cost the unit is capable of suffering from
> moving into that tile?
> 
> If we ignore enemy ZOC, that would be 3 for land units, 1 for air and sea.
> I can't think of how to account for enemies in the hidden region.

Sea units can suffer an "infinite" movecost, since they might not be
able to enter the destination at all. Since obviously "infinite" does
not trigger the behaviour we expect, maybe choosing the highest value
is the wrong track, and the estimate should be optimistic if the
player/ai has indicated it is willing to explore by choosing an
unknown tile as a destination?

Maybe 1 or even 1/3 if the unit benefits from roads and the tile is
adjacent to roads?





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