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To: guillaume.melquiond@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#14969) Ressource specials are no longer modified when a terrain is transformed
From: "Vasco Alexandre da Silva Costa" <vasco.costa@xxxxxxxxx>
Date: Sun, 25 Dec 2005 05:08:04 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14969 >

On 12/25/05, Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx> wrote:
>
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=14969 >
>
> Vasco Alexandre da Silva Costa wrote:
>
> > Hello Jason,
> >
> > It seems clear, at least to me, we cannot let old specials remains in the
> > new terrain at risk of weirdness like the beforementioned landlocked whales
> > scenario. So in my view we only have two clean solutions. The one is 
> > removing
> > the special as you mentioned before, another is to randomly assign a new 
> > special
> > valid in that terrain, which seems IMO reasonable.
>
> Removing the special is balanced but not player-friendly, since
> "accidental" terraforming will break everything.
>
> Assigning a new special gives the same semi-bizarre behavior we have
> now.  We can't assign a special at random (that would break all sorts of
> things), but we could assign one according to a ruleset-defined

It would break all sorts of things like?

> transformation list.  The end result would be identical behavior to what
> we have now, but much more complicated in code and ruleset.

I am not seeing what is the problem of just assigning a random special
which is valid in that terrain. i.e. whales would be valid in ocean tiles, wheat
in plains, etc.

--
Vasco Alexandre da Silva Costa





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