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[Freeciv-Dev] Re: (PR#10245) gen-movement
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[Freeciv-Dev] Re: (PR#10245) gen-movement

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#10245) gen-movement
From: Jérôme Plût <Jerome.Plut@xxxxxx>
Date: Tue, 11 Jul 2006 15:52:21 +0200

2006-07-10 scripsit Billy Naylor :
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=10245 >
> 
> Marko Lindqvist wrote:
> > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=10245 >
> > 
> > 
> >   I have defined goals for gen-movement as unit types that ruleset 
> > author should be able to create. It doesn't matter if feature is 
> > specific to single unit type or whole unit class.
> > 
> >   1. Sensible amphibious units
> >   2. Sensible wheeled units (needs roads to move in some terrains)
> >   3. Small ship that can transport only some land units
> > 
> 
>   4. Flat - Hovercraft (Sea swamp, plains, Desert, Road?)
>   5. Mountain Hopping ( sages, treasure, Dragons, Dwarves )
>   6. Train ( needs railroad)
>   7. Submarine
>   8. Sea floor ( Sub sea cities, Fishmen )
>   9. Subterranean ( Dwarves, Rogue Nano )
>   10. Satellite in Orbit
>   11. Elves moving faster in forest
>   12. Amphibious units get an attack bonus in swamps (vs Non Amphibious )

Did you look at the way Wesnoth (http://www.wesnoth.org) implements
this ? It is both simple and powerful (although it would require some
adaptations, for instance there are no missiles in Wesnoth...).



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