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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: marko.lindqvist@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#10245) gen-movement
From: "Jason Dorje Short" <jdorje@xxxxxxxxx>
Date: Tue, 11 Jul 2006 10:52:54 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=10245 >

Jérôme Plût wrote:
> 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...).

The wesnoth mechanism is IMO to complicated.  Every unit has a move cost 
for every terrain type.  Way too many numbers.  However this does allow 
a lot more unit balancing by fiddling with the movement costs.

-jason





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