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