URL:
<http://gna.org/bugs/?24012>
Summary: S2_6 cannot replicate S2_5 behaviour moving between
different native roads
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 01 Nov 2015 16:27:26 UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
Status: Need Info
Assigned to: None
Originator Email:
Open/Closed: Open
Release:
Discussion Lock: Any
Operating System: Any
Planned Release: 2.6.0, 3.0.0
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Details:
S2_6 has gained the concept of "native moves": for units with restrictions on
nativity, moves can be prevented between two tiles even if the unit could
exist on both, if e.g. there is a cardinal-type road (such as a river) that
doesn't actually join up. (Bug #16383, bug #22319, is_native_move(), etc.)
A consequence of this is that in civ2civ3, where merchant units can only move
on rivers/roads/railroads, a caravan on a road tile cannot move to an adjacent
tile with a river but no road. This is a rule change compared with S2_5.
Since it is not possible to have a road and river on the same tile until
Bridge Building is discovered, this effectively means that merchants are
divided into two classes until then, depending on their home city: river
merchants and road merchants.
(There may be some fiddly ways to transfer given by the exception of #22319:
via a Trireme, or by being adjacent to a city, etc. Such special cases are
contrary to the spirit of civ2civ3.)
More generally, I don't think there is any way for a ruleset author to restore
S2_5 behaviour. I think the only way to allow moves between two adjacent
different roads is to use the new 'integrates' road ruleset setting (patch
#3829 etc); but this isn't really what it's for, and it has other effects
(including changing tile display), and doesn't restore exact behaviour (in
2.5, moving between road types cost is determined by underlying terrain,
whereas with integrating roads it's determined by the destination road type).
Not sure what to do yet. This ticket for discussion of additional ruleset
features and/or civ2civ3 ruleset changes to compensate.
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