Follow-up Comment #1, bug #25067 (project freeciv): Thinking about this a bit more, the obvious thing would be to calculate real polar distance, yielding a circular range on all topologies. But pythagorean_diagonal has no effect on hex topologies (as there are no diagonal moves); currently the paradrop range is hexagon-shaped there; so it would be inconsistent to make it circular.
Defining the paradrop range be the set of tiles you could get to with the equivalent number of movement points (approximately) and no terrain costs would be consistent. That would give a square for rectangular maps, a circle for square+pythagorean games, and a hexagon for all hex maps. This can be implemented by checking for (!hex && pythagorean_diagonal) in paradrop range calculations. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?25067> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev