You are right, memory is a problem... I'll think to another solution... We can imagine to have four gradient, using your (0/1/2) rule: - ground only - water only - prefer ground - prefer water
Units could be tagged which one to use. As gradients are only allocated when used, even if for now we only use ground only and prefered ground, that leave space for futur work. I'm not sure if splitting grass and sand is usefull for displacement speed, as it is already used for building/non building area. But perhaps the user could create road (a long term user wish) that are used over ground for ground and prefer ground options. Problem is with food: the more granularity you put on gradient the less efficient the inn become, because units have to go sooner to eat to compensate for the potential faster (in time) but longer (in space/food) path. Steph _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
