[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-05-14 Thread Emmet Hikory
Follow-up Comment #6, patch #2951 (project freeciv): Regarding the original ticket, a simple implementation would be to have a vector for roads/bases that made a given terrain non-native for a set of unit classes, so that, for example, Big Land would not be native to Grassland if there was a

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Jacob Nevins
Almost exactly a year ago, I wrote a long idea about a UI for coping with generic roads and bases. I've reproduced it below. Does anyone fundamentally object to this sort of thing in principle? If not, I'll raise a ticket and, who knows, maybe one day even look at implementing it. Previously I

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #5, patch #2951 (project freeciv): But as everything is just transitional phase to next, in a decade we may be able to combine bases and roads back to one specials concept. ;-) Updating my plans here once more, even this is going a bit off the original ticket. In 2.6 there

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Marko Lindqvist
On 19 February 2013 00:16, Jacob Nevins 0jacobnk.fc...@chiark.greenend.org.uk wrote: Almost exactly a year ago, I wrote a long idea about a UI for coping with generic roads and bases. I've reproduced it below. Does anyone fundamentally object to this sort of thing in principle? If not, I'll

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2012-03-30 Thread Marko Lindqvist
Follow-up Comment #4, patch #2951 (project freeciv): I'm playing with the idea of retiring simple specials completely. They all could be made in to bases (ones that cover single tile) or roads (ones that connect between tiles). That's the mid-term plan. But as everything is just transitional

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2012-02-19 Thread Jacob Nevins
In patch #2951, Marko Lindqvist writes: I'm playing with the idea of retiring simple specials completely. They all could be made in to bases (ones that cover single tile) or roads (ones that connect between tiles). I was thinking the same thing. If nothing else, the built-in help is going to

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2012-02-18 Thread Marko Lindqvist
Follow-up Comment #3, patch #2951 (project freeciv): Although I'm not sure whether it should be just road-like specials for this feature or any kind of special; it wouldn't be much more work to allow e.g. units that can't move into fallout/pollution squares. I'm playing with the idea of

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #2951 (project freeciv): You should take gen-roads in to account in the design, not to speak about just two specific road types. I take it that you just wrote this down so it's not forgotten. Or are you going to implement it soon? If not, I'm going to first implement

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-04 Thread Jacob Nevins
Follow-up Comment #2, patch #2951 (project freeciv): You should take gen-roads in to account in the design, not to speak about just two specific road types. Yes, I had half an eye on gem-roads. Although I'm not sure whether it should be just road-like specials for this feature or any kind of

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-03 Thread Jacob Nevins
URL: http://gna.org/patch/?2951 Summary: Generalise RoadNative/RiverNative Project: Freeciv Submitted by: jtn Submitted on: Sun Sep 4 00:49:08 2011 Category: general Priority: 5 - Normal