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
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
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
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
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
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
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
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
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
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
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