Follow-up Comment #20, patch #3829 (project freeciv):
One thing that I've always (since first civ1 game two decades ago) found a bit
inconsistent is what movement cost gets used.
1) If there's no road in target tile, it's movement cost is used. It doesn't
matter if first half of your journey is
Marko Lindqvist writes:
- Ruleset comments are what someone copying one of our supplied rulesets
as base of their modification reads. (S)he is much more unlikely to check
some detail from separate document than reading it from the very file (s)he
is editing. At least classic (or whatever is
Follow-up Comment #21, patch #3829 (project freeciv):
This was only in my 2.5 list because I thought I would be able to write my
ruleset for 2.5. Given that the ruleset I want to write has no units that are
either native to all land tiles or all water tiles, and many of the air
units cannot
Follow-up Comment #22, patch #3829 (project freeciv):
Thinking about it, what AI changes would be related to this? Autosettler road
selection for route building? Pathfinding should already be handled due to
the implementation of single_move_cost(), and traditional ferryboats don't get
road
Update of patch #3829 (project freeciv):
Planned Release: 2.5.0 = 2.6.0
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Follow-up Comment #23:
I was thinking about autosettler. But at the same time, based on my in-game
observations, it
Update of patch #3866 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #24, patch #3829 (project freeciv):
I think it's a combination of the want being small and there being some
bugs with the magic numbers in adv_settlers_road_bonus being wrong (at least I
think they are wrong: so far I only understand about 70% of the code under the
if you
Update of patch #3882 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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