[Freeciv-Dev] [patch #3829] Allow compatible roads

2013-04-26 Thread Marko Lindqvist
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

Re: [Freeciv-Dev] README.rulesets and in-ruleset comments

2013-04-26 Thread Jacob Nevins
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

[Freeciv-Dev] [patch #3829] Allow compatible roads

2013-04-26 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3829] Allow compatible roads

2013-04-26 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3829] Allow compatible roads

2013-04-26 Thread Marko Lindqvist
Update of patch #3829 (project freeciv): Planned Release: 2.5.0 = 2.6.0 ___ Follow-up Comment #23: I was thinking about autosettler. But at the same time, based on my in-game observations, it

[Freeciv-Dev] [patch #3866] Drop is_cardinally_adj_to_ocean()

2013-04-26 Thread Marko Lindqvist
Update of patch #3866 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3829] Allow compatible roads

2013-04-26 Thread Emmet Hikory
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

[Freeciv-Dev] [patch #3882] Qt-Minimap

2013-04-26 Thread mir3x
Update of patch #3882 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: