[Freeciv-Dev] [patch #3637] Road move mode

2013-02-01 Thread Marko Lindqvist
Update of patch #3637 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3637] Road move mode

2013-01-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3637

 Summary: Road move mode
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 31 Jan 2013 03:55:09 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Add move mode for roads to control how move costs are applied. This is step
toward having rivers as special road type in the future. Modes are same ones
that are available for rivers, but implemented in a more
ruleset-author-friendly way.

One thing this is useful for already is defining road types for reasons other
than move bonus. Such roads can now be defined with NoBonus move mode. This
is now used in alien ruleset Tunnel definition that used to work around the
limitation by defining so high move_cost that it would never be used instead
of terrain cost.



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File Attachments:


---
Date: Thu 31 Jan 2013 03:55:09 AM EET  Name: RoadMoveMode.patch  Size: 14kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17062

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