[Freeciv-Dev] [patch #3055] Configurable road move cost
Update of patch #3055 (project freeciv): Status: In Progress = Done Open/Closed:Open = Closed ___ Follow-up Comment #3: move_rate - movement_cost More sleep and/or coffee. I had already changed that to move_cost in the final patch version I committed. ___ Reply to this item at: http://gna.org/patch/?3055 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3055] Configurable road move cost
Update of patch #3055 (project freeciv): Status:Done = In Progress Open/Closed: Closed = Open ___ Follow-up Comment #2: Better to make one change to this feature. - Terrains have movement_cost that affects speed negatively - Units have move_rate that affects speed positively Roads are somewhere between these, giving positive speed bonus over terrain. Still, increase in this value means slower speed, and it's also logically cost of movement via that road, so should rename move_rate - movement_cost. ___ Reply to this item at: http://gna.org/patch/?3055 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3055] Configurable road move cost
Update of patch #3055 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3055 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3055] Configurable road move cost
URL: http://gna.org/patch/?3055 Summary: Configurable road move cost Project: Freeciv Submitted by: cazfi Submitted on: Tue 15 Nov 2011 01:37:05 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 ___ Details: This patch makes move cost part of road type definition. One implementation detail someone may disagree is handling of igter. It used to have (and with default rulesets still has) same move cost as road. It's even documented that way in the help. Some of the old code interpreted this so that it's a rule that igter cost equals road cost, and was implemented so that changes in road cost would change igter cost also. Other parts interpreted it just a coincidence that igter cost and road cost have same value, and set igter cost independently from road cost. In new code igter always has same hardcoded value (1) as it used to, and it's not affected by what ruleset sets road cost to. If igter cost is ever made configurable, it can be set independently - even to same value as road cost. This also makes gen-road code a lot simpler when there's no need to try to figure out what road type's move cost igter cost should equal to in each case. ___ File Attachments: --- Date: Tue 15 Nov 2011 01:37:05 AM EET Name: RoadMoveCost.diff Size: 15kB By: cazfi http://gna.org/patch/download.php?file_id=14554 ___ Reply to this item at: http://gna.org/patch/?3055 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3055] Configurable road move cost
Update of patch #3055 (project freeciv): Depends on: = patch #3054 ___ Reply to this item at: http://gna.org/patch/?3055 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev