We already have "impassable" in cave walls, impassable mountains and  
the void.

- eleazar / jwb

On Mar 6, 2008, at 4:33 PM, Eric S. Raymond wrote:

> [EMAIL PROTECTED] <[EMAIL PROTECTED]>:
>> I have a pretty comprehensive answer to these problems on the forums,
>> which i call "terrain archetypes".
>
> I know.  I was attempting to implement your terrain archetypes in C++
> when Mordante steered me to a WML-only solution for the "Road  
> (Grassland)"
> glitch.
>
> As I hinted in my posting on roads in Wesnoth, I spent quite some time
> thinking about what the set of terrain archetypes should actually be.
> I came to the conclusion that the exising set of movetypes is actually
> almost complete for this purpose.  All that I could see adding were
> "impassable", "road", and "floor", and I concluded that "road" and
> "floor" don't need to be distinguished.
> -- 
>               <a href="http://www.catb.org/~esr/";>Eric S. Raymond</a>
>
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>


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