On Fri, Mar 07, 2008 at 04:01:11 -0500,
  "Eric S. Raymond" <[EMAIL PROTECTED]> wrote:
> Bruno Wolff III <[EMAIL PROTECTED]>:
> 
> > I also have a question for Eric. Is the assumption here going to be that
> > the entire hex is filled with road? Because another way I could see
> > proceding with this is to make road type separate from the base terrain
> > type, so that the terrain type would set the defense values for units,
> > but having having the road type would replace the normal movement cost
> > for the terrain with that of a road. I though (but could easily be wrong)
> > that bridges worked like that.
> 
> They look like they do, but they don't. :-) For gameplay purposes, a bridge
> is a road (was grassland before my change).  The visuals are handled
> separately from the movement cost.

So treating them as mixed terrain is off the table (at least for the
forseeable future)?

> I said there may be a third way.  I think Ivanovic was groping for this
> idea a couple days ago; I was going to write it up in my proposal, but 
> spaced it (it was the missing third alternative on my list).
> 
> It might be doable to give units an ability that is, in effect, a reservoir 
> of 1 or 2 points that they can only use on roads.  If I implement this, 
> the WML would look something like this:

So the bonus limit would be limited by the actual movement points used
entering road hexes or would they have to spend all of their movement
on roads to get the bonus?

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