There are a number of thinks I would like to change. Unfortunently many people are very strict on the civ 2 complience, and I haven't yet been able to gain complete power over the freeciv design
:
As it is now a square can be within city sight range, but still be unknown. This is how it is in civ 2, but it makes some code very complicated. And I even find it more intuitive to just reveal squares which your sight radius extends to.
In civ 2 and current freeciv if you have 1/3 mp and a move takes 1 mp you have 1/3 chance to actually complete the move. The alternative way to do this would be to never be able to move unless you had enough mp, as is done in ctp. Removing the randomness will make it possible to display accurate time to arrival when planning a goto (as done in ctp), and make it somewhat simpler to program the AI.
Triremes have a chance of dying if they venture away from shore. All fine, but it is practically impossible to make AI and goto algoritms that handle handle that well. In ctp they simlpy limit triremes to shallow water.
So what do you think? On which points should we compromise to make programming easier?
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
Automatically reveal all squares in city range
As it is now a square can be within city sight range, but still be unknown. This is how it is in civ 2, but it makes some code very complicated. And I even find it more intuitive to just reveal squares which your sight radius extends to.
Remove randomness when moving units
In civ 2 and current freeciv if you have 1/3 mp and a move takes 1 mp you have 1/3 chance to actually complete the move. The alternative way to do this would be to never be able to move unless you had enough mp, as is done in ctp. Removing the randomness will make it possible to display accurate time to arrival when planning a goto (as done in ctp), and make it somewhat simpler to program the AI.
Restrict triremes to near land
Triremes have a chance of dying if they venture away from shore. All fine, but it is practically impossible to make AI and goto algoritms that handle handle that well. In ctp they simlpy limit triremes to shallow water.
So what do you think? On which points should we compromise to make programming easier?
Comment