<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 >
> [wsimpson - Fri Nov 23 18:37:57 2007]: > > After a fair amount of testing, here's my initial re-design of the border > code. I left much of the old code in place (#ifdef OWNER_SOURCE) for > comparison. As you can see (or I can supply screen shots), for a game in > progress the code yields *exactly* the same borders. > > For new games, the most immediately visible difference is that borders > spring into place around cities as soon as they are built. This is easier This is cleaner indeed, though I personally always liked the feeling of your borders slowly expanding around your city - you would race against nearby foreign cities for who would grab that valuable tile first. =) What I don't like, still, is how a settler can very easily "steal" tiles from another player just by founding a city. Freeciv borders - IMO - is an abstraction of military and administrational control and bringing along a bunch of peasants shouldn't automatically grant you control of foreign soil. It's bad because the nominally peaceful settler becomes a feared offensive unit and it's bad because it encourages smallpox as a single large city can't retain its borders effectively. An idea for a solution is to require you to bring military units along to be able to steal territory. With this model, for example pillaging or fortifying for a set number of turns on a tile within the city radius of one of your cities would grant you the tile. > to explain, and matches civ3-like border expectations. It will allow > re-enabling (in the future) limits for city workers on border tiles (there > were some old discussions). The existing behavior, starting with no radius > until the next turn, doesn't work -- starving the cities. > I saw this as a feature. You would expect people to starve as their city is conquered by a foreign power. On the other hand, the new behavior is certainly more player friendly. > I've some more ideas ready to go. The player has a list of sites (not yet > implemented) for future civ3-like radar installations. The vision code is > partly finished, to enable civ3-like vision along the borders. > > Note the extensive use of access functions. This allowed complete removal > and reorganization of various city and tile pointers. (That's why access > functions are important!) > > As a result, the border source information is now kept only in the player > map tiles, instead of the main client/server tiles. Neatly and cleanly. > > I've kept the same network code, so it could be ported back to 2.1 -- but > that would be a lot of extra effort, as 2.1 doesn't have all my access > function cleanup patches. > > As a matter of principal, I wouldn't like to change the behavior of a central game concept in a stable branch. As a player I would expect my borders to behave the same when I load up my 2.1.0 game in 2.1.1, for example. ~Daniel _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev