<URL: http://bugs.freeciv.org/Ticket/Display.html?id=40356 >
Marko Lindqvist wrote: > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=40356 > > > We already had some discussion about multiple bases on same tile. > Let's continue, and gather information, in its own ticket. > > I'm currently aware of two parts of code that would not work with > more than one base on same tile: > - Pillage selection has only "any base" resolution. > - Bases can act as vision/border sites. These are identified by the > tile they are placed on. > > > About number of different bases ruleset format should allow: > One reason for generic bases is to allow modpacks to contain unique > bases. These would already be on map when game begins, and one cannot > build more of them. For example, fantasy modpack could have some > ancient towers around. Ruleset format should allow many such unique > bases in addition to several buildable ones. > Scripting allows unique behavior for any number of tiles, but that > does not allow any graphics. Bases are visible. > > I have been looking in to possibility that there is boolean setting > in ruleset defining if multiple bases can be on same tile. If it's > true, ruleset can contain only one basetype / bit. If it's false, > ruleset can contain (2^bits)-1 basetypes. It sounds like 1 base per tile is a lot easier to implement. Until there's a concrete need to break that barrier I wouldn't trouble yourself with generalizing it to multiple per tile. -jason _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev