On 21 October 2014 11:17, Michael T. Pope <mp...@computer.org> wrote:
> These are different from the "greatRiver" tile type, although they > originate together in the map generator. I think greatRivers should be crossable by ground units as well as navigable by boats, otherwise, what's the point? At the moment they act to split continents up into near-archipelagos where you have to hunt around to find the end of the great river so that you can go around it. Real settlers built makeshift rafts and just punted or paddled their wagons over rivers like the Mississippi-Misouri — not sail up it from the Gulf of Mexico, nor go north into Canada to circumnavigate it. I suggest fording a great river (entering the tile) should cost you 2 movement points, and thereafter, moving along the river cost 1/3 of a point for ground units, just as lesser rivers do. The tile graphic must be altered so that they are more obviously rivers rather than what they look like now which is narrow salt-water inlets, including confluence graphics where minor rivers join a major river, but short of new graphics a simple lightening of the blue chroma should suffice. Obviously, whatever Col1 did (I cannot check any more, as I have nothing to run it on) should apply to the Col1 rules/map generator. -- Nicholas. ------------------------------------------------------------------------------ Comprehensive Server Monitoring with Site24x7. Monitor 10 servers for $9/Month. Get alerted through email, SMS, voice calls or mobile push notifications. Take corrective actions from your mobile device. http://p.sf.net/sfu/Zoho _______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers