[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-05-14 Thread Emmet Hikory
Follow-up Comment #6, patch #2951 (project freeciv): Regarding the original ticket, a simple implementation would be to have a vector for roads/bases that made a given terrain non-native for a set of unit classes, so that, for example, "Big Land" would not be native to "Grassland" if there was a "

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Marko Lindqvist
On 19 February 2013 00:16, Jacob Nevins <0jacobnk.fc...@chiark.greenend.org.uk> wrote: > Almost exactly a year ago, I wrote a long idea about a UI for coping > with generic roads and bases. I've reproduced it below. > > Does anyone fundamentally object to this sort of thing in principle? If > not,

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #5, patch #2951 (project freeciv): > But as everything is just transitional phase to next, in a > decade we may be able to combine bases and roads back to one > "specials" concept. ;-) Updating my plans here once more, even this is going a bit off the original ticket. In 2.6 th

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Jacob Nevins
Almost exactly a year ago, I wrote a long idea about a UI for coping with generic roads and bases. I've reproduced it below. Does anyone fundamentally object to this sort of thing in principle? If not, I'll raise a ticket and, who knows, maybe one day even look at implementing it. Previously I wr

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2012-03-30 Thread Marko Lindqvist
Follow-up Comment #4, patch #2951 (project freeciv): > I'm playing with the idea of retiring simple specials > completely. They all could be made in to bases (ones that cover > single tile) or roads (ones that connect between tiles). That's the mid-term plan. But as everything is just transitiona

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2012-02-19 Thread Jacob Nevins
In patch #2951, Marko Lindqvist writes: > I'm playing with the idea of retiring simple specials completely. They all > could be made in to bases (ones that cover single tile) or roads (ones that > connect between tiles). I was thinking the same thing. If nothing else, the built-in help is going t

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2012-02-18 Thread Marko Lindqvist
Follow-up Comment #3, patch #2951 (project freeciv): > Although I'm not sure whether it should be just road-like > specials for this feature or any kind of special; it wouldn't be > much more work to allow e.g. units that can't move into > fallout/pollution squares. I'm playing with the idea of r

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-04 Thread Jacob Nevins
Follow-up Comment #2, patch #2951 (project freeciv): > You should take gen-roads in to account in the design, not to > speak about just two specific road types. Yes, I had half an eye on gem-roads. Although I'm not sure whether it should be just road-like specials for this feature or any kind o

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-03 Thread Marko Lindqvist
Follow-up Comment #1, patch #2951 (project freeciv): You should take gen-roads in to account in the design, not to speak about just two specific road types. I take it that you just wrote this down so it's not forgotten. Or are you going to implement it soon? If not, I'm going to first implement

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-03 Thread Jacob Nevins
URL: Summary: Generalise RoadNative/RiverNative Project: Freeciv Submitted by: jtn Submitted on: Sun Sep 4 00:49:08 2011 Category: general Priority: 5 - Normal