Re: [Freecol-developers] nasty movement cost bug

2013-01-06 Thread Michael Vehrs
On 07.01.2013 02:18, Michael T. Pope wrote: > > On Sun, 6 Jan 2013 05:01:24 PM Michael Vehrs wrote: > > > By the way, I have reverted the new river images as unsuitable for a > > > release, but I have added alpha-blended unexplored territory. > > Just looked at that. I agree it is an improvement. >

Re: [Freecol-developers] nasty movement cost bug

2013-01-06 Thread Michael T. Pope
On Sun, 6 Jan 2013 05:01:24 PM Michael Vehrs wrote: > By the way, I have reverted the new river images as unsuitable for a > release, but I have added alpha-blended unexplored territory. Just looked at that. I agree it is an improvement. > Something like this is butt-ugly, but it should work:

Re: [Freecol-developers] nasty movement cost bug

2013-01-06 Thread Michael Vehrs
On 06.01.2013 13:40, Michael T. Pope wrote: > Something has broken badly in movement cost handling for roads and possibly > rivers, and it seems to be related to the "style" changes. BR#3599498 > references a saved game that shows the problem nicely if you try to send the > wagon mentioned to New

Re: [Freecol-developers] nasty movement cost bug

2013-01-06 Thread Michael Vehrs
On 06.01.2013 13:40, Michael T. Pope wrote: > Something has broken badly in movement cost handling for roads and possibly > rivers, and it seems to be related to the "style" changes. BR#3599498 > references a saved game that shows the problem nicely if you try to send the > wagon mentioned to New

[Freecol-developers] nasty movement cost bug

2013-01-06 Thread Michael T. Pope
Something has broken badly in movement cost handling for roads and possibly rivers, and it seems to be related to the "style" changes. BR#3599498 references a saved game that shows the problem nicely if you try to send the wagon mentioned to New Rotterdam --- the path it takes is highly subopti