From: mskala@ansuz.sooke.bc.ca
To: Lincoln Peters <sampln@sbcglobal.net>
Cc: Xconq list <xconq7@sources.redhat.com>
Subject: Re: Jump lines as roads.
Date: Mon, 23 Aug 2004 16:15:00 -0000 [thread overview]
Message-ID: <Pine.LNX.4.21.0408230838000.887-100000@diamond.ansuz.sooke.bc.ca> (raw)
In-Reply-To: <1093234476.2792.18311.camel@localhost>
On Sun, 22 Aug 2004, Lincoln Peters wrote:
> I don't know of any way to make movement cost less than 1 ACP per cell,
> although I suppose you could give a jump- or warp-equipped ship lots of
> ACP's. You would then have to counterbalance them in other situations
> by requiring them to spend lots of ACP's on anything other than
> movement.
I did exactly that in a game I was working on. One problem I found was
that the pathfinding code didn't seem to be smart enough to take full
advantage of the fast routes - resulting in a big advantage for human
players if they were willing to spend the time moving the units a step or
two at a time. It probably would have worked better if the fast routes
were, or were close to, straight lines.
A similar effect applies to the standard game, too - you're in city A,
there is a road to city B but it winds a little, you tell the unit in city
A to move to B, but it doesn't take the road.
--
Matthew Skala
mskala@ansuz.sooke.bc.ca Embrace and defend.
http://ansuz.sooke.bc.ca/
next prev parent reply other threads:[~2004-08-23 13:04 UTC|newest]
Thread overview: 6+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-08-23 4:03 Henry J. Cobb
2004-08-23 4:18 ` Lincoln Peters
2004-08-23 16:15 ` mskala [this message]
2004-08-24 0:46 ` Eric McDonald
2004-08-26 13:29 ` Jim Kingdon
2004-08-23 16:49 ` Eric McDonald
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