From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 15216 invoked by alias); 12 Aug 2004 16:58:47 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 15204 invoked from network); 12 Aug 2004 16:58:46 -0000 Received: from unknown (HELO av11-1-sn4.m-sp.skanova.net) (81.228.10.106) by sourceware.org with SMTP; 12 Aug 2004 16:58:46 -0000 Received: by av11-1-sn4.m-sp.skanova.net (Postfix, from userid 502) id 3B75937E44; Thu, 12 Aug 2004 18:58:43 +0200 (CEST) Received: from smtp4-2-sn4.m-sp.skanova.net (smtp4-2-sn4.m-sp.skanova.net [81.228.10.180]) by av11-1-sn4.m-sp.skanova.net (Postfix) with ESMTP id 2A29737E42; Thu, 12 Aug 2004 18:58:43 +0200 (CEST) Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp4-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id 810E637E44; Thu, 12 Aug 2004 18:58:40 +0200 (CEST) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <200408121542.i7CFg9b11038@panix5.panix.com> References: (message from Hans Ronne on Thu, 12 Aug 2004 13:16:55 +0200) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 12 Aug 2004 16:59:00 -0000 To: Jim Kingdon From: Hans Ronne Subject: Re: time.g weirdness Cc: xconq7@sources.redhat.com X-SW-Source: 2004/txt/msg00885.txt.bz2 >> 1. By volume restrictions (terrain capacity and unit-size-in-terrain). >> 2. By move restrictions (mp-to-enter-terrain and mp-to-leave-terrain). >> 3. By survival restrictions (vanishes-on and wrecks-on). > >This has always seemed confusing to me. > >The game designer, to get things to work consistently, seemingly has >to set a bunch of these properties. > >Maybe the number of properties controlling which units can go where >can be reduced? Not that I've looked through the existing games >trying to figure out what combinations are in use (and whether they >are doing so intentionally or unintentionally). We could hardly do without either terrain capacities or movement costs. And the wreck-unit code also serves its own purpose. The question is rather what the best way is to restrict access to certain terrain types. I usually use capacities, but I'm not sure it's a good idea to enforce them in all games. FWIW, volume restrictions appear to be more robust than move restrictions, where all sorts of complicated situations can arise due to units entering or leaving other units etc. Perhaps you remember the "tank sitting in water bug"? (see last year's mail archive). That was another case of move restrictions failing to work the way they were supposed to. Hans