From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 23576 invoked by alias); 12 Aug 2004 17:08:22 -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 23543 invoked from network); 12 Aug 2004 17:08:21 -0000 Received: from unknown (HELO av8-2-sn2.hy.skanova.net) (81.228.8.111) by sourceware.org with SMTP; 12 Aug 2004 17:08:21 -0000 Received: by av8-2-sn2.hy.skanova.net (Postfix, from userid 502) id ADCA437E45; Thu, 12 Aug 2004 19:08:13 +0200 (CEST) Received: from smtp2-2-sn2.hy.skanova.net (smtp2-2-sn2.hy.skanova.net [81.228.8.178]) by av8-2-sn2.hy.skanova.net (Postfix) with ESMTP id 9DDFA37E42; Thu, 12 Aug 2004 19:08:13 +0200 (CEST) Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp2-2-sn2.hy.skanova.net (Postfix) with ESMTP id 5B47337E44; Thu, 12 Aug 2004 19:08:18 +0200 (CEST) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: References: <200408121542.i7CFg9b11038@panix5.panix.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Thu, 12 Aug 2004 17:19:00 -0000 To: Eric McDonald From: Hans Ronne Subject: Re: time.g weirdness Cc: xconq7@sources.redhat.com X-SW-Source: 2004/txt/msg00887.txt.bz2 >On Thu, 12 Aug 2004, Jim Kingdon wrote: > >> > 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. > >Hans and I had a thread about this before (I don't remember if it >was public or not), but, generally speaking, the move restrictions >should be used to limit whether or not an unit can enter a given >terrain. Using survival restrictions is not reliable, especially >since deliberate movement in wreck/vanish situations should not >necessarily be prohibited (even though the AI should try to avoid >them). I would modify that to say that either move or volume restrictions, but not the wreck-unit code, should be used to limit access. And I would in fact recommend volume restrictions to somebody who is writing his first game, since they are less likely to produce unexpected results (like the one we are discussing). Move restrictions are more versatile, but also trickier to use. Hans