#1 26.10.2018 17:57:51

Wahazar
Player
Posts: 151

Trireme movement on river

In my opinion, "queen" movement of Trireme on river is very confusing, because tile images suggest orthogonal path, not diagonal jumps, tunneling from river to river etc.

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#2 26.10.2018 20:30:38

cgalik
Player
From: Chicago
Posts: 286

Re: Trireme movement on river

Agreed it's confusing but client shows it on go-to. Can it be fixed in ruleset and will client know it?

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#3 27.10.2018 10:21:46

HanduMan
Player
Posts: 108

Re: Trireme movement on river

The base problem is that square topology which allows movevent to 8 directions for all units. Using (iso-)hex topology in ruleset and a compatible tileset is less confusing.

Also, I think I have seen some ruleset options to control movement along rivers and roads. Must check that...

EDIT: Well, found something.

terrain.ruleset wrote:

; move_cost               = how much movement it takes to travel
;                           via this road (in fractional move points, as
;                           defined by move_fragments)
; move_mode               = how movement costs are applied
;   - "NoBonus"    = Road gives no movement bonuses (move_cost ignored)
;   - "Cardinal"   = Road cost applies only on cardinal moves
;   - "Relaxed"    = Road cost is normal for cardinal, double for diagonal moves
;   - "FastAlways" = Road cost applies always between two tiles with the roads
;                    (default)

Not exactly restricting the diagonal movement on rivers but setting move_mode to cardinal should help a bit?

Last edited by HanduMan (27.10.2018 10:32:35)

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#4 27.10.2018 11:23:38

Wahazar
Player
Posts: 151

Re: Trireme movement on river

HanduMan wrote:

Not exactly restricting the diagonal movement on rivers but setting move_mode to cardinal should help a bit?

It is already cardinal movement mode for river, but works for land units as movement bonus for cardinal movements. But there is currently no way to affect triremes using ruleset.
My patch proposal - use movement mode also for restricting movement possibilities: http://forum.freeciv.org/f/viewtopic.php?f=13&t=90753

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#5 27.10.2018 12:29:45

HanduMan
Player
Posts: 108

Re: Trireme movement on river

Wahazar wrote:
HanduMan wrote:

Not exactly restricting the diagonal movement on rivers but setting move_mode to cardinal should help a bit?

It is already cardinal movement mode for river, but works for land units as movement bonus for cardinal movements. But there is currently no way to affect triremes using ruleset.
My patch proposal - use movement mode also for restricting movement possibilities: http://forum.freeciv.org/f/viewtopic.php?f=13&t=90753

OK, I didn't think it through it seems. Thanks for correcting.

Using hexaconal topology would eliminate this problem. In square topology, if diagonally connected squares have river then the river flows between them diagonally. Only most (if not all) square tilesets don't show it due to lack of suitable tiles. That's what is causing the confusion. On the other hand setting move_mode to cardinal kind of suggests that rivers don't flow diagonally, so your proposal is valid. Have you submitted it in freeciv bug tracking system as feature request? Might get better noticed by the developers.

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#6 28.10.2018 11:04:26

Wahazar
Player
Posts: 151

Re: Trireme movement on river

HanduMan wrote:

Have you submitted it in freeciv bug tracking system as feature request? Might get better noticed by the developers.

On freeciv forum I got advice, that this issue is already fixed in 2.6

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