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#206 Road and Movement

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open
nobody
None
5
2016-01-27
2016-01-13
No

I have a simple question here..

First my colony map is like this, ...

Maryland on the bay head.
Roanoke on the bay end.
(South) Dakota on the main/inner coast.
(North) Dakota on north of South Dakota.
Boston on the east of South Dakota.

I creating road between all that city like this :

Maryland -> Roanoke
Roanoke -> South Dakota
South Dakota -> North Dakota
South Dakota -> Boston

Because my colony position road just north section of South Dakota become broken and unaccessable, the road replace with connection road for North Dakota - Roanoke dan North Dakota - Boston.

And it's a joke movement calculation Maryland -->> Roanoke need two turn but Maryland -->> South Dakota need ONLY ONE TURN. It's similar to North Dakota to South Dakota rather than North Dakota to Boston.

It's there road that connection colony that appear outside (Middle) Colony... ???

Discussion

  • Mike Pope

    Mike Pope - 2016-01-13

    I have a simple question here..

    Not as far as I can tell. I do not understand what you are asking at all. If you want to try again, it would be much better if you:
    1. attached the game you are talking about
    2. said exactly what FreeCol is doing
    3. why you think that is wrong
    4. and what you think FreeCol should do.

     
  • Surya Tanamas Harison

    1. attached the game you are talking about
    2. said exactly what FreeCol is doing
    3. why you think that is wrong
    4. and what you think FreeCol should do.

    The road generating into wrong path. The road connection in circle shape and leave fixed shape un connected.

    The road must be connected at all and for conner road, if want to make a direct connection, please keep prev road accessable. And for movement calculation, please repaired it, so they will take the shortest path to reach destination.

     
    • Mike Pope

      Mike Pope - 2016-01-23

      A screenshot is an improvement, but I did ask for the actual game (the .fsg file). We will need that to see if the road is really damaged. I can see there are strange things happening with the graphics, but that does not help us to understand the movement problem.

       
  • wintertime

    wintertime - 2016-01-23

    I remember some time ago seeing in the road drawing algorithm that some road tiles intentionally are not getting all connections drawn, I guess because the person implementing it thought it would look ugly when there is too many.
    There is a minor graphical glitch in a few cases if the neighbor tile does draw the connection the other tile had not drawn, but I believe there is no gameplay effect (but without savegame it can not be checked).

     
  • Surya Tanamas Harison

    I remember some time ago seeing in the road drawing algorithm that some road tiles intentionally are not getting all connections drawn, I guess because the person implementing it thought it would look ugly when there is too many.
    There is a minor graphical glitch in a few cases if the neighbor tile does draw the connection the other tile had not drawn, but I believe there is no gameplay effect (but without savegame it can not be checked).

    I thinks several way of road must be cut down, to remove this glitch. Something like circle road for nearly squared colony position, I thinks this is completely unneeded since basic straight road already connected that colony correctly.

    For save game, I will give in this post soon, but maybe update with some more ugly road...

     
  • Surya Tanamas Harison

    This is my newest save game with more ugly circle shape road.....

     
    • Mike Pope

      Mike Pope - 2016-01-27

      Ugly roads are one thing, but you started with a complaint that they were becoming disconnected and/or that there were problems with movement cost. Do you have the saved game with the Maryland <-> Roanoke <-> South Dakota problem that you first described. This is the third time I have asked.

       

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