From: Brett L. <wak...@gm...> - 2008-10-24 22:53:19
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On Sat, 2008-10-25 at 00:29 +0200, Erik Vos wrote: > > > > > The 1835 > > > > > Hamburg Tile with the tunnel is something I have not > > quite resolve how > > > > > to draw properly yet. > > > > > > It's actually a ferry. > > > TileDesigner can't handle this one either. I doubt if any > > XML can define > > > this one in a generic way without becoming overly > > complicated. For token > > > placement and revenue calculation we might need to resort > > to special code > > > in an 1835-specific class. For drawing, I don't know... > > > > > > > I don't know the rules around this tile. Can one of you give a > > description of the game mechanics around this tile? > > The green Hamburg (HH) tile has two single-slot cities > east of the river Elbe and one west of it. > In the brown tile, these cities are merged into one 3-slot city, > but the slots and the tokens in it remain located as before: > 2 east and one west of the Elbe. > > If a train passes the river on its route, even when only starting from > or terminating at the token of its company, revenue is reduced by 10 Mark, > being the cost of using the ferry. > > Much fuss for a little difference, but so the designer has decided it. > Ok. I see why it might be difficult with the existing markups. It seems like this just means that the XML, and the code needs to be aware of where the cities are positioned in relationship to the hex sides. That would allow us to calculate "If the entering side is X, and the city is Y, revenue is Z-10". This sounds like it would just be a game-specific exception. It's a pain to not have a more general solution. However, if it's the only game that does this, a more general solution isn't necessary. > Erik. ---Brett. After the game the king and the pawn go in the same box. -- Italian proverb |