On 06.01.2013 13:40, Michael T. Pope wrote: > Something has broken badly in movement cost handling for roads and possibly > rivers, and it seems to be related to the "style" changes. BR#3599498 > references a saved game that shows the problem nicely if you try to send the > wagon mentioned to New Rotterdam --- the path it takes is highly suboptimal > and seems to often ignore the roads. I have traced the failure to get the > expected benefit from a road down to TileImprovement.getMoveCost --- the road > tile improvement at 39,116 for example has a style of 0000 despite being > nearly surrounded by other tiles with road improvements, thus the > style.isConnectedTo() test fails. > > Out of time now. Looks like another delay for 0.10.7:-(. > > Cheers, > Mike Pope >
Drat! I'll have a look at this, but my time is also limited. By the way, I have reverted the new river images as unsuitable for a release, but I have added alpha-blended unexplored territory. If they should prove satisfactory, I could probably create alpha-blended images for all other terrain types, too. Now that I have figured out how to do it, that should be an afternoon project. Regards Michael ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnmore_123012 _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
