Old revision #p9gqfwiel | New revision #pdxxmzeds | ||
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2 | 2 | ||
3 | Which RoadTypes should be available to be built? | 3 | Which RoadTypes should be available to be built? |
4 | - Tramways are buildable only by players (not city) | 4 | - Tramways are buildable only by players (not city) |
5 | frosch: trams can also be allowed in SE. they would be buildable like canals, and owned by OWNER_NONE. | ||
5 | - Some RoadTypes could not meet the requirements for a fair play | 6 | - Some RoadTypes could not meet the requirements for a fair play |
6 | - May allow only a particular vehicle category to travel on them, in SE one could not know it | 7 | - May allow only a particular vehicle category to travel on them, in SE one could not know it |
8 | frosch: no concern imho. scenario creator has to know this stuff. | ||
7 | - Future roads with house-unfriendly flag used as town roads will make the city disappear when playing | 9 | - Future roads with house-unfriendly flag used as town roads will make the city disappear when playing |
10 | frosch: same happens if you remove road. no concern imho. | ||
8 | - Date-introduced RoadTypes will be always available, like industries | 11 | - Date-introduced RoadTypes will be always available, like industries |
12 | frosch: yes, like industries | ||
9 | - Owner none? | 13 | - Owner none? |
14 | frosch: i believe roads near a town center get OWNER_TOWN, roads further away get OWNER_NONE. this should also be present in the code. | ||
10 | 15 | ||
11 | Features which could be useful on SE | 16 | Features which could be useful on SE |
12 | - Convert road tool | 17 | - Convert road tool |
13 | - Works regardless of RoadType compatibility? | 18 | - Works regardless of RoadType compatibility? |
19 | frosch: this is also the case in normal game, isn't it? (any conversion is possible, unless some vehicle is on the tile) |