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Re: [Freeciv-Dev] Cheap aifill bug
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Re: [Freeciv-Dev] Cheap aifill bug

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To: mah248@xxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Cheap aifill bug
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Tue, 27 Oct 1998 10:54:51 +1100

Michael Hohensee wrote:
> 
> When loading a saved game, it is possible to set aifill to a number
> greater than the number of players in the saved game before the game
> starts.  When you start the game, everything looks hunky-dory until you
> hit the turn-done button, at which point the game segvs.

Which version of freeciv?  I think this is fixed in CVS (you shouldn't
be able to change aifill after the game has started).

> Actually, it might be interesting if we could add new players to a
> fairly young game.  Perhaps we could dump the ai in a place which no one
> has ever gone near, and give it X amount of free turns to catch up, with
> the condition that it not modify the state of any existing empires.

That seems a bit complicated.  It would probably be relatively
easy to add code to add new players, and just let them catch
up as best they can (sort of like Civ1 when an AI player dies 
early on and it adds a replacement).

-- David


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