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[Freeciv-Dev] Re: Client scripting
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To: Reinier Post <rp@xxxxxxxxxx>
Cc: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Client scripting
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 28 Jan 2001 23:56:27 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxxxx

On Sun, Jan 28, 2001 at 11:48:27PM +0100, Reinier Post wrote:
> On Sat, Jan 27, 2001 at 12:49:33PM +0100, Raimar Falke wrote:
> > On Sat, Jan 27, 2001 at 11:08:57AM +0000, Andrew McGuinness wrote:
> > > Quoting Sune Kirkeby <sune@xxxxxxxxxxxxx>:
> > > 
> > > o Server side "higher-level" functions available to both, like the 
> > > current server-side "goto" and "worklist" features.
> > 
> > IMHO this is a bad idea. It will make the server more complex. It
> > won't allow alternative implementations. There may be things which
> > look like straight forward but aren't. Wouldn't it be nice if a "goto"
> > would also allow units to use a ferry boat so they can go to another
> > continent. See also the discussion about another way of doing
> > auto-settle.
> 
> Well, I think the first answer is a scripting API  in terms of which

What do you have in mind?

> ferryboat algorithms can be specified, whether you want to run
> those algorithms in the server or the client.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "That's fundamental game play!  My main enemy is *ALWAYS* fighting 
  a 4-front war.  I make sure of it!"
    -- Tony Stuckey, freeciv-dev



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