Re: [Freeciv-Dev] gameplay
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On Thu, Feb 04, 1999 at 08:58:54AM +1100, David Pfitzner was heard to say:
> Well, it is hard to follow the AI-initiated combat, because the
> AI does all its moves really quickly at the end-turn/begin-turn
> change-over. But I find that the Messages Window (which Daniel
> appears to be lacking) helps to keep track of what happened.
Actually, I have another comment on this. The default is for all messages
to be off, which means that the player gets _no_ notification at all when those
events happen, if I understand things correctly. This includes, for example,
* Wonder Started
* Wonder Finished
* Player Destroyed
* Collapse to Anarchy
* Global Warming
* Pollution
not to mention other, less important messages that also get filtered out.
This is with both the GTK+ and Xaw clients, as far as I can tell. I think that
they should _at least_ notify the player in the message box when these events
occur, since otherwise you could be governing an Anarchy and not even know it.
--
Daniel Burrows
Nothing is hopeless.
PROOF:
(a) Assume the opposite.
(b) If something _is_ hopeless, then its condition can only improve.
(c) If its condition can only improve, then there must be hope for it.
(d) Therefore, nothing is hopeless. QED.
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- [Freeciv-Dev] Freeciv gameplay, Daniel Burrows, 1999/02/03
- Re: [Freeciv-Dev] gameplay, Lalo Martins, 1999/02/04
- Re: [Freeciv-Dev] gameplay, Reinier Post, 1999/02/05
- Re: [Freeciv-Dev] gameplay, Daniel Burrows, 1999/02/06
- Re: [Freeciv-Dev] gameplay, Daniel Burrows, 1999/02/06
- Re: [Freeciv-Dev] gameplay, Greg Wooledge, 1999/02/08
Re: [Freeciv-Dev] gameplay, Daniel Burrows, 1999/02/03
Re: [Freeciv-Dev] gameplay, Vasco Alexandre Da Silva Costa, 1999/02/04
Re: [Freeciv-Dev] Freeciv gameplay, Greg Wooledge, 1999/02/03
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