Re: [Freeciv-Dev] A few miscellaneous ideas for improvement
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Jules Bean <jmlb2@xxxxxxxxxxxxxxxx> writes:
> B) Micromanagement:
>
> In any reasonably large game (e.g. default map size) when you are
> winning, micromanagement becomes a pain. This could be alleviated by
> building a bit more 'helping hand' AI into the client. A few things I
> can think of which would help:
Yes, this is a huge pain. When I play against AIs, I build few big
cities rather than many small cities, even if it's not the optimal
strategy, because the game is less boring. A "city helper" AI would
be invaluable.
> Convert desert to plains
Can you really do this?
> B.6) Allow stacks of units to be moved around as one.
Even better, define "formations", where units are requested to keep a
fixed position with respect to a "leader", and the leader executes a
"goto" command keeping pace with the slowest unit of the formation.
--
Massimo Campostrini
- [Freeciv-Dev] A few miscellaneous ideas for improvement, Jules Bean, 1999/05/07
- [Freeciv-Dev] fast hack for an easy AI., Nicolas Brunel, 1999/05/07
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, Daniel Sjolie, 1999/05/07
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement,
Massimo Campostrini <=
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, Jules Bean, 1999/05/10
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, Greg Wooledge, 1999/05/10
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, Jules Bean, 1999/05/10
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, David Pfitzner, 1999/05/10
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, Nicolas Brunel, 1999/05/11
- Re: [Freeciv-Dev] A few miscellaneous ideas for improvement, Greg Wooledge, 1999/05/11
|
|