Re: [Freeciv-Dev] More ideas, maybe some AI
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> ?,* = I need someone to ask some questions, and I don't want to fill
> this very good mailing list with stupid questions.
Why not? I do :)
> easier (for implementation) ones:
> ? Is there any reason for having city names in the server file ? I think
> no. The clients need the names to suggest the player new city's name.
> So the data from city.c should be moved into client/ and only the
> functions from city.c should remain in the common dir.
Except that AI players need to create cities, too.
> ? the (power)graph from Retire ending of Civ1
Trent Piepho has a civscore program (Xforms-based) you can use to get this.
> + comparation with some great leaders (as in Civ1)
> ? genders - to distinguish between Queen/King, Mr./Mrs. President, and
> also to make players know whom they are playing with :)
This has been discussed before. Massimo Campostrini once did a patch to
extend the number of races, I think he is still our expert on races.
One problem with having race information at the client side: how can you
propagate it to other clients? Textual data is easy, graphics are not.
The only races-dependent graphics, I seem to remember, are the flags.
Remove the flags?
> *? my personal vision is that there will be a network (for beginning one)
> of meta-civserver(s) that will get the information about running civservers
> (and some information about them, like max. people limit, version, etc.)
> and the clients will connect to this meta-civserver, find out the civserver
> most suitable for their purposes (location, gamestyle, other people, etc.)
> and connect to it.
There is a metaserver. Try the 'metaserver' button in the initial
connect dialog.
This has been discussed before. There are two ways to have multiple
metaservers:
+ let the client choose one
a patch exists to this, but it isn't in CVS
+ let DNS choose one
In the second case, there must be metaserver-metaserver synchronisation.
> The civservers will periodically send information
> about them (users, running games, ...) to the metaserver. The people
> connected to the same civserver will be able to start game(s), like on
> irc, when people (clients) join the channel (game) and the operator
> (someone) changes the mode for channel (start game).
> However, this is probably highly unrealistic with the code written....
> just a vision. But... if it would be possible ... I'd like to help to do
> it.
At present, the metaserver is not itself a civserver.
A game server like you describe is rather easy to implement.
See the mailing list archive ...
I really like your ideas about race characteristics.
Do you think you can implement some of this in the AI code?
> 6) maybe the list of technical goals, but I think they can be generated
> by AI on-the-fly according to his/her psychic characteristics (ie,
> aggressive one will try to invent better weapons, expansionist will
> try to find sail.
Yes, the code would have to assess the qualities of techs at runtime,
because they are affected by rulesets.
> WHAT HAVE I DONE (I can post it if anoyone would be interested):
Yes. can you post your patches here?
> If you agree with some of my IDEAS, I'll try to (help to) code them faster.
I agree with all of them. Hurry :)
--
Reinier Post
- [Freeciv-Dev] More ideas, maybe some AI, Peter 'g00bER' Kosinar, 1999/07/21
- Re: [Freeciv-Dev] More ideas, maybe some AI, Peter Schaefer, 1999/07/21
- Re: [Freeciv-Dev] More ideas, maybe some AI,
Reinier Post <=
- Re: [Freeciv-Dev] More ideas, maybe some AI, Daniel Burrows, 1999/07/21
- Re: [Freeciv-Dev] More ideas, maybe some AI, David Pfitzner, 1999/07/21
- Re: [Freeciv-Dev] More ideas, maybe some AI, Andy Black, 1999/07/22
- Re: [Freeciv-Dev] More ideas, maybe some AI, Sune Kirkeby, 1999/07/26
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