[Freeciv-Dev] Re: [FreeCiv-Cvs] thue: Diplomatic states. Introduces war,
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> This is an automated notification of a change to freeciv cvs,
> on Sat May 27 15:06:15 PDT 2000 = Sat May 27 22:06:15 2000 (GMT)
> by Thue Janus Kristensen <thue@xxxxxxx>
>
> ---- Log message:
>
> Diplomatic states.
> Introduces war, neutral, ceasefire peace and alliance between players.
> Players now also have a reputation that is affected by their actions.
> When players have ceasefire, peace or alliance their units cannot attack
> each other unless a war is declaired first. The spy actions allowed varies
> depending on the players' diplomatic state.
> Allied players' units can overlap, and do not cause ZOC against each other.
>
> What needs to be done:
> -Reputation has no effect other than cosmetic.
> -Senate not implemented, ie you can always declaire war.
> -The ai is always at war with everybody, and will declaire war automatically
> if toggled on to a player that is not at war with everybody.
Nice to see this finally checked in :) I have a way old patch lying
around that implements some of those TODOs, especially senate. I'll
try to update it and submit it in small chunks.
In my version, there was also a "No contact" state that would be
converted to Neutral when first meeting a player. Do you think this is
a good idea? I could provide a patch.
For the "AIs are always at war" I hacked it to declare war whenever it
did something aggressive that wouldn't be allowed in the current state
(attack unit, take over city; today that would be also diplomat
attacks (yes the patch is THAT old :)). This seems nicer to me that
the neutralize_ai_player method, what do you think?
It also seems that players can attack each other at neutral state,
which seems strange, since it wouldn't differ from war at all then. In
my version, you had to declare war when in netral state to attack
(just like in the good old times).
Falk
- [Freeciv-Dev] Re: [FreeCiv-Cvs] thue: Diplomatic states. Introduces war, neutral, ce...,
Falk Hueffner <=
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