[Freeciv-Dev] Re: FreeCiv - arcade game?
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On Mon, Jul 24, 2000 at 12:07:00PM +1000, Robert Rendell
<rob@xxxxxxxxxxxxxxxxxxxxxxxxx> was heard to say:
> I agree with Jacek that this is poor behaviour. One alternative would be
> for diplomats and spies to dissappear once they're given the command to
> move into a city, and only reappear outside the city if the player chooses
> 'cancel', or an action that the unit survives (and which doesn't move them
> to their home city). Another possibility would be for the unit to
> *actually* move in to the city when given that command, and *then* for the
> dialog to be initiated. With the pacts patch in, the server and clients
> can already handle foreign units in cities... letting *non-allied* foreign
> units in to cities might require some more tweaking of the server, but not
> much, I'd imagine. For one thing, the diplomat/spy shouldn't defend the
> city against attack (although they'd probably die if the city was conquered
> by a 3rd party).
I really like these suggestions, and think they're much more promising than
the artificial-lag hacks being brought up..
(the only thing is: maybe the diplomat should lose movement points on
"Cancel"?)
Daniel
--
/----------------- Daniel Burrows <Daniel_Burrows@xxxxxxxxx> -----------------\
| CCs of list | Voodoo Programming: Things programmers do |
| replies are | that they know shouldn't work but they try |
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\---- Be like the kid in the movie! Play chess! -- http://www.uschess.org ---/
[Freeciv-Dev] Re: FreeCiv - arcade game?, Robert Rendell, 2000/07/23
[Freeciv-Dev] Re: FreeCiv - arcade game?,
Daniel Burrows <=
[Freeciv-Dev] Re: FreeCiv - arcade game?, Tony Stuckey, 2000/07/24
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