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[Freeciv-Dev] Re: New KDE Client
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To: freeciv-dev@xxxxxxxxxxx (Freeciv developers)
Subject: [Freeciv-Dev] Re: New KDE Client
From: Reinier Post <rp@xxxxxxxxxx>
Date: Sun, 31 Dec 2000 01:09:44 +0100

> I hope the silence means that it's safe to start a new client anytime, 
> rather than that a new client isn't welcome.

It may also signal a need for more developers :)

But why work on the hood when there are so many ideas to improve the
engine?  To me - I'm not really a developer - a new client seems just
a duplication of effort.  If that's what you want to work on, fine,
but before you start, please consider some alternatives.  For example,

 - more keyboard shortcuts (important for playing with low timeouts)
 - get rid of all modal dialogs (id.)
 - more automation (similar to goto, autosettle, city worklists; examples:
   better city worker placement, auto-elvis, goto on future units, worklist
   for future cities, ferryboats, automated diplomatic agreements)
 - 'unit managers' to coordinate units (see Thue's ferryboat patch)
 - support for scripting such automation
 - client-side AI
 - user authentication + a user rating system
 - different types of maps (isometric, nonrectangular grid, spherical, ...)
 - fort-like improvements (windmills, watchtowers, ocean bridges? tunnels?
 - better support for long term playing (see the list archive, April, 2000)
 - full server control from the client GUI (see Urban Mueller's patch,
   which may be improved)
 - connection status inspection from within the game (see Lauri Tarkkala's
   clistat patch)
 - expanded chatline functionality (ideally, IRC compatibility)
 - a better help system (with hyperlinks, enable before game start)
 - fix some AI weaknesses (see archive)
 - sound support (two patches for this were done, what happened?!)
 - clever name generation (Falk Hueffner has a patch for this)
 - autogenerated 'normal' players (as opposed to barbarians)
 - teach the AI diplomacy
 - ideas from other Civ-like games, eg. public works to replace settlers
 - 'personality parameters' to impose different costs to different players
   for the same resources or actions (eg. rating-based handicaps)

> -- 
> Neil Stevens
> multivac@xxxxxxxxxx
> neil@xxxxxxxxxxxxxxxxxxxx




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