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[Freeciv-Dev] Re: SV: Preparations for other AIs and humans
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[Freeciv-Dev] Re: SV: Preparations for other AIs and humans

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To: Erik Sigra <freeciv@xxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: SV: Preparations for other AIs and humans
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 13 Jan 2001 16:38:53 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxxxx

On Sat, Jan 13, 2001 at 02:58:47PM +0100, Erik Sigra wrote:
> 
> ----- Original Message ----- 
> From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
> To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
> Sent: Friday, January 12, 2001 1:00 PM
> Subject: [Freeciv-Dev] Preparations for other AIs and humans
> 
> > It would be good if any client can easily access these basic kinds of
> > automation. Sometimes more flexibilty would be useful. The human may
> > specify "auto settle and emphasize on roads/railroads and also build
> > them between my cities" because he knows he will attack with cannons
> > in 15 turns.
> 
> I know about 2 different ways to build infrastructure:
> 1. Build worker units and assign jobs to them. This is the way it
> works in Freeciv.
> 2. Mark jobs that need to be done and build workers. The workers
> then do the jobs. This is the way it works in The Settlers games.
> 
> I prefer the 2. way. But they can be combined like this:
> * Players can make a plan for how they want to use a particular
> tile. It can be something like "City", "Irrigate+Road+ Farmland",
> "Road+Mine+Railroad", .... The plan would be stored in the tile
> record (warning: could be memory hungry).
> * Workers set to auto will go from job to job until they can't find
> any more and become idle.
> * Workers not set to auto can be assigned jobs (like now).

It would be more or less a rewrite to extend auto-settler to do
this. But if data can be attached to a tile this can be implemented as
an extern module.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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