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[Freeciv-Dev] Re: Profiles from huge game
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[Freeciv-Dev] Re: Profiles from huge game

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To: Trent Piepho <xyzzy@xxxxxxxxxxxxx>
Cc: Sebastian Bauer <sebauer@xxxxxxxxxxx>, <rf13@xxxxxxxxxxxxxxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Profiles from huge game
From: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 10 Sep 2001 00:18:37 +0100 (BST)

On Sat, 8 Sep 2001, Trent Piepho wrote:

> It seems that for each improvement you could make a list of improvements that
> it effects.  Since most improvements don't effect any others, there will be no
> need to check.

        This is true, although effects can also be influenced by
government type, other active effects and known technologies, so it's a
little more complicated than that. (The "other active effects" bit is the
most tricky, and one of the improvements - in the default ruleset - which
makes use of this cond_eff field is the "City Walls" improvement, which I
suspect a lot of people actually use quite widely.)

> It also seems like the client doesn't need to do this, if an improvement
> has a side effect to other cities, the server will send city info
> packets to tell the client about this.

        That depends on what you define your "effect" as being. Effects
defined by buildings.ruleset are not sent from the server to the client at
all, since this can reveal information that the client should not know.

> If the city's properties change because of an improvement in another
> city, then don't you have to update the client reports to reflect this?

        The number of unhappy citizens (and that kind of thing) is sent
in the city packet in the same way as before, so no updates, on top of
what we already have, are needed.

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"The quality of mercy is not strain'd,
It droppeth as the gentle rain from heaven
Upon the place beneath."  - 'The Merchant of Venice', William Shakespeare



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