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[Freeciv-Dev] Re: multiplayer mode is all that counts (was: [patch] Mess
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[Freeciv-Dev] Re: multiplayer mode is all that counts (was: [patch] Mess

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To: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Cc: Reinier Post <rp@xxxxxxxxxx>, Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: multiplayer mode is all that counts (was: [patch] Message windows (report, science ...))
From: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Date: Thu, 13 Sep 2001 14:05:12 -0400 (EDT)

On Thu, 13 Sep 2001, Tony Stuckey wrote:
> On Thu, Sep 13, 2001 at 10:35:47AM +0200, Reinier Post wrote:
> > Most issues of speed and response time only really matter in multiplayer
> > mode with a timeout, when every tenth of a second counts.  Sometimes,
> > a game is literally decided within a split second.
> 
>       Which bothers me.

I suspect a lot of this could be removed by client-side scripting.  I
realize this is an immense task, but 95% of what a human can do in a split
second a computer can do too (as relates to freeciv, obviously I don't
mean image-recognition or other top AI problems that humans are hardwired
for).  Many players hack auto-goto as a primitive scripting language, but
it's very limited (for example, I recently brought knights into a city
under attack and wanted them to attack a legion immediately the next turn,
but the knights still had 1/3 of a movement point -- I lost the
knights).  Just an 'attack these units if they come next to you and you
have a >this% chance of winning' standing order could fix a lot of these
problems.

--Daniel Speyer
"May the /src be with you, always"





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