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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: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: multiplayer mode is all that counts (was: [patch] Message windows (report, science ...))
From: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>
Date: Thu, 13 Sep 2001 19:31:35 +0100 (WET DST)

On Thu, 13 Sep 2001, Daniel L Speyer wrote:

> 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.

Scripting is fine for some tasks but 'ordinary' people don't enjoy it
much. Besides we don't want to turn freeciv into Corewars do we? :-)

---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa





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