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[Freeciv-Dev] Re: multiplayer mode is all that counts (was: [patch] Mess
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To: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>
Cc: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: multiplayer mode is all that counts (was: [patch] Message windows (report, science ...))
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 13 Sep 2001 20:41:46 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Sep 13, 2001 at 07:31:35PM +0100, Vasco Alexandre Da Silva Costa wrote:
> 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? :-)

It is an interesting option.

        Raimar

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