[Freeciv-Dev] Re: AI strategy
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> --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> > > Allowing cheating is dangerous. All of a sudden we would return to the
> > > bad old days of players using packet sniffers. And I am not going to
> > > implement our own encryption standard.
> >
> > If such a cheating flag is set it is broadcasted to all players. I don't
> > see a problem here.
> >
>
> I read this statement. I'm not sure I know what you are driving at here.
> It's not a problem that the normal players can find out stuff like where all
> enemy units are located? If we implement cheating in ais, there's bound to be
> an upsurge in hacks.
..
Jan Hus (username pasky, Human, nation Czechs) 1 connection:
Jan Hus from localhost (command access level info, CHEATING), bufsize=40kb
..
<fair_guy> oh, he cheats!
/cut pasky
> > > A smarter client - keeps some state info instead of all server
> > > side. This could be more hassle than it is worth.
> >
> > For bandwidth saving it is best to do such a "do only send info if is
> > has really changed" solution. Maybe a compression can also be
> > used. With such code in place I think that a cheating client will not
> > need much more bandwidth than now (this is only a guess).
> >
>
> Do you want to thrown some nos around? The client side AI will need at a
> minimum
>
> for N = no of ai players
>
> N * initial maps
why? why not one copy of whole map only getting updates? (anyway at the later
stages of game there will be MUCH of them)
> N * initial tech_tree and change in tech_tree
why?
> N * unit change in pos and/or enemy unit within visual range
why? why not one copy of whole list of all units, getting together with updates
to global map?
--
Petr "Pasky" Baudis
UN*X programmer, UN*X administrator, hobbies = IPv6, IRC, FreeCiv hacking
.
"A common mistake that people make, when trying to design
something completely foolproof is to underestimate the
ingenuity of complete fools."
-- Douglas Adams in Mostly Harmless
.
Public PGP key, geekcode and stuff: http://pasky.ji.cz/~pasky/
- [Freeciv-Dev] Re: AI strategy, (continued)
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Greg Wooledge, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/02
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/03
- [Freeciv-Dev] Re: AI strategy,
Petr Baudis <=
- [Freeciv-Dev] Re: AI strategy, Per I. Mathisen, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/03
- [Freeciv-Dev] Re: AI strategy, Raahul Kumar, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, Raimar Falke, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, vze2zq63, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, ccrayne, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, ccrayne, 2001/12/04
- [Freeciv-Dev] Re: AI strategy, Petr Baudis, 2001/12/04
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