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[Freeciv-Dev] Re: Ruleset Development - improvements
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To: Raimar Falke <rf13@xxxxxxxxxxxxxxxxxxxxxx>
Cc: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Ruleset Development - improvements
From: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 4 Dec 2001 19:23:32 +0000 (GMT)

On Tue, 4 Dec 2001, Raimar Falke wrote:

> On Tue, Dec 04, 2001 at 05:00:52PM +0000, Ben Webb wrote:
> > Solutions:
> > 1. Have the server inform the clients of all active effects (fiddly)
> > 2. Have the server tell the clients what the luxury production (etc.) of 
> >    each city is (probably not so bad, since it sends cityinfo packets 
> >    anyway)
> > 3. Reveal cities that have "global" effects (in the same way that global 
> >    wonders are currently revealed)
> > 
> 2. will prevent any good client side AI. Either the clients
> calculations are wrong and so useless or the client has to ask the
> server every time (slow).

Good point.

> From the client side AI point of view 3. is
> the best. Reveal any information the client needs. Come on if the
> effect affects your city you know the source.

        Not necessarily. Consider Civ1-style Bach and the Hoover Dam. Both 
have effects that cover the continent/island that they're on... but the 
client may have a different idea about what an "island" is than the server 
(due to unexplored territory linking two apparently unconnected 
landmasses). As far as I know, the current code uses the server's idea of 
an "island", so as far as the client can see, the Dam on one island is 
affecting two islands! (OK, so you can see the source, but you can't 
connect it to the effect from the information available - thus the AI's 
calculations will be wrong.)

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"The vocabulary of Bradshaw is nervous and terse, but limited."
        - 'The Valley of Fear', Sir Arthur Conan Doyle




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