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[Freeciv-Dev] Re: AI strategy
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To: ccrayne@xxxxxxxxxx
Cc: Freeciv List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: AI strategy
From: Petr Baudis <pasky@xxxxxxxxxxx>
Date: Tue, 4 Dec 2001 23:05:38 +0100

Dear diary, on Tue, Dec 04, 2001 at 10:32:09PM CET, I got a letter,
where ccrayne@xxxxxxxxxx told me, that...
> In <3C0D32A0.8050909@xxxxxxxxxxx>, on 12/04/01 
>    at 03:31 PM, vze2zq63@xxxxxxxxxxx said:
> 
> :Here's another problem: if we handle handicaps as above, and an AI 
> :player (civbot or server-side) is replaced by a human player, does the 
> :human player inherit the unhandicaps?
> 
> Yes. The basic rule should be that the server does not care if a given
> player is human, AI, or a combination of both.
Then I must ask, how will you handle replacing of AI by a human player
on the fly?

>                                                Whatever handicaps or
> unhandicaps are agreed upon should be assigned only at the beginning of
> the game, and must be visible to all other players, although perhaps only
> if they have an embassy.
I think this is physical, not game stuff. I wouldn't restrict information
about it by any way.

-- 

                                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/


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