Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2001:
[Freeciv-Dev] Re: Ruleset Development - improvements
Home

[Freeciv-Dev] Re: Ruleset Development - improvements

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Freeciv List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Ruleset Development - improvements
From: vze2zq63@xxxxxxxxxxx
Date: Tue, 04 Dec 2001 17:27:41 -0500
Reply-to: jdorje@xxxxxxxxxxxx

Ben Webb wrote:


An additional problem/feature is that you (the client) may think that you control two islands, but (because of unexplored land connecting the two land areas) they are actually just one island. The server knows this, of course, and thus the effect of a continent-specific improvement will be different for the server and client.

When you think about this logically, it's pretty rediculous. Consider that you have hoover dam built, which provides hydro power to every city on the continent. If you haven't even explored enough to know that two cities are on the same continent at all, how is this supposed to happen?

The same is true of any other similar per-continent effect I can think of.

One solution (though it would be ugly) is to actually test this out on the server: the dam only provides hyrdo power to cities within known tiles on the continent (this is badly explained, but should be clear enough). But, this will only work if the dam only provides the benefit to YOUR cities, if other players can get the benefit the "known tiles" check wouldn't work.

Anyway, although this could provide the "correct" solution I don't think it's worth it. I think, rather, the better solution is that the server provide the client with a list of additional effects on each city (which, I believe, is whar Raimar said was needed for CMA's as well).

jason



[Prev in Thread] Current Thread [Next in Thread]