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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Development Strategies [Was Documentation,Usability and Development]
From: Daniel Sjölie <deepone@xxxxxxxxxx>
Date: Mon, 10 Dec 2001 07:50:47 +0100

On 2001-12-09 23:54:38, Reinier Post wrote:
> On Sun, Dec 09, 2001 at 02:40:40PM -0800, Kevin Brown wrote:
> 
> > My question is: with respect to limiting what the scripting language
> > that would be used on the server can do, why do we care?
> 
> You don't want anyone to be able to change the rules of the game without
> anyone else knowing.  A scripting language that enables the user to
> set his money to 10000 is too powerful.
> 
> > I mean, this is the *server* we're talking about here.  If someone
> > decides to run a server that includes units that favor one player over
> > another (as an example), that server will become unpopular very
> > quickly.  Problem solved.
> 
> No, it won't.  What about a script that makes all units of player Foo
> 50% harder to beat 50% of the time?  You don't want to allow rules like
> that (not in a ruleset, either).

I'd just liek to stress once again that all though this might not be
right for a script I certainly would consider it a feature to have the
option to set a handicap like this... On any player... Thus you can very
easily get interesting games with ai players and other inexperienced
players... I get a lot of "we don't want to play with you cause you know
the game to well" (that would be a _relative_ truth :) and I'd certainly
be willing to give them double trade, stronger units or whatever... I'm
not playing to win really, I'm playing for fun...

/Daniel

-- 
Now take a deep breath, smile and don't take life so seriously... :)


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