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[Freeciv-Dev] Re: two new difficulty levels
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To: "Daniel_Sjölie" <deepone@xxxxxxxxxx>, "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: two new difficulty levels
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Mon, 25 Feb 2002 03:53:26 -0800 (PST)

--- Daniel_Sjölie <deepone@xxxxxxxxxx> wrote:
> On 2002-02-25 11:19:04, Per I. Mathisen wrote:
> > Another small patch. This one introduces two new difficulty levels:
> >     'harder', where all the AIs start the game at peace
> >     'tough', where all the AIs start the game allied and with shared
> >             vision
> > 
> > I've done only minimal playtesting, but it looks like it works as
> > intended. The AI concentrates on blasting me and does a lot more peaceful
> > expansion since it is not threatened by hostile AIs. I even saw it use
> > caravans for trade routes to allied cities, so this is proof the other
> > patch works as intended. Requires the previously posted ai patch.
> > 

This should not work. The AI code never checks whether or not it is allied 
to someone when selecting a target for an invasion. Please explain why your
patch works. 

> > Is this a good idea?
> 
> Sounds like it... :)
> 

Scary. All of the AI's allied together could beat the best. I like it though.

> I think it would be a good idea to put this in separate (a) variable(s)
> though... Compare with commercial strategy games - you shouldn't have 10
> levels of dificulty but a bunch of difficulty related variables you can
> all tune independently and some presets for these for a few predefined
> difficulties... This might be somewhat less userfriendly when using the
> commandline server but we should have a gui for this for those who
> prefer userfriendliness anyway...
> 
> /Daniel
> 
> -- 
> Now take a deep breath, smile and don't take life so seriously... :)
> 


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