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[Freeciv-Dev] Re: Some Ideas
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Some Ideas
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Tue, 26 Mar 2002 21:27:00 +0100

On Tue, Mar 26, 2002 at 08:46:45PM +0100, Reinier Post wrote:
> On Thu, Jan 24, 2002 at 10:56:14AM +0000, Gregory Berkolaiko wrote:
> >  --- Christian Knoke <ChrisK@xxxxxxxx> wrote: 
> > > On Wed, Jan 23, 2002 at 08:43:36PM +0100, Thomas Strub wrote:
> > > > 
> > > > At the beginnning of a turn units from other nations moves 
> > > > before my dending units are build.
> > > 
> > > Well, this is a FAQ and a Known Bug as well. 
> > > See http://www.freeciv.org/de/faq/#QA30 
> > > and http://www.freeciv.org/de/bugs.phtml please.
> > 
> > Is it really a bug, not a feature?  It must be quite easy to fix, just
> > some reordering of the new-turn sequence...
> 
> It's a feature, designed to keep games fairly playable
> on connections with poor latency.

That's an interesting point, but I'm not sure that I understand
that fully. Maybe you can explain a bit more? - I'd think the bug
is that the AI does its moves at the *end* of a round, whilst the
goto - *all* the goto AFAIK - is performed at the *beginning* of
a round. So, if you make the AI move at the *beginning* of a round,
just before the general goto execution, this nasty problem ("moves
twice") with the AI (and barbarians) could be resolved. 

Or am I wrong? And how? How does the latency affect this?

> > G.
> 
> -- 
> Reinier

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.


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