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[Freeciv-Dev] Re: team play (PR#1350)
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[Freeciv-Dev] Re: team play (PR#1350)

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To: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: team play (PR#1350)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 4 Apr 2002 16:58:05 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Thu, Apr 04, 2002 at 03:19:13AM -0800, Per I. Mathisen wrote:
> On Wed, 3 Apr 2002, Raimar Falke wrote:
> > this respect. Can the players be seperated later? Can you examine
> > later which player was the original owner?
> 
> No, I think you misunderstand. It isn't two players being merged, but two
> or more connections controlling the same player.
> 
> In Starcraft the connections to this player are determined before game
> starts and cannot be changed (although connections can quit and the others
> continue as if nothing had happened, as long as connections for this
> player remain > 0).
> 
> In Freeciv we have code that is flexible enough to allow connections to
> join and leave an existing player throughout the game, and even allow all
> connections to quit (that is when ai control would kick in). The problem
> is that this code was never really finished.
> 
> I don't think this was what dwp had in mind, since he seemed to think of
> other connections to a player solely as passive observers (or so I
> recall). But I would think that (barring some cooperation pitfalls) making
> active connections work is less work than passive ones, since I don't see
> that any changes need to be done on the client side at all for that.

This makes sense and sounds reasonable.

> Another question is, of course, how to stop connections from joining when
> you don't want to share control.

Passwords ;)

        Raimar

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 email: rf13@xxxxxxxxxxxxxxxxx
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