[Freeciv-Dev] Column@Apolyton: #204 Talking with Sid and Soren
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[Freeciv-Dev] Column@Apolyton: #204 Talking with Sid and Soren |
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Reinier Post <rp@xxxxxxxxxx> |
Date: |
Thu, 16 May 2002 13:13:43 +0200 |
> Date: Thu, 16 May 2002 13:15:07 +0300
> Subject: Column@Apolyton: #204 Talking with Sid and Soren
Some stats on Freeciv for comparison.
(If you want to comment on the column itself, do so on Apolyton ...)
[...]
> ============================== ARTICLE ==============================
> =====================================================================
>
> I've been playing Civ for a-year-and-a-half now. I work as a
> professional chess player and writer with a daily and Sunday column in
> England and as a result was lucky enough to be able to arrange to
> interview Sid Meier and Soren Johnson on Wednesday in London.
>
> A complete interview should come out at some point and I'll
> flag it here when it does but for the moment here's a summary of the
> technical stuff. I'm sure that a lot of the material has appeared
> before and apologise for duplication and if it's too dry.
>
> Jon
>
>
>
> The Code
> -----------------------------
> The game is written is C++ and has "hundreds of thousands" of
> lines of code. There are 70 or 80 modules and some individual ones have
> 10,000 lines plus.
Freeciv:
% find ~/src/freeciv -name '*.[ch]' | wc
616 616 30531
(i.e. 616 .c and .h files)
% find ~/src/freeciv -name '*.[ch]' | xargs cat | wc | sort -n | tail
213762 612095 6859974
(i.e. 213762 lines of code)
% find ~/src/freeciv -name '*.[ch]' | xargs wc | sort -n | tail
2791 5187 84856 /home/freeciv/src/freeciv/client/gui-xaw/citydlg.c
2802 8646 96209 /home/freeciv/src/freeciv/server/ruleset.c
3177 10873 109252 /home/freeciv/src/freeciv/server/unittools.c
3329 9811 93659 /home/freeciv/src/freeciv/client/gui-mui/mapclass.c
3657 9196 122932 /home/freeciv/src/freeciv/client/gui-gtk-2.0/citydlg.c
3692 9233 124085 /home/freeciv/src/freeciv/client/gui-gtk/citydlg.c
3945 14412 136605 /home/freeciv/src/freeciv/server/stdinhand.c
4501 11027 146204 /home/freeciv/src/freeciv/common/packets.c
102635 284107 3308877 total
111127 327988 3551097 total
(i.e. the biggest modules are a few thousand lines)
> AI
> -----------------------------
> Soren was in charge of the AI and it took "7 or 8 months of his
> time to write it about half writing and then half testing." He'd set
> the AI to play against itself for ten minutes, and then rewrite as
> necc. He also tried playing against it himself, of course.
John Stonebraker wrote the AI in 2 months, but it takes 6 months
for others to understand the result :-)
> Levels
> -----------------------------
> The house rule is that they test the game at Regent level.
> Anecdotally, they believe that people start at a lowish level and then
> work their way up until it becomes too difficult.
>
> They've deliberately made the step up in difficulty level
> steeper than in CivII (and I think it's generally agreed that they've
> succeeded).
Freeciv needs more levels, 'easy' is too hard and 'hard' is too easy.
> Map Generator
> -----------------------------
>
> This is based on a fractal algorithm "which has acquired a life
> of its own" Soren feels that it produces "more interesting" maps than
> in CivII (which I feel may well be true when you have an overview of
> the whole thing as they have always been able to do: but isn't at all
> necessarily true from a player's point of view).
I haven't seen CivIII but Freeciv's map generation is hard to beat.
[...]
> Last Unit
> -----------------------------
> The widespread perception that the last unit in a city acquires
> magical powers is false. Sid said that this did happen though in CivI
> when Barbarians attacked a city since it was "so annoying" to lose a
> city to them: which is where the idea may have come from.
Looks like a point for our Civ I compatibility list :-)
> Talking of Barbarians: The delightful attacks of 20 horsemen at
> a time in "raging hordes" were partly derived form the idea of the
> Mongols erupting.
The Mongols were also the strongest nation in Civ I.
[...]
> National Boundaries
> -----------------------------
> There were "about 20 different versions" of this before the one
> they finally came up with.
There's a borders patch, but is it in CVS?
> Wish list
> -----------------------------
> I hassled them about my own bugbear - why not an Attitude
> Advisor like in CivII so that you can see really clearly who is
> revolting (rather than by peering at the Domestic Advisor screen) - and
> even an "auto-devolt" function.
>
> Soren always plays with "Manage Citizens' Moods" on (which
> means that after one turn of revolt the city is automatically pacified
> and so partially deals with the problem).
This would be a good Freeciv feature.
[...]
----- End forwarded message -----
--
Reinier
- [Freeciv-Dev] Column@Apolyton: #204 Talking with Sid and Soren,
Reinier Post <=
[Freeciv-Dev] Re: Column@Apolyton: #204 Talking with Sid and Soren, Raimar Falke, 2002/05/16
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