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[Freeciv-Dev] Re: packet batches? (was: [Patch] Making city report list

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To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: packet batches? (was: [Patch] Making city report list faster)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Mon, 10 Jun 2002 22:15:36 +0200

On Mon, Jun 10, 2002 at 08:51:32PM +0200, Christian Knoke wrote:

> > So adding an AI player decreases the amount of interleaving of client
> > requests.  This means if A, B and C are playing, and A attacks B's city
> > with 5 units at once, A's has a much better chance of success when C is
> > an AI player!
> 
> But only with a lagless network and client AIs for A and B.
> 
> I understand that you can send a bunch of howitzers to a city and
> attack it a dozen times. In this case the city is conquered even before
> B is aware of being attacked - due to net lag, no matter of client ai
> or not. How am I wrong?

A needs time to move those howitzers.  Let's say that B will notice the
attack after 1 or 2 howitzers and respond before the 2rd or 4th hit,
assuming normal network latency and reaction speed.  If A releases 12
howitzers at the same time (that is, a time B doesn't have any chance
to respond.  With the existing client, A can only do this across turn
changes (because the server really needs some time there).  With a
hacked client, it can do it anytime.

So take the rating system with a grain of salt :)

-- 
Reinier


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