[Freeciv-Dev] Re: teamslite11
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On Tue, 29 Oct 2002, Raimar Falke wrote:
> > +++ common/packets.c 2002/10/29 18:06:26
> > @@ -818,6 +818,10 @@
> > dio_put_string(&dout, pinfo->name);
> >
> > dio_put_bool8(&dout, pinfo->is_male);
>
> > +if (has_capability("team", pc->capability)) {
> > + dio_put_uint8(&dout, pinfo->team);
>
> > + dio_put_string(&dout, pinfo->team_name);
> > +}
>
> Waste of bandwidth since the team doesn't change.
Yes. But what is the alternative? A new team packet? Put it into some
other packet - which?
> Last but not least there was the valid concern that the techs that the
> AI gives away are harmful.
Yes. Players who are very good knows that some techs can be harmful.
Teamed AI players are not meant for them.
But what if a team member wants an AI to take over for him for a short
while? The AI would screw up the team's division of labour by giving away
all his techs to everyone else. I don't know a good solution to this,
other than maybe only do this at a 'harder' difficulty, and let 'hard'
remain as is...
- Per
- [Freeciv-Dev] teamslite11, Per I. Mathisen, 2002/10/29
- [Freeciv-Dev] Re: teamslite11,
Per I. Mathisen <=
- [Freeciv-Dev] Re: teamslite11, Raimar Falke, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Per I. Mathisen, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Thomas Strub, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Raimar Falke, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Mike Kaufman, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Per I. Mathisen, 2002/10/30
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