[Freeciv-Dev] Re: teamslite11
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On Tue, 29 Oct 2002, Raimar Falke wrote:
> > 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...
>
> You can just remove it?!
But it is a _very_ nice feature! The speed in which the techs up is
tremendously increased. Finally some challenge from fighting teamed AIs.
Pille proved that no amount of teamed AIs can defeat a good player. How
obring. But I doubt even he could beat ten teamed AIs that exchange
techs... *wink*, *challenge*
The solution may be to limit this ability to two AIs, ie _both_ players
must be AI players for this to work. So a human player will never receive
techs.
- Per
- [Freeciv-Dev] Re: teamslite11, (continued)
- [Freeciv-Dev] Re: teamslite11, Per I. Mathisen, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Raimar Falke, 2002/10/29
- [Freeciv-Dev] Re: teamslite11,
Per I. Mathisen <=
- [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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