[Freeciv-Dev] Re: teamslite11
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On Tue, Oct 29, 2002 at 08:33:22PM +0000, Per I. Mathisen wrote:
> 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*
Would be a challange when all 9 AI's would attack together. But after
size 2*biggest AI it would be a challange .. it would be a massacre.
> 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.
Perhaps a the AI should auto agree techtrade with teamed humans.
Thomas
- [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, 2002/10/29
- [Freeciv-Dev] Re: teamslite11,
Thomas Strub <=
- [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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