Complete.Org: Mailing Lists: Archives: freeciv-dev: October 2002:
[Freeciv-Dev] Re: teamslite11
Home

[Freeciv-Dev] Re: teamslite11

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: teamslite11
From: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>
Date: Tue, 29 Oct 2002 21:47:52 +0100

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


[Prev in Thread] Current Thread [Next in Thread]