[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*
Ahhh so it is a way to make a harder AI stronger. And maybe I way to
beat Pille ;)
> 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.
This is better than nothing but also means that the AIs will suffer
from the increased tech cost.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Are you saying that you actually used the Classpath Java AWT classes in
addition to the GTK peers and got them to display something?
Wow. That's way better than I did and I wrote the code!"
-- Aaron M. Renn in the classpath mailing list
- [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, 2002/10/29
- [Freeciv-Dev] Re: teamslite11,
Raimar Falke <=
- [Freeciv-Dev] Re: teamslite11, Mike Kaufman, 2002/10/29
- [Freeciv-Dev] Re: teamslite11, Per I. Mathisen, 2002/10/30
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