[Freeciv-Dev] Re: teamslite11
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On Tue, 29 Oct 2002, Mike Kaufman 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...
When I think about it, this is actually a larger issue. Right now an AI
will preserve your diplomacy settings, so setting AI on while you go take
a leak won't make your player turn on your friends.
Once we have AI diplomacy, we will have the same problem: The AI may take
decisions that are desirable for stand-alone AIs but may not be for
stand-in AIs.
So we may want an AI option or difficulty that makes the AI preserve as
much as possible of the existing setup. A difficulty level would probably
be best, though I am not sure what to call it.
In any case, I think I'll take this out of the teams patch for now and try
to do it a little differently.
- 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, 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 <=
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