[Freeciv-Dev] info in savegames [Was Re: non-existent technologies]
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On Sat, Feb 01, 2003 at 12:21:19PM +0000, Per I. Mathisen wrote:
> On Sat, 1 Feb 2003, Christian Knoke wrote:
> > - Use XML for savegames (and probably everything else). You can keep
> > the map save format intact with XML.
>
> I find freeciv's .ini format more human-readable than XML, but this is
> reopening an old debate...
>
> > - Save the ruleset data *once* for every game you start in a seperate file.
>
> This is a good idea, but perhaps do it a bit differently: You can choose
> to save the game in two different ways: Quickly (small size) or Portably
> (with full rulesets). That way we could enable scenarios and modpacks that
> have everything rolled up into one file.
I would have no problem with this.
In fact I think that we should have another option: Be able to save all of
the AI state. That way we can actually reproduce bugs from savegames all
the time [ok, well most of the time].
What will this require? warmaps? unit.ai struct? what else?
-mike
- [Freeciv-Dev] Re: non-existent technologies, Christian Knoke, 2003/02/01
- [Freeciv-Dev] Re: non-existent technologies, Per I. Mathisen, 2003/02/01
- [Freeciv-Dev] info in savegames [Was Re: non-existent technologies],
Mike Kaufman <=
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Jason Dorje Short, 2003/02/01
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Christian Knoke, 2003/02/03
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Jason Dorje Short, 2003/02/03
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Ross Wetmore, 2003/02/03
- [Freeciv-Dev] Re: info in savegames, Christian Knoke, 2003/02/04
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Per I. Mathisen, 2003/02/01
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Per I. Mathisen, 2003/02/01
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