[Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies]
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[Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies] |
From: |
"Per I. Mathisen" <per@xxxxxxxxxxx> |
Date: |
Sun, 2 Feb 2003 00:17:07 +0000 (GMT) |
On Sat, 1 Feb 2003, Mike Kaufman wrote:
> > 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?
Also the proximity map and minimap in settlers.c, the pplayer->ai and
pcity->ai structs, and the ai_data struct.
It is going to be a big savegame, but it might still be a good idea.
- Per
- [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, 2003/02/01
- [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 <=
- [Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies], Per I. Mathisen, 2003/02/01
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