Complete.Org: Mailing Lists: Archives: freeciv-dev: February 2003:
[Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies]
Home

[Freeciv-Dev] Re: info in savegames [Was Re: non-existent technologies]

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Subject: [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



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