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[Freeciv-Dev] Re: (PR#2641) islands from the client's point of view
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[Freeciv-Dev] Re: (PR#2641) islands from the client's point of view

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2641) islands from the client's point of view
From: "Jason Short via RT" <rt@xxxxxxxxxxxxxx>
Date: Sun, 2 Feb 2003 20:00:25 -0800
Reply-to: rt@xxxxxxxxxxxxxx

Mike Kaufman via RT wrote:
> On Sun, Feb 02, 2003 at 06:44:03PM -0800, Jason Short via RT wrote:

> In terms of effects, you need to think of another player as a black box.
> Anything happening in any of his cities can be dependent on effects that
> _you_ know nothing about. Now a smart player or AI can infer certain
> things. Since you or and AI knows the rulesets for example, you know
> instantly whether nation-specific effects apply; or if science is
> abnormally high, there might be a certain player-wide improvement lurking
> somewhere. But you or the AI cannot be certain that this is the case, and
> if someone builds an AI without this in mind, it will serve them right when
> is crashes horribly.

Nice explanation.

> I want to make a point here: island-wide effects only apply to one (1)
> player and one player only. They do _not_ apply to anyone or anything on a
> particular island. This in itself avoids all sorts of unpleasantness which
> may be what you're so worried about (and there is nothing that anyone can
> do or say to make me change my mind about this).

Err, so an island-wide affect only affects that player's posessions on 
that island?

I remember having this discussion before, but don't remember an outcome. 
  It seems we could have three variants: affects everyone, affects you, 
affects everyone but you.

jason




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