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[Freeciv-Dev] Re: (PR#3603) don't send the capital in short_city
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[Freeciv-Dev] Re: (PR#3603) don't send the capital in short_city

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#3603) don't send the capital in short_city
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Tue, 4 Mar 2003 06:02:49 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Mar 04, 2003 at 05:35:15AM -0800, Thomas Strub wrote:
> On Tue, Mar 04, 2003 at 04:28:02AM -0800, ChrisK@xxxxxxxx wrote:
> > On Mon, Mar 03, 2003 at 08:07:24PM -0800, Mike Kaufman wrote:
> > > 
> > > here's a patch for an issue I mentioned a while back.
> > >  
> > > currently, whenever a player comes into contact with a city, the server
> > > tells that player if the city has a palace in it.
> > > 
> > > for one, this is bad, because the player really should never know this 
> > > without spying.
> > 
> > Imagine the palace is a big building with a high tower on it and a golden
> > roof. You can see it shining in the sun within miles.
> 
> The information capital or not is very important for attacking. Think
> all players should have the same information. So if its not possible to
> hide that information show it to all.

Why make it so easy? The player gets to know when she manages to have
a unit next to the city.

> > > for two, this is bad, because the client never actually uses this info:
> > > without hacking the client (AFAIK), the player is blissfully unaware (so 
> > > if
> > > your "hidden" capital is getting systematically getting attacked on
> > > pubserver, you have an explanation...)
> > 
> > You get to know when you have an embassy and use intelligence. Well, still
> > hiding information ... What about a special icon for capitals?
> 
> Good idea to show the capital to all players.

No, only do not require an embassy to see it.

> But after that change the need for an embassy really decreases. 

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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