[Freeciv-Dev] Re: Cheating
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On Fri, Apr 25, 2003 at 12:51:36PM +0200, Rafal Bursig wrote:
> Dnia 2003.04.25 12:51, Per I. Mathisen napisa?(a):
> >On Fri, 25 Apr 2003, Rafal Bursig wrote:
> >> about cheating... client has access to tile units stack.
>
> >Yes, this should be fixed, but the problem is, we don't have a rule about
> >what is the "first" unit in a stack. The server just sends the whole
> >stack, and then the client decides how to show it.
> >
> >There are two ways to solve this: Either to give all clients the ability
> >to see what is in a stack, or to define rules for what is a "top unit" of
> >a stack, and only send that. Either way is a challenge.
> >
>
> Primo: Some people may want have this functionality (see enemy unit
> stack). Then this can be configure via server options.
>
> Secundo: I'd like simple solution. When we block enemy stack (IMHO
> correct way) then server should send only first unit from stack to
> client. I try it on sea transports and almost always first unit on
> stack was transport unit. This won't be important in ground/air units
> (except diplomat/spy/sub units) , you simple see first unit on stack.
Can you send the unit with the best attack instead?
> Maybe server can send info that there are more units on tile.
Yes.
> I don't look in entire code here and I don't know if server send
> diplomat/spy/sub units position to client (IMHO this will be wrong if
> client have info about they positions all the time). In this case we
> must make sure that those type of units never be first on unit stack
> (if are first then don't send it). Client should resived info about it,
> only if your (or maybe ally) unit enter (or detect with own vison range
> - Destroyers/Heli vs Subs) on tile with those units.
>
> >A special problem for the latter solution is allied units. For some
> >purposes, the client wants to know if it can attack a stack. If a
> >stack contains one enemy unit and one allied unit, and the allied
> >unit is on
> >top and the client is not told about the enemy unit below, the client
> >would not know it can attack the enemy unit.
> >
> hmm... maybe not.
> We should have rule that "Your Ally's unit always protect your enemy's
> unit when your ally and your enemy are ally and have units on the same
> tile".
> And when you want attack such units with normal units then you must
> make some diplomat acitons (cancel ally -> declare war or oder that
> your ally cancel ally with your enemy -> declare war your enemy) new
> diplomacy code can be usefull here.
>
> Secound you could attack such "stack" by spy unit and sabotage enemy
> units.
I like that.
> Rafal
Christian
--
Christian Knoke * * * http://www.enter.de/~c.knoke/
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
- [Freeciv-Dev] Cheating, Raimar Falke, 2003/04/24
- [Freeciv-Dev] Re: Cheating, Christian Knoke, 2003/04/24
- [Freeciv-Dev] Re: Cheating, Vasco Alexandre Da Silva Costa, 2003/04/24
- [Freeciv-Dev] Re: Cheating, Christian Knoke, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Rafal Bursig, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Rafal Bursig, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Rafal Bursig, 2003/04/25
- [Freeciv-Dev] Re: Cheating,
Christian Knoke <=
- [Freeciv-Dev] Re: Cheating, Rafal Bursig, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Rafal Bursig, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Mark Metson, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Thomas Strub, 2003/04/25
- [Freeciv-Dev] Re: Cheating, Per I. Mathisen, 2003/04/25
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