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[Freeciv-Dev] Re: (PR#3489) Patch to add new generator
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[Freeciv-Dev] Re: (PR#3489) Patch to add new generator

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To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#3489) Patch to add new generator
From: "jjc@xxxxxxxxxxxxxxxxxx" <jjc@xxxxxxxxxxxxxxxxxx>
Date: Sun, 22 Jun 2003 20:32:58 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, Jun 21, 2003 at 10:53:43AM -0700, Reinier Post wrote:
> On Fri, Jun 20, 2003 at 01:55:39PM -0700, jjc@xxxxxxxxxxxxxxxxxx wrote:
> 
> > > If you want to fail on small maps or with many players, you should if at
> > > all possible detect this and at least write a log message about it and
> > > quite possibly also fall back to a different generator.
> > Version 6 falls back to another generator.
> 
> I've applied the patch but it doesn't mix with our own.
> No time right now to look at it in more detail.
It works fine with CVS.  If you can send me the differences between CVS and 
pserver I can look at this as well.
 
> On pubserver it's difficult to restart games; it only works out
> if most of the players have already played before and have established some
> kind of etiquette for how to handle it.  Another thing I find is that most
> players care strongly about the generator chosen (2 is the default).
> So if 6 falls back to a fixed default, that is probably going to raise
> a few eyebrows from those who don't like that default.  Eventually
> it would be better to fall back to pregame mode with an error message,
> or to allow multiple generators to be specified (e.g. 6,5).
I certainly agree.  I just copied how the other generators work.  
Is there an easy way to fall back to pregame mode right now?

> > -- 
> > Josh Cogliati
> 
> -- 
> Reinier
> 
> 
> 

-- 
Josh Cogliati




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