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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs

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To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5122) Building requirement for techs
From: "John Wheeler" <jdwheeler42@xxxxxxxxx>
Date: Tue, 19 Aug 2003 10:51:19 -0700
Reply-to: rt@xxxxxxxxxxxxxx

As long as AI capability and speed for the 'official'
distribution of Freeciv are decent, I wouldn't worry
too much about performance under custom rulesets.  The
danger of not making Freeciv customizable enough is
that people will keep forking off.  While I think it's
fine to keep Freeciv a Civ-like game, I'd prefer to
see a single core that handles all similar variants. 
Personally, I would love to see more materials and an
extended trading system included in Freeciv -- and,
for the default ruleset, the resources could just be
"food", "shields", and "trade".

Do consider, only 18% of people responding to the
recent poll (
http://www.freeciv.org/poll.phtml?num=112 ) did not
want a more detailed game. 

Regarding scripting, it seems to me that server AI
scripting would be sufficient -- and that the code
could also be used for CMAs or client AIs.  This would
also allow for AIs to have more "personality".

Of course I do realize that these are major changes,
would require a lot of time to implement, and probably
aren't that high on the priority list.

--JohnWheeler

--- "Per I. Mathisen" <per@xxxxxxxxxxx> wrote:
> How much customizability do we really need? As a
> general rule, when we
> make the game more customizable we lose both speed
> and AI capability to
> understand the rules. Unless we add complete server
> scripting, and we have
> already ruled that out, Freeciv will remain a
> Civ-like game, and then any
> further customizability beyond gen effects and what
> we already have will
> have marginally diminishing utility.


--- "Per I. Mathisen" <per@xxxxxxxxxxx> wrote:
> 
> Well, good luck to you in that. I don't quite see
> the point in forking all
> the code, but that's your call.


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