[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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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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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Morgan Jones, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs,
John Wheeler <=
[Freeciv-Dev] Forking code. (Re: (PR#5122) Building requirement for techs), Lobo Gris, 2003/08/20
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/19
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/20
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/21
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