[Freeciv-Dev] Re: Barbarians
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> We only need one barbarian player. It is not a normal player, and should
> not die when it loses all its units and cities. Its player name should be
> merely "Barbarian", be created on server start instead of constantly
> recreated as it is now, and it should not be visible in the F3 or /list
> player lists to avoid confusion. It should gain techs the same way as
> everyone else, but these techs should have no bearing on the units
> spawned, only on units built in occupied cities. There is then no need for
> a "barbarian nation", so this kludge can be removed.
you must be able to save barbarians in savegames, and the easiest/simplest
way to do that is for a barbarian to be a player. Frankly, looking over
your list, I don't see why barbarians can't be regular AI players. As long
as you introduce personalities, etc. The only non-AI specific code is the
player creation and placement code. Then hand off to AI with a set of
personality restrictions (what to build in cities taken, how fast to
retreat, what role is give to leader...)
-mike
- [Freeciv-Dev] Barbarians, Per I. Mathisen, 2003/10/15
- [Freeciv-Dev] Re: Barbarians, Christian Knoke, 2003/10/15
- [Freeciv-Dev] Re: Barbarians, Gregory Berkolaiko, 2003/10/15
- [Freeciv-Dev] Re: Barbarians,
Mike Kaufman <=
- [Freeciv-Dev] Re: Barbarians, Per I. Mathisen, 2003/10/17
- [Freeciv-Dev] Re: Barbarians, Ross Wetmore, 2003/10/17
- [Freeciv-Dev] Re: Barbarians, Ross Wetmore, 2003/10/17
- [Freeciv-Dev] Re: Barbarians, Christian Knoke, 2003/10/18
- [Freeciv-Dev] Re: Barbarians, Per I. Mathisen, 2003/10/18
- [Freeciv-Dev] Re: Barbarians, Christian Knoke, 2003/10/18
- [Freeciv-Dev] Re: Barbarians, Ross Wetmore, 2003/10/18
- [Freeciv-Dev] Re: Barbarians, Morgan Jones, 2003/10/19
- [Freeciv-Dev] Re: Barbarians, Per I. Mathisen, 2003/10/19
- [Freeciv-Dev] Re: Barbarians, Mark Metson, 2003/10/19
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