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[Freeciv-Dev] Re: (PR#6941) Mission Orders
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[Freeciv-Dev] Re: (PR#6941) Mission Orders

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To: a-l@xxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6941) Mission Orders
From: "jjc@xxxxxxxxxxxxxxxxxx" <jjc@xxxxxxxxxxxxxxxxxx>
Date: Tue, 25 Nov 2003 08:35:02 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6941 >

On Tue, Nov 25, 2003 at 08:15:35AM -0800, Gregory Berkolaiko wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6941 >
> 
> On Tue, 25 Nov 2003, Per I. Mathisen wrote:
> 
> > On Tue, 25 Nov 2003, Gregory Berkolaiko wrote:
> > > On Mon, 24 Nov 2003, Arnstein Lindgard wrote:
> > > > Feature: Delayed execute Orders in combination with Goto.
> > >
> > > While the feature is an interesting one, I think that it should be done in
> > > the client. Server is for determining outcomes of basic action request
> > > only.
> > 
> > Well, remember that execution of goto is in the server - and for a very
> > good reason (lag). It does make sense to me on some level to have 'delayed
> > orders after goto' also in server.
> 
> I don't know any orders that must be done urgently.  Only urgent things 
> are moving/attacking which is already done.  For building a city lag 
> doesn't matter (unless it's comparable with the timeout).
> 
> But maybe I am wrong.
Spy operations.  The player with more lag will never succeed because the 
faster player can kill the spy before the other player gets a chance to choose
the action (However, I am not sure if the patch supports this).
It would be very usefull to be able to tell a spy to goto city X and 
then investigate the city.

-- 
Josh Cogliati




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