Complete.Org: Mailing Lists: Archives: freeciv: December 2000:
[Freeciv] Re: Some questions
Home

[Freeciv] Re: Some questions

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv@xxxxxxxxxxx (Freeciv users)
Subject: [Freeciv] Re: Some questions
From: Reinier Post <rp@xxxxxxxxxx>
Date: Thu, 14 Dec 2000 20:54:33 +0100

On Wed, Dec 13, 2000 at 04:29:47AM +0100, johannes@xxxxxxxxxxxxxxxxxxxxxxxxxx 
wrote:
> Hei all,

  Welcome Johannes,

> I have decided I would like to help out with this project. Not that I
> there is anything I know I could do, being an unexperienced c-programmer
> and not having that much spare time, but nevertheless. Actually, I think I
> would like to work with AI,

Exactly my thoughts when I came here.  They haven't kicked me out yet.

> [...]  Hence the AI should only use whatever the client sees (no
> cheating!), and I need to program it very 'modularized'. When I get the
> time to do so, I will go through the AI that already exists and come up
> with something more concrete.

There have been many (brief) discussions about client-side AI
on the freeciv-dev list, and even some code.  Please check out
the archives at arch.freeciv.org.

Asynchronous multiplaying was the original authors'
main improvement over Civ I/II.  The (server-side) AI
does not participate in it.

> 1. Does this mean that in combat situations it is crucial to be the
> quickest to attack (assuming you have attacking forces, like howitzers)?

Yes!  More subtly, it means that server-side automation features
(the goto command!) are very important in battle, especially for
players on slower connections.

> I.e. if I attack you before you attack me, I have a better chance of
> winning?

It depends on the attack/defense stengths of the units involved,
of course.  (The combat rules are under the Help menu.)

> It seems to me so, and if so you have made civ into some kind of
> "turnbased realtime strategy game", if you follow my thoughts. Having no
> experience with this, I can't assess this, but it must change the way you
> go about attacking other players, since you cannot rely on the turnbased
> moving any more, [...]

That is correct.

> Also, if this is the case (as I suspect), the documentation is not clear
> on this point. It should be.

Yes, perhaps there should be a Help->Movement section?

> 2. How fast do you 'smallpox' players reach the end of the tech tree
> (assuming you try to reach the end of it)?

In 'standard' (50x80 generator 2) games, a good player can reach Steam
Engine before 1AD; if the top player is far ahead, he'll attack and
decide the game.  If not, battle skills and the struggle against
timeout become important, the battle may be postponed until Steel,
and players may need to use Democracy or even Commmunism.

> I have noticed much talk about this smallpox strategy it these forums, and
> having a somewhat different strategy (I realize the importance of many
> cities, but I usually develop them too, hence am more careful about
> their placement), I would like to compare.

See you on civserver.freeciv.org.

> Of course, I should do this by
> playing some games, but I am in no position to do that at the moment.

Trust me: you'll lose.
 
> All the best,
> Johannes
 
-- 
Reinier Post



[Prev in Thread] Current Thread [Next in Thread]