things i'd like to be implemented

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: things i'd like to be implemented

Post by cazfi »

Ignatus wrote:
nef wrote:
is pretty difficult to code
Sid managed to do it in 640k. But to be fair he had only one ruleset to consider.
are you ready to do it?
If I can write agents and advisors in Lua. The point being that one can customise the code for different rulesets. (The very reason for scripting.)

We could start by developing tolua interfaces for (AI) hut enter, Auto settler, auto eXplore, Goto, and goTo. eXplore would be a good place to start because it would be easy and have a huge payoff.
Hm, inserting some script controls into AI entrails seems not too difficult
There actually was a AI type/module to wrap AI callback interface for one to script the AI in lua. Unfortunately the developer working on it disappeared before it was finished. That was when the AI type/module callback interface was brand new. Implementing it now that the interface has matured could be even easier -> https://osdn.net/projects/freeciv/ticket/43749
Lexxie
Veteran
Posts: 127
Joined: Fri Jun 23, 2017 4:18 pm

Re: things i'd like to be implemented

Post by Lexxie »

I'm a little late to notice this.

At http://www.freecivweb.org adding a pop unit to a city triggers a CMA re-arrange, similar to if a military unit stepped on a worked tile. I would suggest that the main upstream server versions copy this behaviour. It was very simple and didn't require messing with any savegame compatibilities or such.
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