On Wed, 2008-07-23 at 15:47 +1000, Brett Nash wrote: > Hello All, > Someone mentioned a problem with RFTS the other day that you > have to manually figure out the current turn type based on knowing the > rules. > This is probably not a major issue with RFTS, but I was > thinking other game rules may have different turn types that can't be > figured out based on simple arithmetic, or with rules not known to the > client (or just random!). > > Anyway I was thinking that it would be fairly simple to add two > fields to fix the problem.
Great minds think alike, I too have been pondering adding this (mainly because I'm no good at simple arithmetic :). > Hence my attached patch to the documentation. > > Otherwise, we could add a new "turn id" message, but that seems > overkill. The turn name obviously needs to be defined by the ruleset. I'm not quite sure but it could be possibly useful to have a description which tells you what you can do each turn? (I guess that could just be in the help pages....) > Thoughts... > > I can commit if people are happy with it, although I need to > send mithro a new ssh key first ;-) How many times is that now? Tim _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
