Crsi

Results 36 comments of Crsi

Actually not really, in that form at least :) The reason is: what OP currently wants to achieve is a more flexible way to manage multiplayer games. That is, having...

Clouds ☁️ everywhere 👀 Anyways, I'm sorry to delay this to the end of the backlog, at least from my perspective.

As far as I understand you, @touhidurrr, you "just" want to improve the current multiplayer handling with a few new features (and a server re-write on your side). However, "our"...

Thanks for the insight. Around 100k users is a good value for this game, but no stressful amount for a good server as well. Do you want to join us...

> Which is why it's important for us to maintain compatibility to the current server, at least until such a time that the current server uses the new format, or...

> I went with the `server features` approach to give server owners (and developers) enough time to adopt changes and to be able to deprecate individual modules instead of replacing...

> Multiplayer v2 will be a WebSocket only protocol. The previous rest api's might still be supported for backward compatibility. However, no further development of any REST API will be...

> I agree with that, but there should be ways to send popup messages from the server. Maybe we can implement types for that. Could you name me a use...

> ... his turn cannot be done by anyone else. Strictly speaking, this is currently false, since a client uploads a whole game state, and there's no mechanism ("anti-cheat") that...

In the [TradeEvaluation.kt](https://github.com/yairm210/Unciv/blob/master/core/src/com/unciv/logic/trade/TradeEvaluation.kt) file, I noticed the following points from the perspective of the AI player Arabia (`civInfo=Arabia`): 1. In `getTradeAcceptability`, the `sumOfTheirOffers` for evaluation by Arabia gives 11866 points...