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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)

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To: Justin Moore <justin@xxxxxxxxxxx>, Reinier Post <rp@xxxxxxxxxx>
Cc: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Thu, 17 Jan 2002 15:03:14 +0000 (GMT)

 --- Justin Moore <justin@xxxxxxxxxxx> wrote: > 
> > > > > Do barbarians research at all?
> > > >
> > > > That is the question.
> > >
> > >    I would say no.  I think it's possible for them to get techs,
> but not
> > > to research them.
> >
> > Well where do you put the special cases for barbarians?
> > A flexible solution is to make barbarians always set science to 0%.
> 
> IANAFH (I am not a freeciv hacker), but ...
> 
>    That's one way, but I think it would be easier to put the chokepoint
> (so-to-speak) in the code where you increase the amount of research
> done
> (where the lightbulb total increases).  It's relatively well-defined,
> and
> would take care of cases where science is set to non-zero for whatever
> reason, or if something gives the barbarians some light bulbs.

For barbarians might convert some elvii into einsteins by mistake...

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