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[Freeciv-Dev] Re: Tech cost patch v8
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[Freeciv-Dev] Re: Tech cost patch v8

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To: Juha Litola <slave@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Tech cost patch v8
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 1 Dec 2001 10:05:16 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sat, Dec 01, 2001 at 10:27:12AM +0200, Juha Litola wrote:
> On Fri, Nov 30, 2001 at 10:52:48PM +0100, Raimar Falke wrote:
> 
> > How does Civ3 in this respect?
> Civ3 doesn't use civ1|civ2 style costs, so there is no problem.
> I remember now that ai uses goal_tech_cost, so only alternatives
> are to make accurate calculation or force tech leakage == 0
> with cost_style 0. I'm beginning to lean on latter as implementing
> first would be major hassle and nobody in their right mind wouldn't
> use the feature.
> 

> Is this ok with you?

What? Deallowing a certain cost_style tech_leakage combination? Yes.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Like the ad says, at 300 dpi you can tell she's wearing a
  swimsuit. At 600 dpi you can tell it's wet. At 1200 dpi you
  can tell it's painted on. I suppose at 2400 dpi you can tell
  if the paint is giving her a rash."
    -- Joshua R. Poulson


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