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December 2001: [Freeciv-Dev] Tech cost patch v13 (PR#1082) |
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[Freeciv-Dev] Tech cost patch v13 (PR#1082)[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
This is version 13 of tech cost patch.
This patch allows changing style of tech cost calculation. It also
allows techs to leak from civilization to another. Description of
modes from game.ruleset
tech_cost_style:
0 - Civ (I|II) style. Every new tech add researchcost to cost of
next tech.
1 - Cost of technology is (1+num_parents)*researchcost, where
num_parents == number of requirement for tech, counted
recursively.
2 - Cost are read from tech.ruleset. Missing costs are generated by
style 1.
tech_leakage:
0 - No leak
1 - Tech costs are multiplied by
(num_players-civs_with_tech)/num_players
2 - Same as 1, but civs_with_tech is only counted from players you
have embassy with
AI is modified to use new style of calculation.
Changes to v12:
- num_unknown_tech_reqs_rec was effectively same as
find_prerequisites in ai/aitech.c. Changed name to
find_unknown_tech_reqs and modified operation to match
find_prerequisites. Removed find_prerequisites and changed AI
to use find_unknown_tech_reqs.
I think this is ready for cvs, but please confirm this by reviewing.
Also we need comments on what to set as a default styles on default
ruleset.
--
// Juha Litola
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