[Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)
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On Sat, Dec 01, 2001 at 02:17:37PM +0100, Per I. Mathisen wrote:
> But I don't quite understand why option 1 is needed, as the calculated
> cost for a tech would always stay the same (you don't get new parents, do
> you?), and could just be put into tech.ruleset and used through option 2.
> There must be something I'm missing here...
You can easily change cost of technologies by using server variable
researchcost. This way you can easily have consistent set of cost
which are still easily modified globally, if you want slower or
faster rate of advance.
--
// Juha Litola
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- [Freeciv-Dev] Tech cost patch v13 (PR#1082), Juha Litola, 2001/12/01
- [Freeciv-Dev] Re: Tech cost patch v13 (PR#1082), Per I. Mathisen, 2001/12/01
- [Freeciv-Dev] Re: Tech cost patch v13 (PR#1082),
Juha Litola <=
- [Freeciv-Dev] Re: Tech cost patch v13 (PR#1082), Juha Litola, 2001/12/05
- [Freeciv-Dev] Tech cost patch v14 (PR#1082), Juha Litola, 2001/12/08
- [Freeciv-Dev] Re: Tech cost patch v14 (PR#1082), Reinier Post, 2001/12/08
- [Freeciv-Dev] Re: Tech cost patch v14 (PR#1082), Juha Litola, 2001/12/09
- [Freeciv-Dev] Tech cost patch v15 (PR#1082), Juha Litola, 2001/12/09
- [Freeciv-Dev] Re: Tech cost patch v15 (PR#1082), Raimar Falke, 2001/12/13
- [Freeciv-Dev] Tech cost patch v16 (PR#1082), Juha Litola, 2001/12/13
- [Freeciv-Dev] Re: Tech cost patch v16 (PR#1082), Reinier Post, 2001/12/13
- [Freeciv-Dev] Re: Tech cost patch v16 (PR#1082), Juha Litola, 2001/12/13
- [Freeciv-Dev] Re: Tech cost patch v16 (PR#1082), Reinier Post, 2001/12/14
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