Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2001:
[Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)
Home

[Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: mike_jing@xxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)
From: Juha Litola <slave@xxxxxxxxxxxx>
Date: Sun, 2 Dec 2001 10:47:10 +0200

On Sat, Dec 01, 2001 at 02:14:04PM -0500, Mike Jing wrote:

> I think this should be the case for tech cost style 2 as well, i.e. the 
> preset costs in the ruleset should still be given in units of 
> game.researchcost, so that research speed can still be adjusted globally.  
> If this is the case, then style 1 would be just a special case for style 2 
> as Per pointed out.
I think special case is a bad expression for describing it. Style 1 
is an algorithm for calculating costs. Style 2 is picking costs by hand. 
By your definition, all algorithms would be special case of style 2. 

Problem with style 2 is that you need to change costs by hand and
that is tedious. On the other hand, if we supply some algorithms for
calculating, style of play can be changed easily by switching one
ruleset option.

I agree on using game.researchcost for style 2 also. Line 
      cost = advances[tech].preset_cost;

on tech.c function tech_cost should be changed to
      cost = advances[tech].preset_cost * game.researchcost /
      DEFAULT_RESEARCHCOST;

That way ruleset maker can use real costs and costs can still be modified.  
-- 
// Juha Litola

Attachment: pgpPI5Hzpuo6_.pgp
Description: PGP signature


[Prev in Thread] Current Thread [Next in Thread]