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[Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Make the way in which the costs
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[Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Make the way in which the costs

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Make the way in which the costs for techs ar...
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Sat, 12 Jan 2002 17:06:53 +0000 (GMT)

 --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> Note that you can get the whole tree (I think stealth-technology is at
> the top of the tree) using style 0 with about 20k bulbs. If you use
> style 1 you only need about 13k bulbs.
> 
> To give the user more info (especially who the costs of a tech
> decrease) I added some text. What do you think about the attached
> patch?

It's a bit misleading if I understand the tech system correctly.

[...]

> +  if (get_invention(game.player_ptr, i) != TECH_KNOWN) {
> +    sprintf(buf + strlen(buf),
> +         _("%d bulbs %s are required for this tech only."
> +           "Total costs are %d bulbs. " "Depends on %d other techs. "
> +           "You need to research %d other techs first.\n"),
> +         base_total_bulbs_required(game.player_ptr, i),
> +         tech_has_fixed_cost(i) ? _("(constant)") : "",
> +         total_bulbs_required_for_goal(game.player_ptr, i),
> +         advances[i].num_reqs - 1,
> +         num_unknown_techs_for_goal(game.player_ptr, i));
> +  }

1. If tech i is not currently available then base_total_bulblbs_required
will give a wrong unswer (pplayer->research.techs_researched needs
adjustment).  Thus I would suggest removing the first sentence
altogether.

2. I would also suggest changing "constant" to "" and changing "" to "may
vary".

3. You don't have to be so laconic.  It's a help text, not an order. So I
suggest
"To reach $NAME_OF_TECH we need to obtain $NUM_REQ other technologies
first.  The whole project will require $TOTAL_BUBLBLBLS to complete. 
This number may vary depending on what other players will research."
 

Best,
G.

> +
>    for(gov=0; gov<game.government_count; gov++) {
>      struct government *g = get_government(gov);
>      if (g->required_tech == i) {
> Index: common/tech.c
> ===================================================================
> RCS file: /home/freeciv/CVS/freeciv/common/tech.c,v
> retrieving revision 1.32
> diff -u -r1.32 tech.c
> --- common/tech.c     2002/01/11 13:50:49     1.32
> +++ common/tech.c     2002/01/11 13:56:10
> @@ -414,6 +414,17 @@
>  }
>  
> 
>
/**************************************************************************
> + Returns true if the costs for the given technology will stay constant
> + during the game. False otherwise.
>
+**************************************************************************/
> +int tech_has_fixed_cost(Tech_Type_id tech)
> +{
> +  return ((game.rgame.tech_cost_style == 1
> +          || game.rgame.tech_cost_style == 2)
> +         && game.rgame.tech_leakage == 0);
> +}
> +
>
+/**************************************************************************
>   Returns the number of technologies the player need to research to
>   make the goal technology _reachable_. So to get the benefits of the
>   goal technology the player has to reseach
> Index: common/tech.h
> ===================================================================
> RCS file: /home/freeciv/CVS/freeciv/common/tech.h,v
> retrieving revision 1.27
> diff -u -r1.27 tech.h
> --- common/tech.h     2002/01/11 13:50:50     1.27
> +++ common/tech.h     2002/01/11 13:56:10
> @@ -104,6 +104,7 @@
>  
>  int total_bulbs_required(struct player *pplayer);
>  int base_total_bulbs_required(struct player *pplayer,Tech_Type_id
> tech);
> +int tech_has_fixed_cost(Tech_Type_id tech);
>  
>  int num_unknown_techs_for_goal(struct player *plr, Tech_Type_id goal);
>  int total_bulbs_required_for_goal(struct player *pplayer, Tech_Type_id
> goal);
>  

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