[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
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--- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> >
> > Well, actually not 0 but 1, but it's the same thing.
> > You probably want to initialise players to 1
> > (and then remove if(players > 0) condition).
> >
> > But even so, leakage mode number 2 makes little sense.
>
> I agree with you. However the idea for all isn't from me. We have the
> following choices:
> - keep it, fix it and wait for the original authors answer
> - disable it
> - remove it
>
> > Much more sensible IMO is to have
> >
> > int players = get_num_human_and_ai_players();
> > cost *= (players - players_with_tech_and_embassy) / players;
> >
> > That is the only difference from mode 1 is that only those with whom
> > we have embassy count towards players_with_tech.
Disabling or removing it is counter-productive.
I actually think that leakage mode number 2 (corrected version) is the
nicest of all since
1. It helps to balance the players but not without them doing some effort
(establishing Embassies)
2. It encourages Marco Polo (which is otherwise a waste of production).
3. It is the most realistic.
So I think fixing it is the right thing to do. I am sure Juha will agree
with me.
Best,
G.
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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221), Justin Moore, 2002/01/16
[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221), Raimar Falke, 2002/01/16
[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221), Christian Knoke, 2002/01/17
[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221), Gregory Berkolaiko, 2002/01/17
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