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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
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[Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)

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To: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx, Juha Litola <slave@xxxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 14 Jan 2002 15:58:09 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Jan 14, 2002 at 02:07:14PM +0000, Gregory Berkolaiko wrote:
>  --- 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.

If you say so. Ok than the formula from above.

        Raimar

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