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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: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: civserver segfault with new research system (PR#1221)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Thu, 17 Jan 2002 11:01:14 +0100

On Thu, Jan 17, 2002 at 12:27:59AM -0500, Justin Moore wrote:
> 
> > > > > Do barbarians research at all?
> > > >
> > > > That is the question.
> > >
> > >    I would say no.  I think it's possible for them to get techs, but not
> > > to research them.
> >
> > Well where do you put the special cases for barbarians?
> > A flexible solution is to make barbarians always set science to 0%.
> 
> IANAFH (I am not a freeciv hacker), but ...
> 
>    That's one way, but I think it would be easier to put the chokepoint
> (so-to-speak) in the code where you increase the amount of research done
> (where the lightbulb total increases).  It's relatively well-defined, and
> would take care of cases where science is set to non-zero for whatever
> reason, or if something gives the barbarians some light bulbs.

I never liked the idea of barbarians - ideally they should just be
normal players with a few special (ruleset) properties.  That way you can
introduce half-barbarians and other interesting varieties without trouble.
A hardcoded is_barbarian() test is ugly.  But the code is not going to come
from me so do whatever you like ...

> -jdm

-- 
Reinier


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