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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: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 18 Jan 2002 09:24:25 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Fri, Jan 18, 2002 at 02:49:48AM +0100, Reinier Post wrote:
> On Thu, Jan 17, 2002 at 12:17:32PM +0100, Raimar Falke wrote:
> 
> > > How do barbarians without normal research differ from any other player
> > > with research level set to 0?
> > 
> > No sane player would do so.
> > 
> >     Raimar
> 
> I can't vow for my sanity, but I do it all the time (when at war).

Yes but only for a short time. Barbarian however don't do it at
all. Example:
 n players
 you don't know the tech yet
 all other players (n-1) know the tech already
 and there are b barbarians who doesn't know the tech either
 leakage style 2 (becomes 1 in the patch)

With barbarians:
  cost'=(((n+b)-(n-1))*cost)/(n+b)=((b+1)*cost)/(n+b)
 
Without barbarians:
  cost'=((n-(n-1))*cost)/n=cost/n

We can make another mode which includes the barbarians. Player than
may see a motivation to destory a barbarian.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "On the eigth day, God started debugging"


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