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

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To: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Cc: rf13@xxxxxxxxxxxxxxxxxxxxxx, Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: civserver segfault with new researchsystem (PR#1221)
From: Jörg Zuther <zuther.joerg@xxxxxxxxx>
Date: Sat, 19 Jan 2002 13:40:19 +0100

"Ross W. Wetmore" wrote:
> 
> At 12:17 PM 02/01/17 +0100, Raimar Falke wrote:
> >On Thu, Jan 17, 2002 at 11:36:38AM +0100, Reinier Post wrote:
> >> On Thu, Jan 17, 2002 at 09:21:17AM +0100, Raimar Falke wrote:
> >>
> >> > The solution I have in mind is to just remove the assert in
> >> > set_invention and to remodel the loop in the leakage 1 case. So it is
> >> > not about preventing barbarians from researching but to prevent
> >> > barbarian from the leakage calculation (because we all agree that
> >> > barbarians have no normal research).
> >>
> >> How do barbarians without normal research differ from any other player
> >> with research level set to 0?
> >
> >No sane player would do so.
> 
> I beg to differ. There are lots of times I kill any of these values to
> get maximum boost on something else for a turn or so.
> 
> You need to stop being so "assertive" :-).

I agree. Me and Gregor, for example, like to play "perfect" Civ II
games. This leads to games where we have about 30 cities and 4 wonders
(one of which is always Michelangelo's Chapel)
around 0 BC, and lots of additional settlers running around. Not to
mention
many military units. This on a map with few land and much water and
average luck concerning special resources.

In such games we use all possibilities the game has to offer. Science
can become reduced to a small percentage (even 0) if it helps to
explode our cities for a few turns. Or for one turn to get enough
money for this emergency unit buy possibility.

We will play different freeciv rulesets in exactly the same manner.
Imho, there are more needs than only those of the multiplayers who
usually play with a limited amount of time per turn.

 ,,
Jorg


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