Complete.Org: Mailing Lists: Archives: freeciv-dev: May 2002:
[Freeciv-Dev] Re: tech cost style 1 analysis
Home

[Freeciv-Dev] Re: tech cost style 1 analysis

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: tech cost style 1 analysis
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Thu, 16 May 2002 13:13:41 +0200 (MEST)

On Thu, 16 May 2002, Raimar Falke wrote:
> On Thu, May 16, 2002 at 02:14:39AM +0200, Per I. Mathisen wrote:
> > I put a few printf in a game to check the cost of techs, comparing old and
> > new methods. The result is not good. Techs become a _lot_ cheaper.
>
> >From <http://arch.freeciv.org/freeciv-dev-200201/msg00396.html>:
>
>    Note that you can get the whole tree (I think stealth-technology is
>    at the top of the tree) using style 0 with about 20k bulbs. If you
>    use style 1 you only need about 13k bulbs.
>
> Maybe put the old style back in and encourage people to experiment?!

Patch to reverse this and add some documentation about this problem
attached. While I think researchcost 20 + tech_cost_style 1 will work
alright, it introduces a very noticable slowdown in the beginning, so this
needs to be playtested a bit more before it is done.

Yours,
Per

"As Israeli forces pursued militants, civilians
continued getting in the way and dying as a
result." -- New York Times, April 21

Attachment: techcoststylereverse.diff
Description: Text document


[Prev in Thread] Current Thread [Next in Thread]