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: Reinier Post <rp@xxxxxxxxxx>
Date: Thu, 16 May 2002 18:14:38 +0200

On Thu, May 16, 2002 at 01:13:41PM +0200, Per I. Mathisen wrote:
> 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.

An alternative is to change the default researchspeed.
The important techs seem to come about 2/3 quicker.
I don't see what is meaningful about the constant 20.

Also would be nice to have the help text on research speed mention
this effect.

> Yours,
> Per

-- 
Reinier


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