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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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[Freeciv-Dev] Re: (PR#5122) Building requirement for techs

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To: remi.bonnet@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5122) Building requirement for techs
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Sun, 17 Aug 2003 12:25:57 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, 17 Aug 2003, Marko Lindqvist wrote:
>  You might want to look at my req_gen (requirement generalization)
> patches. They implement this and much more. Only problem is that they
> are very old. I'm considering updating them. In the meantime those old
> versions can be found from
> ftp://ftp.freeciv.org/freeciv/contrib/development/misc/.

How much customizability do we really need? As a general rule, when we
make the game more customizable we lose both speed and AI capability to
understand the rules. Unless we add complete server scripting, and we have
already ruled that out, Freeciv will remain a Civ-like game, and then any
further customizability beyond gen effects and what we already have will
have marginally diminishing utility.

I think I would put my foot down for the 'or' part of the req_gen patches,
at least. As to the rest, I only looked at it quickly, but the code looks
pretty complex, and as I said above, I am worried what this would do to
speed and the AI. Put my concern about those two areas at rest, and I have
no further objections.

> Guest wrote:
> >This patch adds new fields in techs.ruleset:
> >- bldg_req: At least one city must have this building to develop the
> >technology
> >- bldg_req_penalty: Cities that don't have this building lose AMOUNT
> >percent of research when the playeris researching the tech.

bldg_req looks fine, an interesting mechanic and the AI support looks
sane.

I do not understand the usefulness of bldg_req_penalty. Please explain.

  - Per




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