[Freeciv-Dev] Re: (PR#10965) great library vs. freecost
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=10965 >
Christian Knoke wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10965 >
>
> On Sat, Nov 13, 2004 at 01:43:24AM -0800, Jason Short wrote:
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=10965 >
>>
>>This looks like a bug introduced by the new tech code. In 1.14
>>saving_bulbs was only considered if it was the currently-researching
>>tech that was found. If another tech was found the bulbs would never be
>>reset.
>>
>>We could return to this behavior (which is different from the current
>>behavior, even under the patch I gave) but I'm not really sure it would
>>be better. Any design people want to comment?
>
>
> Your patch works here.
>
> I find the behaviour of freecost difficult.
Well, I think it is intended to be so. Having to "pay" for "free" techs
is kindof a bizarre concept.
> With freecost=0, I think, bulbs should always be saved (Great Lib and huts).
Yep. They're "free".
> With freecost=100, it works like this (only tested with huts, think Great
> Library is the same):
>
> When I get a tech (the currently researching one or an other), the bulb costs
> for the currently researched tech are subtracted from my bulbs. This always
> results in a negative bulb account for the next-to-achieve tech. This seems
> wrong in 3 ways:
>
> 1) What is subtracted, depends on the chosen tech, and can vary widely. You
> might want to set a cheap tech if you have Great Lib to minimize the
> losses (or if you're out for huts).
I don't understand this. The amount subtracted should depend on the
tech you receive "free".
> 2) The subtraction makes science out of huts, and even Great Library
> completely worthless: Can you confirm, that the next free tech from GL
> gives another subtraction of the already negative bulbs account?
It should. With freecost of 100% you have to pay full price for free
techs, so this behavior is correct. Now why you'd want it is a
different question.
> 3) During the next turns, as long as the account is negative, you can change
> the tech without loss, even if techpenalty=100, which is default.
This makes sense if you consider that while the account is negative you
are paying off the techs you have already researched.
> 4) Huts and GL even can hurt, because you are blocked from researching a
> special tech you want/need.
Yep.
> I'd say, just nullify the bulbs account in case of freecost=100. This
> reduces GL and huts, but doesn't make them worthless. It is fair and
> transparent, and you cannot do big tricks.
Maybe.
jason
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