[Freeciv-Dev] Re: (PR#7239) Patch: buildbox server variable, for acceler
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=7239 >
--- Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx> wrote:
>
> <URL:
> http://bugs.freeciv.org/Ticket/Display.html?id=7239
> >
>
> > [per@xxxxxxxxxxx - Sun Jun 20 10:15:09 2004]:
> >
> > On Sat, 12 Jun 2004, James Canete wrote:
> > > New version.
> >
> > I must admit I do not quite understand the reason
> or purpose for this
> > patch. If you want to accelerate production, why
> don't you just lower unit
> > and building costs in the ruleset?
>
> Being able to change settings to play an accelerated
> game is highly
> desirable. You can already set the foodfactor and
> sciencefactor,
> although they do not work in the same way. There
> should be a
> shieldfactor that does the same thing. They should
> be named
> consistently and should all be percentages.
>
> Playing an accelerated game with lower costs is
> quite a bit of fun.
> Certainly it adds to replayability.
>
> IMO this should be a goal for 2.1.
Should the techlevel setting be modified, so that
there is a fair and consistent way to launch
multiplayer games from part way up the tech tree?
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- [Freeciv-Dev] Re: (PR#7239) Patch: buildbox server variable, for accelerated production,
Brian Dunstan <=
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