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[Freeciv-Dev] Re: (PR#7239) Patch: buildbox server variable, for acceler
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[Freeciv-Dev] Re: (PR#7239) Patch: buildbox server variable, for acceler

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To: use_less@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#7239) Patch: buildbox server variable, for accelerated production
From: "Brian Dunstan" <bdunstan149@xxxxxxxxx>
Date: Mon, 2 May 2005 14:41:05 -0700
Reply-to: bugs@xxxxxxxxxxx

<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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