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[Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost
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[Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost

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To: sayenko@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 16 Aug 2005 08:26:05 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13683 >

On Tue, 16 Aug 2005, Alexander Sayenko wrote:
> This is a new version of the patch that reduces the upgrade cost of units.

I dislike automatic bonuses from researching techs (that you reseach
anyway - which is most techs). Unless they are put on branches of the tech
tree that is infrequently visited, and therefore increases the number of
viable options while playing, I see no point in them.

Leonardo is already very powerful. Making it more so is perhaps not the
best idea.

> The unit_upgrade_price () function uses the get_player_bonus() function
> which means that attaching the "Upgrade_Bonus" effect to buildings will have
> no effect. Ideally, the get_city_bonus () function should be used. However,
> there is no way to get a pointer to a city from the unit_upgrade_price ()
> function. As a result, changes in the interface are necessary.

Not really. Just pick it out from punit->tile->city, if you want the city
it is in, or punit->homecity, if you want its home city.

  - Per





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