[Freeciv-Dev] (PR#13683) Reducing the upgrade cost
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13683 >
Thanks for all the replies and comments.
I would like to make sure that I have understood the point of the
developers correctly.
> This should use entirely effects, not unit/tech flags.
and
> Tying the bonus to techs seems like a good solution to me. These
> bonuses are pretty small and should act to just decrease costs slowly
> over time.
So, is it OK to attach a bonus to a technology? As I have explained
before, at the moment, we can attach effects only to the wonders since
there is no way to access a city and, as a result, bonuses that may be
provided by city improvements.
>
> However the bonus should not affect the 2*missing part of the upgrade
> cost. It should never be possible to drop the cost below (2 gold) *
> (the difference in shield costs). The bonus should only affect the
> squared part of the calculation. We could even make it affect the
> *exponent* of this calculation so it became
>
> eft = get_player_bonus(pplayer, EFT_UPGRADE_COST);
> cost = 2 * missing + 20 * power(missing, (double)eft / 100.0);
>
> or for extra points the 20 could be put into the ruleset as well.
>
> eft = get_player_bonus(pplayer, EFT_UPGRADE_EXPONENT);
> eft2 = get_player_bonus(pplayer, EFT_UPGRADE_MULTIPLIER);
> cost = 2 * missing + eft2 * power(missing, (double)eft / 100.0);
>
> Note that these values are actually inside unit_buy_gold_cost and
> should probably remain there - so changes here will decrease unit
> purchase costs too.
Hm... is there a difference between buying a unit and upgrading it ? If
there is no difference, then all the calculations should be done in
unit_buy_gold_cost(), and unit_upgrade_price () may add only some small
bonuses from wonders, etc. However, unit_buy_gold_cost (), which is
called from many places, has no pointer to a player, so it is somewhat
problematic to analyse the existent technolgies here. So, maybe
unit_buy_gold_cost() should be as it is at the moment so as not make
conceptual changes, and unit_upgrade_price () should add some small
bonus based on the technologies. I can also think a little bit about
final formulas.
Sincerely,
Sayenko Alexander
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Alexander Sayenko, 2005/08/16
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Alexander Sayenko, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Per I. Mathisen, 2005/08/16
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Guest, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Brendon, 2005/08/16
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost,
Guest <=
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Alexander Sayenko, 2005/08/19
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