Update of bug #21623 (project freeciv): Status: None => Ready For Test
_______________________________________________________ Follow-up Comment #2: Untested patch to add server setting 'techlossrestore' that is percentage of the lost tech research cost that gets restored. Special value -1 means restoring to 0. I think I got it right, though things are a bit complicated by things like tech leakage (when player is about to lose tech he knows, one more player knows the tech than when player is about to learn it) and tech cost styles where number of known techs matter. (file #20001, file #20002) _______________________________________________________ Additional Item Attachment: File name: TechLossRestore.patch Size:8 KB File name: TechLossRestore-S2_5.patch Size:8 KB _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21623> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev