[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-03-19 Thread Marko Lindqvist
Update of bug #19487 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 

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Follow-up Comment #6:

Opened patch #3193 for future development.

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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-25 Thread Marko Lindqvist
Update of bug #19487 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #3:

Just clarifying that I consider already posted patch for commit soon. Future
improvements can come later.

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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #2, bug #19487 (project freeciv):

Another case to consider, this time with tech upkeep enabled:

Player research technology that enables new government. Number of bulbs
carried over is happens to be very low. Player immediately issues revolution,
entering Anarchy during which bulbs are not produced. Tech upkeep takes all
his bulbs and triggers tech loss. As number of bulbs is restored to value 0
only, from which tech upkeep then reduces it to negative value, new tech is
lost every turn during the anarchy. One of these techs is probably one that
enabled new government, making it impossible to switch to new government in
the end.

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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #1, bug #19487 (project freeciv):

Attached patch simply restores old behavior of never losing tech when ruleset
has no tech upkeep. We still want better fix for tech loss rules for tech
upkeep case, in trunk at least, but until then this fix already makes rulesets
without tech upkeep playble.

(file #15198)
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Additional Item Attachment:

File name: NoTechLossInDefaultRules.diff  Size:0 KB


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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: Tech loss in ruleset without tech upkeep
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 22 Feb 2012 07:55:20 PM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0, 2.5.0

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Details:

>From the forum post I wrote while gna was down:



As tech loss is currently implemented (in S2_4), one may lose techs even when
amount of tech produced is positive, and even when tech loss itself is not
activated in ruleset.
Techs are currently lost simply if players bulb amount is negative. But it has
always been feature of freeciv that bulb amount can be negative - you just
need to work your way back to zero and then forward to number of bulbs
required by next tech. Typically one gets negative bulbs amount by conquering
a city soon after researching new tech, meaning that conquercost is higher
than number of bulbs researched since the previous discovery. In addition to
conquercost there are diplcost and freecost, which can lead to rather stupid
situations (one learns Philosophy, gets free tech, gets penalized for it, and
loses another tech)

This could explain earlier bug reports about AI Settlers suddenly being unable
to continue Railroad building.

--

This is serious problem, at least with my private rules with relatively high
research costs. I've since observed this kind of situation:

Conquercost in late game being worth several turns research, and AI's
regularly conquering cities, all bulbs gained by research, and more, were
rrgularly lost due to conquercost. This lead to tech loss and setting of
number of bulbs to zero. So net wffect of conquest was that number of known
techs remain same, but number of bulbs were reset to zero. Game even seemed to
find some sort of balance, where this effect stopped made overall progress.
Number of techs never went over certain threshold.




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