[Freeciv-Dev] [bug #22059] tech_leakage doesn't handle team pooled research

2014-07-11 Thread pepeto
Update of bug #22059 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22059] tech_leakage doesn't handle team pooled research

2014-07-09 Thread pepeto
Follow-up Comment #2, bug #22059 (project freeciv):

I think we don't expect the tech cost be multiplied by 2^nb_of_players when
passing year 1 in the civ1 and civ2 rulesets.

So attaching a new version of the patch:
* EFT_TECH_COST_FACTOR is taken in account proportionally to the number of
players sharing the research.


(file #21331)
___

Additional Item Attachment:

File name: research_total_bulbs_required2.patch Size:18 KB


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22059] tech_leakage doesn't handle team pooled research

2014-07-06 Thread pepeto
Update of bug #22059 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.6.0  

___

Follow-up Comment #1:

Attached fix (also fixes bug #22060 and bug #22061):
* renamed base_total_bulbs_required() to research_total_bulbs_required() ;
* moved from "common/tech.[ch]" to "common/research.[ch]" ;
* take _research_ pointer as first argument ;
* fix tech_leakage:
** for 1), counts the players anyone sharing the research has an embassy with
;
** for 2) and 3), counts players (not researches).
* fix EFT_TECH_COST_FACTOR: multiply with the bonus for every player sharing
the research ;
* fix AI science cost: reduce proportionally to the number of players sharing
the research ;


(file #21309)
___

Additional Item Attachment:

File name: research_total_bulbs_required.patch Size:18 KB


___

Reply to this item at:

  

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22059] tech_leakage doesn't handle team pooled research

2014-05-20 Thread pepeto
URL:
  

 Summary: tech_leakage doesn't handle team pooled research
 Project: Freeciv
Submitted by: pepeto
Submitted on: Tue 20 May 2014 08:18:48 PM CEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

The functions seems to only take one player pointer and check for embassies
for this one, and not the others players which share the same research.

Also, maybe it should count teams rather than players in such cases.


0 - No reduction of the technology cost.
1 - Technology cost is reduced depending on the number of players
which already know the tech and you have an embassy with.
2 - Technology cost is reduced depending on the number of all players
(human, AI and barbarians) which already know the tech.
3 - Technology cost is reduced depending on the number of normal
players (human and AI) which already know the tech.






___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev