[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-27 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, patch #3412 (project freeciv):

Should Unit_Bribe_Cost_Pct be changed to that model?

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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-26 Thread Marko Lindqvist
Update of patch #3412 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #5, patch #3412 (project freeciv):

Documenting this to wiki I noticed that other similar effects are implemented
so that they just increase (or decrease with negative amount) internal value:
((100 + effect value) / 100 * x). That way there's no need to define base
effect with value 100% in all the rulesets that do not want to adjust the
value at all.

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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-21 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #3412 (project freeciv):

Implemented in attached patch. Possible issues:

The AI code is currently protected behind experimental. There are two reasons
for this. The first is to make it easy to test that auto games (not involving
the experimental AI) have the same result with or without this patch. The
other is that more auto games (over many rule sets) are needed to balance the
utility function properly. Since the laptop I currently borrow have a history
of over heating during auto games I can't do it well enough.

The owner can't get an exact bribe cost as the local diplomatic relationship
may change the price. (Use case: A rule that reduce unit bribe cost when the
briber has an embassy to do... preparation work.) I therefore changed the
client text.

(file #18727)
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File name: unit_bribe_cost.patch  Size:9 KB


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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-21 Thread Marko Lindqvist
Update of patch #3412 (project freeciv):

Category:None = general
 Planned Release: = 2.6.0  

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Follow-up Comment #2:

It's likely that for a very long time nobody can say if the code now limited
to experimental AI is balanced or not. If we are worried that it might give
too much value for the effect (causing ai to neglect more important effects to
get this) and want to keep the code limited to experimental ai, I still would
give some smaller value for any kind of ai (such that we are in safe side in
that it's not too big, but existence of which makes ai to prefer this effect
over nothing)

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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-21 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #3412 (project freeciv):

Thanks for the information, Marko. Removed experimental guard. Halved in
value.

(file #18728)
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File name: unit_bribe_cost.patch  Size:9 KB


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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-21 Thread Marko Lindqvist
Update of patch #3412 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  


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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2012-07-14 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3412

 Summary: Unit_Bribe_Cost_Pct effect
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jul 14 11:25:33 2012
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

While working on bug #19253 it occurred to me that it would be easy enough to
add an effect to let ruleset authors adjust unit bribe costs, if they don't
like our calculation.

Since bribing is an instantaneous activity, I don't think this has any of the
edge cases to worry about that effects often have.

Also, it would let us finally get rid of that special case in the code where
Settlers are hardcoded to have half the bribe cost of any other unit.




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