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Trouble adding Tech Costs

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Trouble adding Tech Costs

Postby Guest » Wed Jan 05, 2011 1:41 pm

I want to change the tech costs in a way as to make time pass slower. In the techs.ruleset it states,

; cost = if tech_cost_style is set to 3, this field is read for
; information on how much a tech costs

However in game.ruleset the tech_cost_style does not have an option 3.
It looks like this,

; Method of calculating technology costs
; 0 - Civ (I|II) style. Every new tech add researchcost to cost of next tech.
; 1 - Cost of technology is
; MAX((1+parents) * (researchcost/2) * sqrt(1+parents), researchcost)
; where num_parents == number of requirement for tech, counted
; recursively.
; 2 - Cost are read from tech.ruleset. Missing costs are generated by
; style 1.
tech_cost_style = 2


Changing the style to 3 results in an error that kicks you back to the first page. Adding a cost to a tech results with,


In secfile_lookup_int_default() (../../utility/registry.c, line 1203): sectionfile data/jons/techs.ruleset contains a 'advance_bronze_working.cost', but string not integer

and the cost you added to be ignored.

Is there anyway to add the cost?
Guest
 

Trouble adding Tech Costs

Postby Gorillaz » Thu Jan 06, 2011 10:39 am

it's easy just do this:

1.- Go to game options.
2.- Scientific.
3.- Technology cost multiplier percentage.
4.- change the number from 100 to 200 for example, to make game slower. [img]images/smiles/icon_smile.gif[/img]
Gorillaz
 

Trouble adding Tech Costs

Postby syntron » Thu Jan 06, 2011 1:57 pm

[quote="Anonymous"]
; 2 - Cost are read from tech.ruleset. Missing costs are generated by
; style 1.
tech_cost_style = 2
[/quote]

Did you try tech_cost_style = 2 and adding a cost = 123 entry to some techs? The value 3 is invalid. I will create a patch for it ...
syntron
 

Trouble adding Tech Costs

Postby Guest » Fri Jan 07, 2011 9:57 am

Syntron, will your patch include the tech cost styles 3 & 4 I slammed together a few months ago (in the Contribution subforum, apparently linking to it is forbidden)?
I was about to try creating a patch for it myself, when I realised there was a new 2.3.0 beta out, which I will have to check for compatibility.
Guest
 

Trouble adding Tech Costs

Postby syntron » Mon Jan 10, 2011 12:26 am

[quote="Anonymous"]Syntron, will your patch include the tech cost styles 3 & 4 I slammed together a few months ago (in the Contribution subforum, apparently linking to it is forbidden)?
I was about to try creating a patch for it myself, when I realised there was a new 2.3.0 beta out, which I will have to check for compatibility.[/quote]

No, the patche only removes an invalid comment in the ruleset files. I did not had the time to review your patch. If you could check it for the CodingStyle Guidlines (in the ./doc directory of the source tarball) and send it to the bug tracker it would not be forgotten ... (http://gna.org/projects/freeciv/)
syntron
 

Trouble adding Tech Costs

Postby xibi10 » Fri Feb 04, 2011 9:46 pm

Is it alteady implemented (in distribution of freeciv) ?
xibi10
 

Trouble adding Tech Costs

Postby syntron » Sat Feb 05, 2011 12:29 am

[quote="xibi10"]Is it alteady implemented (in distribution of freeciv) ?[/quote]

It is applied to the development branch (will be 2.4.0). See [url=http://gna.org/patch/?2396]http://gna.org/patch/?2396[/url]

It is available in the 2.3.99 rpm's for opensuse; see [url=http://forum.freeciv.org/viewtopic.php?t=5749]http://forum.freeciv.org/viewtopic.php?t=5749[/url]
syntron
 


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