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Feature #731498

closed

Use tech_cost_style "Linear" in civ2civ3

Added by Marko Lindqvist over 5 years ago. Updated about 5 years ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
Rulesets
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

Make civ2civ3 ruleset to use new "Linear" tech_cost_style from Feature #695972


Files


Related issues

Blocked by Freeciv - Feature #695972: Add civ2civ3's tech_cost_style to engineClosedMarko Lindqvist

Actions
Actions #1

Updated by Marko Lindqvist over 5 years ago

  • Blocked by Feature #695972: Add civ2civ3's tech_cost_style to engine added
Actions #2

Updated by Marko Lindqvist over 5 years ago

  • Assignee set to David Fernandez (bard)
Actions #3

Updated by David Fernandez (bard) over 5 years ago

I have not worked on this version (3.0) of civ2civ3 yet. I'd like to check it properly when I have some more time (hopefully this summer). I'd appreciate if someone else can do this patch for now.

Actions #4

Updated by Jacob Nevins about 5 years ago

Verified no change in tech costs in civ2civ3 ruleset.

Actions #5

Updated by Jacob Nevins about 5 years ago

  • Status changed from Resolved to Closed
Actions #6

Updated by David Fernandez (bard) about 5 years ago

Thank you for the patch.

Actions #7

Updated by Jacob Nevins about 5 years ago

I've just noticed that this changes the cost of Future Tech; I think it's changed for the better.

On S2_6, Fusion Power costs 1155, and Future Tech. 1 costs 2640.

On S3_0, Fusion Power still costs 1155, but Future Tech. 1 costs 1320, which is more in keeping.

(Future Tech always uses the "Civ I|II" style, game.info.base_tech_cost * presearch->techs_researched. base_tech_cost halved in this patch.)

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