[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-10 Thread NO-REPLY.INVALID-ADDRESS

Follow-up Comment #6, bug #15092 (project freeciv):

* bonus = (distance_between_cities + size_of_city1 + size_of_city2) /
8.
* if the cities are on different continents bonus *= 2.
* if both cities are owned by the same player bonus /= 2.

If the cities are both owned by you and 9 tiles apart, at size 3 they would
have less than one trade point. ((9+3+3)/8)/2=0.93

If the cities are both owned by you and 12 tiles apart, at size 6 they would
have 1.5 trade points ((12+6+6)/8)/2=1.5

It will be very hard to rapture on your own island, if you can at all...Even
if the cities are on different islands, and the other numbers are the same,
they would receive 1.8 and 3 points respectively. If they were owned by
different players on different islands, you would receive 3.75 and 6 which
means you have to settle two different islands before you could even think
about setting up trade routes, or have to trade with and rely on possibly
hostile or weak neighbors if you want to rapture before turn 150. 


Is the intention is to make trade weaker and make it harder to rapture? If
so, maybe an option to either have the new low-yield formula or a
higher-yield one from a previous version. I can see how a low yield formula
could be better for a single player game, but I think that a higher yield
formula is better for a multiplayer game.


___

Reply to this item at:

  http://gna.org/bugs/?15092

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


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


[Freeciv-Dev] [bug #14745] UI for management of trade routes non-obvious or non-existant

2009-11-12 Thread NO-REPLY.INVALID-ADDRESS

Follow-up Comment #4, bug #14745 (project freeciv):

The correct English would be 'trade routes.' But 'traderoutes' doesn't cause
any confusion...

___

Reply to this item at:

  http://gna.org/bugs/?14745

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


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


[Freeciv-Dev] [bug #14707] Selected theme does not apply until game starts

2009-11-09 Thread NO-REPLY.INVALID-ADDRESS

Follow-up Comment #2, bug #14707 (project freeciv):

The theme works correctly in 2.1.9, and all other applications, so I don't
think the theme itself is the problem. (QTCurve just makes the gtk app use
the qt theme).

At first I thought it was that the theme wasn't saved. When I look at 'local
options' the theme shows 'freeciv' but displays my dark theme. Also the popup
menus (like for local options, to close freeciv, and city dialog) use the
'freeciv' theme, even though everything else uses qtcurve.

I think the reason why the main menu and pregame look odd is because the
freeciv theme does not define all the colors, and the ones that aren't
defined use the system settings. This happens with websites often.

I have S2_2 in /usr/local, 2.1.9 in /usr and warclient in /opt, I don't think
their libraries would be conflicting, but maybe they are. I just use
autogen.sh --prefix=, is this wrong?

___

Reply to this item at:

  http://gna.org/bugs/?14707

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


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