#42699: City minimal regeneration modifier Open Date: 2021-08-08 18:30 Last Update: 2022-03-26 19:15 URL for this Ticket: https://osdn.net//projects/freeciv/ticket/42699 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=42699 --------------------------------------------------------------------- Last Changes/Comment on this Ticket: 2022-03-26 19:15 Updated by: cazfi Comment: Reply To ihnatus E.g. add a parameter civstyle.city_min_regen_divisor I've a bit worried that adding all kind of special parameters for handling this makes future generalizations (requiring converting from what we implement here to that future format) harder than necessary. I hoped that we could handle this with something like an addition of an effect type, but as each step of the equation seems to have different characteristics, I'm not sure it's feasible (it could require like three new effect types, which seems like overkill) --------------------------------------------------------------------- Ticket Status: Reporter: ihnatus Owner: (None) Type: Feature Requests Status: Open Priority: 5 - Medium MileStone: S3_1 d3f Component: Server Severity: 5 - Medium Resolution: None --------------------------------------------------------------------- Ticket details: Currently, regeneration for a unit resting in a city (basic+fortified+effect) can't be less than 1/3 of the unit's full hp. Let it be unhardcoded. E.g. add a parameter civstyle.city_min_regen_divisor, if it's positive, the minimal regeneration is undercapped by full_hp / value, if not, then a city may regenerate a unit not better than any other place. -- Ticket information of Freeciv project Freeciv Project is hosted on OSDN Project URL: https://osdn.net/projects/freeciv/ OSDN: https://osdn.net URL for this Ticket: https://osdn.net/projects/freeciv/ticket/42699 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=42699