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[Freeciv-Dev] Re: Comments on CMA 2.6
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[Freeciv-Dev] Re: Comments on CMA 2.6

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To: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Comments on CMA 2.6
From: Christian Knoke <ChrisK@xxxxxxxx>
Date: Sun, 21 Oct 2001 20:41:05 +0200

Am Sonntag, 21. Oktober 2001 19:51 schrieb Raimar Falke:
> On Sun, Oct 21, 2001 at 07:26:15PM +0200, Christian Knoke wrote:
> > Am Sonntag, 21. Oktober 2001 15:01 schrieb Raimar Falke:
> > > On Sun, Oct 21, 2001 at 01:29:42PM +0200, Christian Knoke wrote:
> > > > Am Sonntag, 21. Oktober 2001 09:08 schrieb Raimar Falke:
> > > > > On Sun, Oct 21, 2001 at 12:54:23AM +0200, Christian Knoke wrote:
> > > > > > The resolution for the sliders is to high.
> > > > >
> > > > > I don't understand.
> > > >
> > > > Left side sliders: You'll never need -2..-20 surplus for
> > > > anything. Just allow negative surplus or not.
> > >
> > > Ack.
> > >
> > > > Why not: (negative, 0, positive) three possibilities, where
> > > > positive is just (+1).
> > >
> > > No. You may need +2 or +3 to finish your unit in n turns. So a
> > > slider is still needed.
> >
> > Yes, but really really seldom. You'd rather buy. Too much hassle
> > with the agent. In high production phases, you would need to set
> > +30 e.g.
>
> No problem of expanding the value range.

But a problem for the user to set the right value.

>
> > > > Right side sliders: Just (0, 12, 25).
> > >
> > > I think more steps are necessary. Not 25 but more. Also note that
> > > you may not be able to express everything with say 4 steps
> > > (1,2,3,4).
> > >
> > > > I don't know what algorithm you used, are these numbers
> > > > weights?
> > >
> > > Yes.
> >
> > Ok. Then I have to ask: what scale did you use? What is G=1 vs.
> > P=10 e.g. Sorry that I ask, I should read the source, probably.
> > I think there should be weights that behave like 1:2, 1:3, 1:4,
> > and 1:5.
>
> Example with only two stats: food and shield. The city may provide
> the following combinations (all surplus): (f=0,s=10), (f=2,s=7),
> (f=11,s=2) and (f=12,s=-1). You now search the maximal sum of
> sum=food_weight*food_surplus+shield_weight*shield_surplus.
>
> food_weight shield_weight best_sum  best_combination
>     1             1           13      (f=11,s=2)
>     2             1           24      (f=12,s=-1)
>     3             1           35      (f=11,s=2) or (f=12,s=-1)
>     4             1           47      (f=12,s=-1)
>    10             1           120     (f=12,s=-1)
>
>     1             2           20      (f=0,s=10)
>     1            10           100     (f=0,s=10)
>
> Was this clear?

Yes. So the maximal ratio is 1:25, i.e. give up 25 food for
a single shield (f=25, s=1). That is pretty much. 1..10 or
even 1..5 would be sufficient, don't you think so? I never
want to loose 10 gold for 1 shield e.g. On the other hand,
if you reintroduce the zero, one could claim the food (surplus)
not to be weighted at all. Or do I miss something?

>
> > > > Then what does the 0 means?
> > >
> > > You can't use the 0. 0 means no influence but this isn't what is
> > > needed because every stat should have an influence.
> >
> > Oh, it's 1..25 not 0..25, sorry.
>
>       Raimar

Christian

-- 
* Christian Knoke                           +49 4852 92248 *
* D-25541 Brunsbuettel                  Wurtleutetweute 49 *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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