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[Freeciv-Dev] Re: [PATCH] advdomestic.c cleanup (PR#1149)
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[Freeciv-Dev] Re: [PATCH] advdomestic.c cleanup (PR#1149)

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To: Petr Baudis <pasky@xxxxxxxxxxx>
Cc: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [PATCH] advdomestic.c cleanup (PR#1149)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sat, 22 Dec 2001 03:05:09 -0800 (PST)

--- Petr Baudis <pasky@xxxxxxxxxxx> wrote:
> Dear diary, on Sat, Dec 22, 2001 at 11:34:05AM CET, I got a letter, where
> Raahul Kumar <raahul_da_man@xxxxxxxxx> told me, that...
> > --- "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx> wrote:
> > > This is sheer speculation, but is the sort of logic that probably comes
> > > into play, 16*3 == 48, 16*6 == 96, so somewhere between three and six
> > > unhappies the weight becomes competitive, and over 6 is a demand level
> > > weighting. 
> > >
> > 
> > Explain this a bit more. If I understand you correctly, this is yet another
> > weighting. Presumably it should be in the range (0-100) but as always
> > although it never goes down below 0, it seems it can exceed 100. What does
> > values of for example
> > 
> > 7 * 16 mean?
> 102 - it's greater than 100, so it's urgent now.
> 
> > I'd also like you to get a links to where you got the original info from. 
> I
> > must be going blind, I do not remember any such comments.
> i.e. /* want > 100 means BUY RIGHT NOW */ in advdomestic.c...  we summarized
> this with Ross before about a week in different thread, didn't we?

I meant to find out how you discovered that which weights have what effects.
For example, what does it do if greater than 100 in the specific case of 
unhappiness? Does the exact same generic behaviour apply, because how can you
rushbuy buildings like colosseum etc when the city is in disorder. So, the
generic behaviour of rushbuying has to be different in the unhappiness case.

 


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