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[Freeciv-Dev] Re: (PR#10125) Pollu_Prod_Pct
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[Freeciv-Dev] Re: (PR#10125) Pollu_Prod_Pct

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To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#10125) Pollu_Prod_Pct
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Wed, 15 Sep 2004 10:06:32 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10125 >

On Wed, 15 Sep 2004, Jason Short wrote:
> > Then the effect's name is in error. PCT stands for "percent". It does not
> > use a percentage. It would be better to call it "Pollution_Divisor" or
> > something, although why it does not use a percentage, or how it divides, I
> > do not understand.
>
> It does not use a percentage because multiple effects are additive.If
> you have one -66% effect (aka 3) and one -50% effect (aka 2) these
> should not sum up to be -116%.They _should_ be applied in series, so
> it sums up to -84% (aka 6).However the way it is now they are summed
> up in parallel, so it sums up to -80% (aka 5).
>
> However I was under the impression when I wrote this that it was
> actually a problem for the default ruleset.Because of the "janitors"
> group this is not the case.

I still do not understand
  1) why its name contains PCT (percent) even though it does not use
a percentage value
  2) why this strange way of calculating pollution is used

Could it not be easier solved by using a percentage value? Pollution is
reduced by the given percentage value. For recycling center, pollution is
increased by 66% but reduced by 50% if you have a nuclear plant or a hydro
plant. This is possible using existing effects:

effect         =
    { "name", "range", "value", "req_type", "req"
      "Pollud_Prod_Pct", "Player", 66
      "Pollud_Prod_Pct", "Player", -50, "Nuclear Plant"
      "Pollud_Prod_Pct", "Player", -50, "Hydro Plant"
    }

  - Per




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