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[Freeciv-Dev] Re: (PR#13290) The Great Multiplication
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[Freeciv-Dev] Re: (PR#13290) The Great Multiplication

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Subject: [Freeciv-Dev] Re: (PR#13290) The Great Multiplication
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Mon, 20 Jun 2005 08:02:17 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13290 >

On Mon, 20 Jun 2005, Benoit Hudson wrote:
> > The solution to this is simple, though. We just multiply all outputs by a
>
> I agree wholeheartedly. With a large enough multiplier, the CM code
> could largely be thrown away and replaced with a linear program.

Interesting.

> Maybe multiply by 10 internally, then divide by 10 before printing, like
> with hitpoints? Probably when you click to get precise details (in the
> city dialog), that should give you the internal numbers (perhaps in faux
> floating-point: 99 written as 9.9).

This is neat, but it will not solve the ruleset issues unless you also
give ruleset values a faux floating-point value or a multiplied value,
which may give rise to some confusion.

So I see three options to implement this:
a) Multiply all values
b) Separate internal value system; drop fractions in display
c) Separate internal value system; show fractions in display

While it is the bigger change in user perception, I think a) is the better
long-term choice. It is more consistent, and, for example, it _is_
difficult for users to relate to a 10% improvement to a value of 1.

  - Per





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