[Freeciv-Dev] [patch #5015] Replace tech flag "Population_Pollution_Inc" with new effect "Pollu_Pop_Pct_2"

2014-08-27 Thread Jacob Nevins
Update of patch #5015 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #5015] Replace tech flag "Population_Pollution_Inc" with new effect "Pollu_Pop_Pct_2"

2014-08-25 Thread Jacob Nevins
Update of patch #5015 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn

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Follow-up Comment #1:

Fix.

In civ2civ3, Industrialization is no longer a requirement for population-based
pollution (so contriving to forget that tech will no longer magically clean up
your buildings).

Other rulesets are unchanged. To retain old behaviour, add a new base effect:


[effect_pollu_pop_base]
type= "Pollu_Pop_Pct_2"
value   = -100


and for every tech that had the 'Population_Pollution_Inc' flag, add an effect
with value 25:


[effect_pollu_pop_automobile]
type= "Pollu_Pop_Pct_2"
value   = 25
reqs=
{ "type", "name", "range"
  "Tech", "Automobile", "Player"
}


(Also you probably want to add a helptext to these texts, since the
automatically generated one has gone away.)

(file #21835)
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Additional Item Attachment:

File name: trunk-pollu_pop_pct_2.patchSize:40 KB


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[Freeciv-Dev] [patch #5015] Replace tech flag "Population_Pollution_Inc" with new effect "Pollu_Pop_Pct_2"

2014-08-03 Thread Jacob Nevins
URL:
  

 Summary: Replace tech flag "Population_Pollution_Inc" with
new effect "Pollu_Pop_Pct_2"
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 03 Aug 2014 14:33:34 BST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

civ2civ3 wants population-based pollution to be triggered by buildings, not
technologies.

Unfortunately, at least one technology must have the
"Population_Pollution_Inc" flag for "Pollu_Pop_Pct" to have an effect; that
technology will get a spurious message "Increases the pollution generated by
the population" in tech help; and there's a perverse incentive to lose this
tech via tech upkeep, etc, once you've built your buildings, since doing will
eliminate population-based pollution.

We could generalise the tech flag as a new effect "Pollu_Pop_Pct_2" multiplied
by Pollu_Pop_Pct. Classic rulesets can apply this to technologies, while
civ2civ3 can have one of these set to 100 unconditionally and apply the other
to buildings.




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