[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-09-05 Thread Sveinung Kvilhaugsvik
Follow-up Comment #10, patch #4104 (project freeciv): Thank you for reviewing it. Allowing multiple extras is reasonable to expect no matter what bigger solution ends up being implemented. I can add it to the basic solution. The effect solution already support it. I don't mind waiting for the

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-09-04 Thread Sveinung Kvilhaugsvik
Update of patch #4104 (project freeciv): Category:None = general Status:None = Ready For Test Assigned to:None = sveinung Planned Release:

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-09-04 Thread Marko Lindqvist
Update of patch #4104 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #9: Sorry I have not looked into this earlier. I've sort of wanted to get extra work a bit further

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-09-01 Thread Sveinung Kvilhaugsvik
Follow-up Comment #5, patch #4104 (project freeciv): What would we (or ruleset authors) lose from this? The AI would lose ability to predict. You point out that clients have the same problem. Perhaps some mechanism to notify clients and the ai about Lua code could fix that? Adding a code

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-09-01 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, patch #4104 (project freeciv): Of course, once the climate change script becomes ruleset-dependent then the transformation arcs could just be rendered directly in the code: if forest then jungle etc. Can we do better? Another possibility is to generate a multidimensional

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-08-31 Thread Jacob Nevins
Follow-up Comment #3, patch #4104 (project freeciv): Maybe this is an appropriate point to post a musing I've had for a while. == Lua-scripted climate change == The current rules for climate change (see Math of Freeciv

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-08-31 Thread Jacob Nevins
Follow-up Comment #4, patch #4104 (project freeciv): Sigh, missed some bits: * Re UI/state: since the notion of risk of warming/cooling must remain hardcoded, the state for that should probably remain in the server and be accessed from Lua via get()/set() methods. But the intermediate variables

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-08-28 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4104 (project freeciv): Update the effect version. (file #18784) ___ Additional Item Attachment: File name: globalWarmingCooling_effects.patch Size:7 KB

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-08-28 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4104 (project freeciv): A setting version. A lot less flexible. Introduce no new flexibility that may be lost if global disasters are implemented some time in the future. I don't know if this approach or the effect approach is the best. (file #18785)

[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-08-23 Thread Sveinung Kvilhaugsvik
URL: http://gna.org/patch/?4104 Summary: Don't hard code pollution/fallout specials for global warming/cooling Project: Freeciv Submitted by: sveinung Submitted on: Fri 23 Aug 2013 03:18:14 PM GMT Category: None