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Feature #681860
civ2civ3: pollution and fallout possible on forest and jungle again
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Description
When I gave "NoPollution" flag to forests and jungles, I didn't realized that it makes them immune to fallout too.
This patch removes this flag for civ2civ3 and sandbox. Tested on S2_6.
Related issues
History
#1
Updated by Marko Lindqvist over 3 years ago
It's a while since I last looked that part of the code, but I think you can have requirements like ("Terrain", "Forest", FALSE) and ("Terrain", "Jungle", FALSE) for the pollution extra if you want.
#2
Updated by Jacob Nevins over 3 years ago
Yes, "NoPollution" is just a user flag now. You can make it so you can have Fallout but not Pollution on these terrains.
#3
Updated by David Fernandez (bard) over 3 years ago
Ah, ok, I didn't know. Then I have a question about pollution, to know if it is worth to keep this rule.
When the game engine decides that a city has produced 1 pollution this turn, then (1) it chooses one tile where pollution is possible to place it. Or (2) it randomly chooses a tile, and if pollution is not possible in this tile, then the pollution is not generated.
When I introduced this rule I liked the idea to encourage players to keep some forests/jungles around their cities to reduce the effect of pollution (eco-friendly, you know), but in case of first answer (pollution is generated anyway in another tile), then it is not so good to keep forests around cities, because it forces pollution to appear in other better tiles.
If the answer is (2), then I'll make another patch. If the answer is (1), then I vote to use the current patch.
#4
Updated by Jacob Nevins over 3 years ago
The answer is effectively (1). cityturn.c:check_pollution looks 100 times for a random tile on which it can place a new pollution extra, making it very likely that if there is such a tile/extra, it will be found.
If the answer is (1), then I vote to use the current patch.
OK.
#5
Updated by David Fernandez (bard) over 3 years ago
- File civ2civ3-forest_jungle_pollution-v2-Trunk.patch civ2civ3-forest_jungle_pollution-v2-Trunk.patch added
Same patch that does not change executable bit of files.
The answer is effectively (1). cityturn.c:check_pollution looks 100 times for a random tile on which it can place a new pollution extra, making it very likely that if there is such a tile/extra, it will be found.
Thanks.
#6
Updated by Jacob Nevins over 3 years ago
- Blocks Task #694704: civ2civ3: introduce new features for 2.6 added
#7
Updated by Jacob Nevins over 3 years ago
- File m-30-civ2civ3-forest-jungle-pollution-v3.patch m-30-civ2civ3-forest-jungle-pollution-v3.patch added
- File 26-civ2civ3-forest-jungle-pollution-v3.patch 26-civ2civ3-forest-jungle-pollution-v3.patch added
- Category set to Rulesets
- Status changed from New to Resolved
- Assignee set to Jacob Nevins
- Sprint/Milestone set to 2.6.0
Rebased version. I intend to commit this after 36h.
#8
Updated by Jacob Nevins over 3 years ago
- Sprint/Milestone changed from 2.6.0 to 2.6.0-beta1
#9
Updated by Jacob Nevins over 3 years ago
- Status changed from Resolved to Closed