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Feature #681860

civ2civ3: pollution and fallout possible on forest and jungle again

Added by David Fernandez (bard) 3 months ago. Updated 22 days ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
Rulesets
Target version:
Start date:
Due date:
% Done:

0%


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.

civ2civ3-forest_jungle_pollution-Trunk.patch View (2.87 KB) David Fernandez (bard), 2017-07-08 04:59 PM

civ2civ3-forest_jungle_pollution-v2-Trunk.patch View (2.8 KB) David Fernandez (bard), 2017-07-09 06:15 PM

m-30-civ2civ3-forest-jungle-pollution-v3.patch View (3.46 KB) Jacob Nevins, 2017-09-02 03:46 PM

26-civ2civ3-forest-jungle-pollution-v3.patch View (3.39 KB) Jacob Nevins, 2017-09-02 03:46 PM


Related issues

Blocks Freeciv - Task #694704: civ2civ3: introduce new features for 2.6 Closed

History

#1 Updated by Marko Lindqvist 3 months 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 3 months 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) 3 months 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 3 months 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) 3 months ago

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 24 days ago

  • Blocks Task #694704: civ2civ3: introduce new features for 2.6 added

#7 Updated by Jacob Nevins 24 days ago

Rebased version. I intend to commit this after 36h.

#8 Updated by Jacob Nevins 24 days ago

  • Target version changed from 2.6.0 to 2.6.0-beta1

#9 Updated by Jacob Nevins 22 days ago

  • Status changed from Resolved to Closed

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