Ticket #42246

Surplus waste effects

오픈 날짜: 2021-05-12 08:32 마지막 업데이트: 2023-06-27 22:21

Reporter:
소유자:
Status:
Closed
Component:
MileStone:
Priority:
5 - Medium
Severity:
5 - Medium
Resolution:
Fixed
File:
2

Details

Let's introduce a city ranged effect (or two, one basic and one distance-related, or even third scaled distance related one) that is applied to outputs after upkeeps are subtracted: * In CivII, shields waste works this way (distance-related); * can unhardcode what output types are lost in disorder (as we now can put disorder into reqs)

Ticket History (3/8 Histories)

2021-05-12 08:32 Updated by: ihnatus
  • New Ticket "Surplus waste effects" created
2022-05-04 11:28 Updated by: cazfi
댓글 올리기

d3f stuff -> next chance to get this in S3_2-d3f

2023-06-23 18:56 Updated by: cazfi
댓글 올리기

Reply To ihnatus

applied to outputs after upkeeps are subtracted:

I assume this should be a percentage effect, then. Or does this just mean that the effect gets clipped differently than existing EFT_OUTPUT_WASTE... -effects (clipped so that output can't be negative, but surplus can) ?

2023-06-23 20:41 Updated by: cazfi
  • 소유자 Update from (None) to cazfi
  • Resolution Update from None to Accepted
댓글 올리기

Reply To cazfi

Reply To ihnatus

applied to outputs after upkeeps are subtracted:

I assume this should be a percentage effect, then.

Attached patched implement "Surplus_Waste_Pct_By_Rel_Distance" -effect type based on that assumption.

2023-06-26 14:22 Updated by: cazfi
댓글 올리기

Reply To cazfi

Attached patched implement "Surplus_Waste_Pct_By_Rel_Distance" -effect type based on that assumption.

The base effect is necessary one too, I guess (otherwise there would be no way to have any surplus waste at distance zero) -> #48294

2023-06-27 22:21 Updated by: cazfi
  • Status Update from Open to Closed
  • Resolution Update from Accepted to Fixed

Edit

Please login to add comment to this ticket » Login