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#2981 freecol output of processed goods differs from COL1

Fixed_0.12.0
closed-fixed
nobody
None
5
2022-05-01
2016-08-02
Lone_Wolf
No

In https://sourceforge.net/p/freecol/bugs/2979/ we investigated tool output and found FC output differs from col1 tool output.

here are the numbers for rum production :

Distiller's House

rebel bonus convert criminal servant colonist mst distiller
-2 0 0 0 1 2
-1 0 0 1 2 4
0 1 1 2 3 6
+1 2 2 3 4 8
+2 3 3 4 5 10

Rum Distillery

rebel bonus convert criminal servant colonist mst distiller
-2 0 0 2 4 8
-1 1 1 3 5 10
0 2 2 4 6 12
+1 3 3 5 7 14
+2 4 4 6 8 16

Rum Factory

rebel bonus convert criminal servant colonist mst distiller
-2 0 0 3 6 12
-1 1 1 4 7 14
0 3 3 6 9 18
+1 4 4 7 10 20
+2 6 6 9 12 24

I do think these numbers are identical to those for tools.

2 Attachments

Discussion

  • Mike Pope

    Mike Pope - 2016-08-03

    I do think these numbers are identical to those for tools.

    Confirmed. I will go ahead and fix all factories.

     
  • Mike Pope

    Mike Pope - 2016-08-03

    Fixed in git.3e4048c,6c51b05, including expanding the test from BR#2979.

    Another worm has escaped the can though: what of cross production in Church/Cathedral. And yet another: does the problem we found with shops apply to the Lumber Mill?

     
  • Lone_Wolf

    Lone_Wolf - 2016-08-03

    Out of curiosity i had already doner Lumber Mill, it acts very different from other shop level buildings.

    Carpenters House

    rebel bonus convert criminal servant colonist mst carpenter
    -2 0 0 0 1 4
    -1 0 0 1 2 5
    0 1 1 2 3 6
    +1 2 2 3 4 7
    +2 3 3 4 5 8

    Lumber Mill

    rebel bonus convert criminal servant colonist mst carpenter
    -2 0 0 0 2 8
    -1 0 0 2 4 10
    0 2 2 4 6 12
    +1 4 4 6 8 14
    +2 6 6 8 10 16

    Formula appears to go like this:

    base=3
    production(carpenter_house) = base + rebel-bonus +unit-penalty + mst-carpenter-bonus
    production(lumber_mill) = 2 x production(carpenter_house)

    No clue if that's what freecol does, i tend to take brewster early so very few servants /criminals in my savegames.

    I'll look into church/cathedral .

     
  • Mike Pope

    Mike Pope - 2016-08-04

    Out of curiosity i had already doner Lumber Mill,

    Win!

    it acts very different from other shop level buildings.

    I suppose that is not too surprising. It is different, in that there is no corresponding factory, and hammers are a very special goods type. I now see that the way I fixed shops/factories was not sufficiently general to handle this nicely.

    No clue if that's what freecol does,

    FreeCol gets it very very wrong. Fixes underway.

     
    • Mike Pope

      Mike Pope - 2016-08-04

      Fixes underway.

      git.f9f663b and predecessors.

       
  • Lone_Wolf

    Lone_Wolf - 2016-08-04

    Church

    rebel bonus convert criminal servant colonist firebrand preacher
    -2 2 2 2 3 6
    -1 2 2 3 4 7
    0 3 3 4 5 8
    +1 4 4 5 6 9
    +2 5 5 6 7 10

    Cathedral

    rebel bonus convert criminal servant colonist firebrand preacherr
    -2 3 3 3 5 11
    -1 3 3 5 7 13
    0 5 5 7 9 15
    +1 7 7 9 11 17
    +2 9 9 11 13 19

    These numbers look unfamiliar,but include the building bonus.
    I checked several cases of 2 or 3 workers and can confirm the building bonus (2 for church, 3 for cathedral) is only given once per building.

    Numbers without building bonus
    Church

    rebel bonus convert criminal servant colonist firebrand preacher
    -2 0 0 0 1 4
    -1 0 0 1 2 5
    0 1 1 2 3 6
    +1 2 2 3 4 7
    +2 3 3 4 5 8

    Cathedral

    rebel bonus convert criminal servant colonist firebrand preacher
    -2 0 0 0 2 8
    -1 0 0 2 4 10
    0 2 2 4 6 12
    +1 4 4 6 8 14
    +2 6 6 8 10 16

    What we see now is that apart from the building bonus , church numbers are equal to carpenter house,while cathedral values are equal to lumber mill values.
    We also see that firebrand preacher effect is+3 , same as for mst carpenter.

     
  • Mike Pope

    Mike Pope - 2016-08-05

    Agreed. Spec updated, test expanded, and another bug fixed, all should be well with crosses from git.4f8527b.

    There was a fair bit of WWC1D work put into bells back in 0.10.x (the bonuses are a real mess there), so I am not too worried about the town hall. I have added musket production to the factory tests in git.e76e25f. Did you want to check if there are any oddities there? I am still suspicious of arsenal.

     
  • Lone_Wolf

    Lone_Wolf - 2016-08-05

    I think the weird part with arsenal is in the input (tools it uses), not in the output.
    Numbers look identical to tools & rum production.

    Armory

    rebel bonus convert criminal servant colonist mst gunsmith
    -2 0 0 0 1 2
    -1 0 0 1 2 4
    0 1 1 2 3 6
    +1 2 2 3 4 8
    +2 3 3 4 5 10

    Magazine

    rebel bonus convert criminal servant colonist mst gunsmith
    -2 0 0 2 4 8
    -1 1 1 3 5 10
    0 2 2 4 6 12
    +1 3 3 5 7 14
    +2 4 4 6 8 16

    Arsenal

    rebel bonus convert criminal servant colonist mst gunsmith
    -2 0 0 3 6 12
    -1 1 1 4 7 14
    0 3 3 6 9 18
    +1 4 4 7 10 20
    +2 6 6 9 12 24
     
  • Mike Pope

    Mike Pope - 2016-08-06

    I think the weird part with arsenal is in the input (tools it uses), not in the output.
    Numbers look identical to tools & rum production.

    OK then the existing tests are correct, and we might be done here.

     
  • Lone_Wolf

    Lone_Wolf - 2016-08-20

    Mike,

    Do you want me to collect the numbers for cigars, cloth and coats also ?

     
    • Mike Pope

      Mike Pope - 2016-08-20

      Do you want me to collect the numbers for cigars, cloth and coats also ?

      I doubt it is necessary. I would be very surprised if they differed from rum. Indeed, I would be tempted to call that a Col1 bug:-).

       
  • Mike Pope

    Mike Pope - 2017-07-29

    Time to set this to Pending.

     
  • Mike Pope

    Mike Pope - 2017-07-29
    • status: open --> pending-fixed
    • Group: Current --> Fixed_trunk
     
  • Mike Pope

    Mike Pope - 2022-05-01
    • Group: Fixed_trunk --> Fixed_0.12.0
     
  • Mike Pope

    Mike Pope - 2022-05-01
    • Status: pending-fixed --> closed-fixed
     

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