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#359 Historic "bug"

Fixed_0.6.1
closed-fixed
nobody
None
7
2013-01-16
2006-12-25
No

I know than, in such a project, some routines are here because .... they are always be here, some routines work as it because ..... they always worked as it.
It's an heritage. And nobody want touch of it, because :
1) It's too complicated to spent time and it work not so bad
2) There is not enough documentation to see all the implications of only on coma changed in the routine
3) It's Bidule who programed this and it was the best of the world, so we can't do better.

All developers know this.

I know than for future version you planed to rewrite all the models. Really ALL ?

Have you think of this :

Hypotheses :
1) I have a number B of Blacksmith who produce 50 Tools / turn
2) My warehouse is full of Ore.
3) I have 95 Tools in my warehouse
4) I have a number G of Gunsmith who consume 40 tools /turn and produce 40 weapons /turn
5) I have 240 weapons in my Warehouse
6) My Custom House is tuned to sell above 250 units, and sells only weapons. Nothing else
7) I need 5 tools to finish my Cathedral (see 3)
8) I am human.

Conclusions :
As I am human (8) I think :
95 Tools in warehouse (3) + 50 from Blacksmiths (1) = 145
145 Tools - 100 for Cathedral = 45
45 Tools -> 45 Weapons (4)
45 Weapons + 240 in Warehouse (5) = 285
285 Weapons - 250 Stock (6) = 35 weapons sold.
AND I FINISH my Cathedral.

Who can say me if this conclusions, logic for a human, is the reality of the program ?

If I believe my experience of this program, or my Cathedral will not be finished or I shall not sell 35 Weapons. But I'm nearly sure than the logic of the program is not same than my human logic.

And THIS is a BUG.

And if the Cathedral is not finished, what can we say about Hammers my Carpenter is furnishing from Wood, and I have few Wood in my Warehouse because I need my better Lumberjack in another colony to build a Frigate because I'm under attack.
And, of course, I need the money to paid for finish an artillery, because I'm under attack as said above.

Must I verify one by one each of my 30 colonies to tune the production because the program follow a logic which is not "human logic" ?
I'm here to play, not to have the same problems than in office the other days of the week.

If it is as it I prefer work for my boss, at least am I paid to solve 20 foolish problems in same time.

And THIS is ANOTHER BUG

Some features are attractive, some bugs are repulsive.
And what you can do, "repulsive" ALWAYS WINS against "attractive".

Discussion

  • Michael Vehrs

    Michael Vehrs - 2006-12-25

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    Don't forget assumption 9) Tools are used for completing buildings first, and for producing muskets second. And this assumption is, of course, false.

     
  • Oursinou Desman

    Oursinou Desman - 2006-12-25

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    Don't forget assumption : I am Human. (8)

    So my assumptions are always what I think it's better for me.

    I could speak about the carpenter which use wood to produce all the hammers he can produce even if building need only ONE more to be finish, and then lose the others hammers and the wood. :-)

    But in the example, try it, you'll have before all : Not enough tools to finish, even if there is no Gunsmith. (he is here just to complicate a little).
    Because test is done before Blacksmith work. :-)
    And when you open the Colony you say : But, yes, I have enough tools. What is this #!$&µ@#

     
  • Michael Vehrs

    Michael Vehrs - 2007-01-01
    • priority: 5 --> 7
     
  • NoDisplayName

    NoDisplayName - 2007-03-05

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    Regarding assumption 9, I think I can justify on theoretical grounds why it should be the other way around.

    A building is only completed once, and there's an eventual limit to how much you can build, after which, musket production resumes at its maximum output. However, musket production can go on forever.

    It makes sense to me, that when one job is done and there's only one other possible job that might come after it, the second job should be started automatically without human intervention. This is possible if tools are *first* used to complete buildings and *then* are used to make muskets, but it's not possible the other way around (as it is now according to this "bug"). I remember that this same issue was in the original game and we all somehow got used to it, but it always seemed logical to me to have it the other way around.

    burshik: Still I find your reply inconclusive. Don't you think this is worth the effort of "fixing", or do you outright oppose fixing it for some reason? If so, what would that reason be? Please specify whether the reason is theoretical (that is to say, the gameplay shouldn't be like that) or technical (that is to say, fixing it would create more problems than it would solve).

     
  • Michael Vehrs

    Michael Vehrs - 2007-03-06

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    I merely pointed out that Desman made another implicit assumption, which happens to be incorrect. I agree that the game should behave in the manner Desman describes, but it doesn't. Thus, this bug report was not rejected. It even has a higher priority.

     
  • Michael Vehrs

    Michael Vehrs - 2007-04-21

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    The order in which newTurn is called on FreeColGameObjects has been fixed, so this problem should have been fixed, too.

     
  • Michael Vehrs

    Michael Vehrs - 2007-04-21
    • milestone: --> Fixed_(FreeCol_0.6.1)
    • status: open --> pending-fixed
     
  • SourceForge Robot

    • status: pending-fixed --> closed-fixed
     
  • SourceForge Robot

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    This Tracker item was closed automatically by the system. It was
    previously set to a Pending status, and the original submitter
    did not respond within 14 days (the time period specified by
    the administrator of this Tracker).

     

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