Youth Rebelliousness
Stark-Dean Displacement Index -3.00 > 0.00 - 100%
100% ??
by Veeblefetzer » Sun Jun 19, 2016 5:37 pm
by A Humanist Science » Sun Jun 19, 2016 5:41 pm
by Veeblefetzer » Sun Jun 19, 2016 6:33 pm
by A Humanist Science » Sun Jun 19, 2016 6:59 pm
Veeblefetzer wrote:-snip-
by Veeblefetzer » Sun Jun 19, 2016 7:41 pm
by Nicer potlimitomaha » Sun Jun 19, 2016 9:38 pm
Veeblefetzer wrote:A Humanist Science wrote:Everything you say is irrelevant, since reality breaks down at the operationalization of "rebelliousness" utilizing an interval variable, rather than a ratio. What does -3 "rebelliousness" even mean?
I followed your advice and did not click. Thankfully I could view the source.
I agree. I guess in the context of exports a negative value would mean something is imported instead. So for a negative rebelliousness would we assume they are loving ?
Silliness aside, I do wonder why the indicators have negative values.
by Trotterdam » Sun Jun 19, 2016 9:51 pm
Trotterdam wrote:I am pretty sure that the displayed percentages are percentages of the absolute value of the previous stat. So -185 "plus" 1.3% would be -182.595. This is to ensure that positive percentages always signify increases and negative percentages always signify decreases, since quite often you'll be more interested in the direction of the change than the exact value.
This is pretty clearly deliberate. Coding the calculation to use absolute values would take more effort than using the "obvious" math, and so is unlikely to have been done by accident.
I'm not sure how the game handles it when a value that was previously exactly zero stops being zero. (Mathematically speaking, that's an increase/decrease of infinity percent.) I think the game describes it as rising/falling by exactly 100%, I recall seeing that once.
by A Humanist Science » Sun Jun 19, 2016 10:05 pm
Nicer potlimitomaha wrote:If you reach zero but you keep clicking answers that make it go lower, what else could it do but go into the negative zone?
$Rebelliousness = $Rebelliousness - $Reduce_By_This_Much;
IF $Rebelliousness < 0 THEN $Rebelliousness = 0;
by Veeblefetzer » Sun Jun 19, 2016 10:32 pm
Trotterdam wrote:We've already talked about this:
by Veeblefetzer » Sun Jun 19, 2016 10:32 pm
A Humanist Science wrote:Nicer potlimitomaha wrote:If you reach zero but you keep clicking answers that make it go lower, what else could it do but go into the negative zone?
- Code: Select all
$Rebelliousness = $Rebelliousness - $Reduce_By_This_Much;
IF $Rebelliousness < 0 THEN $Rebelliousness = 0;
by Veeblefetzer » Wed Jul 06, 2016 3:25 pm
by Louisistan » Wed Jul 06, 2016 11:55 pm
Veeblefetzer wrote:So today I notice this.
Defense Forces
Total War Preparedness Rating -6.32 → -0.00 ⇡100%
-0.00 instead of 0.00
I like it !
by Imperium Anglorum » Thu Jul 07, 2016 12:31 am
Louisistan wrote:Veeblefetzer wrote:So today I notice this.
Defense Forces
Total War Preparedness Rating -6.32 → -0.00 ⇡100%
-0.00 instead of 0.00
I like it !
-0.00 is generally used, when a negative number is rounded to 0.00 (e.g. -0.0001 rounded to two digits after the decimal point is -0.00). Not only in this game
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