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Re: deadly conditions.
Hey ! I just past 2000 Posts mark !! New millenium http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: deadly conditions.
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Re: deadly conditions.
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In the attachments from his email dated Last Friday 9/12/2003. 4.03 events BETA file the planet condition events are now only two and that is at se4 default -5 low with a +10 good event in high http://forum.shrapnelgames.com/images/icons/icon12.gif 3.02 was -5 -10 and +10. I guess JLS knew about this condition already. In his note he says –10 event may be to tough and that +10 event to PC will often bring the planet up to optimal. http://forum.shrapnelgames.com/images/icons/icon7.gif Would like to chat but back to work I must http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 17, 2003, 16:54: Message edited by: Grand Lord Vito ] |
Re: deadly conditions.
Thanks for clarifying the situation then GLV. http://forum.shrapnelgames.com/images/icons/icon7.gif Yes, -20 would be too harsh, and even -10 is rather strong. (You won't want this event to target your homeworld) So, I guess it settles this problem. http://forum.shrapnelgames.com/images/icons/icon12.gif (Now, let's try to understand how the conditions improvements facilities are working heh)
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Re: deadly conditions.
Running a test... after 2 cycles, a 1.40 planet is still good. If it multiplied, after one cycle you'd get:
1.40 * 1.03 = 1.442 1.442 * 1.03 = 1.48526 1.48526 * 1.03 = 1.5298... So... it should get to Optimal in 3 cycles if it multiplies, or 4 cycles if it adds. ROFLMAO! Turn 2404.6: Plasma instability detected in Ahnalt star! Admittedly, there are only 2 systems, one for my planets and the other for neutrals. But, this at least proves that star destroying events don't absolutely favor non-human systems. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Here is my result file: Conditions Test.txt It took only 3 cycles for planet 1.40 to hit Optimal, suggesting that it multiplies. Lets look at planet 1.20. It starts at Mild, and needs to hit 1.30 to be Good. If we assume it adds, you have: 2401.1: 1.20 Mild 2402.1: 1.23 Mild 2403.1: 1.26 Mild 2404.1: 1.29 Mild 2405.1: 1.32 Good 40 turns to get Good. If we assume it multiplies, you have: 2401.1: 1.20 Mild 2402.1: 1.236 Mild 2403.1: 1.27308 Mild 2404.1: 1.3112724 Good 2405.1: 1.33506105722 Good 30 turns to get Good. From my results, we have planet 1.20 becoming Good on turn 2404.1. This, combined with planet 1.40, strongly suggest that Conditions modifying facility abilities do indeed multiply instead of add. [ September 17, 2003, 22:56: Message edited by: Imperator Fyron ] |
Re: deadly conditions.
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[ September 18, 2003, 03:59: Message edited by: JLS ] |
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