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February 2nd, 2004, 08:57 AM
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Second Lieutenant
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Re: Post 1.84 beta history
To get listen to create a catchy immediate response type headline - then they are more likley to read and act i guess than some bland email ! works with me with customer complaints.
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February 2nd, 2004, 05:33 PM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
MM reads every email that they recieve, and tabulates every suggestion into some form of document, so as to keep them around and try to impement the more popular ones and such.
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February 5th, 2004, 07:33 AM
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Brigadier General
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Re: Post 1.84 beta history
Version 1.89:
1. Changed - The Create and Destroy Storm components are now destroyed on use.
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
8. Fixed - The owner of a minefield would not get a log message if the minefield was completely
sweeped.
9. Added - Added "Race Directory" to the Empire/Race Report.
10. Fixed - When you replied to a demand for a gift or tribute, you were unable to view the package
of the gift or tribute that was demanded.
11. Fixed - Range Check Error upon loading a turn where massive numbers of units were launched the
previous turn.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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February 5th, 2004, 07:46 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
Quote:
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
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About time! Yay! 
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February 5th, 2004, 07:50 AM
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Lieutenant General
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Re: Post 1.84 beta history
That's good.. Now it's not so easy to create hundreds of storms all over the place ... 
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February 5th, 2004, 08:21 AM
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Sergeant
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Re: Post 1.84 beta history
Now I will wait until someone makes conclusive tests over scanner use and robotic factories and provides us them
Or at least mathematical calculations. Hmm... perhaps I should do them myself. Actually, now that I think of it, it could be done by using a little program which counts amount of planets, their sizes (ie. amount of buildings), percentual amounts of every resources/planet and then concludes them with the multiplier when using scanners or factories (also considering the effect of converting excess resources to other resources). I have to think about this little more...
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If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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February 5th, 2004, 08:46 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
Well... Monolith makes 900 of each resource. Lets say you have 10 monoliths, so 9000 of each. Now, you have two options: Planet Robotoid III and 2 Monoliths, or one of each of the planet single resource increasers. The first option gives 1800 more of each resource base production, or 10800. 30% increase gives 14040. So it is a 56% increase to production. The second option gives only a 45% increase to production.
Now lets say you have 15 Monoliths. 13500 base production. 2 more and a robotoid provides 19890, a 47% increase in resources. 3 separate resource enhancers still provide only provide 45%. So with 18 facilities, it is better to have 17 Monoliths and a Robotoid.
Now lets look at 17 Monoliths. They make 15300. 2 more and a robotoid provide 22230, a 45.29% increase. So with 20 facilities, it is better to have 19 monoliths and a robotoid.
21 facilities is where it becomes better to have the 3 resource enhancers than the robotoid. 20 Monolith + Robotoid = 23400. 18 Monolith + 3 enhancers = 23490.
Now, if you have an all minerals planet, it is definitely better to have a Mineral Scanner than a Robotoid at much lower facility numbers, since they both take just 1 facility slot.
Note: all figures are of each resource type. Since 3 is a factor of both the base resource production and the figures after adding more facilities, it drops out and does not make a difference.
[ February 05, 2004, 06:50: Message edited by: Imperator Fyron ]
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February 5th, 2004, 09:33 AM
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Second Lieutenant
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Re: Post 1.84 beta history
Good to see they react to our suggestions. The overhaul of the modifers with the resource gathers is good.
ANother thing i would like to see emailed is a more dynamic AI trading system ie techs planets etc.
And also is more map choices on startup in terms of sizes at the core of the game. Ie instead of small medium and large
How about extra small, small, average, medium, large, extra large and huge.
ES = up to 20 systems
S = 21-35 systems
A = 36-70 systems
M = 70-100 systems
L = 100-150 systems
EL = 150-200 systems
H = 200 - 255 systems
Just for a bit more variety.
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February 5th, 2004, 09:42 AM
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Sergeant
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Re: Post 1.84 beta history
I general it is like you say Fyron, but you also have to calculate the effect of lackin g2 monoliths (when using scanners) at the system level. There comes the probplem that I don't know how system level resources are calculated. I believe it is either one of these (planet value 90% and 10 facilities):
A) System production of one resource of one planet = (basic facilities output)*(planet resource percent)*(scanner percentual increase)*(system scanner percentual increase) = (10*900)*0,9*1,45*1,45= 17030,25
B) System production of one resource of one planet = (basic facilities output)*(planet resource percent)*(scanner percentual increase) + ((basic facilities output)*((planet resource percent)*(system scanner percentual increase) -1)) = (10*900)*0,9*1,45 + (10*900)*(0,9*1,45 -1) = 11745 + 1570,5 = 13315,5
In the first example the system collector bonus is cumulative with planet collector (1,45^2) and in the second example the system bonus is calculated only from planet output (excluding planet scanner bonus from that).
Now the difference I mean, is that if system scanner bonus is calculated like choise A) it does not matter if there are less monoliths because system bonus is calculated from planet output including planet scanner bonus (total output). The amount of monoliths is significant, if the system bonus is calculated from only monolith output exluding planet scanner bonus like in choise B).
I am not in front of my computer (and game) and I don't remember how this is. Could someone confirm this?
[ February 05, 2004, 07:49: Message edited by: Karibu ]
__________________
If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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February 5th, 2004, 09:59 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
The base production is total facility production * planet value. You then add all bonuses/penalties up from modifying facilities, population, happiness, racial characteristics, etc., then multiply the base value by that sum. So say you have a planet with 102% organics value and one Organic Farm Facility. It has 30% bonus from pop and 10% from happinss. It makes (1000 * 1.02) * (1.0 + 0.30 + 0.10) = 1020 * 1.40 = 1428. Throw a Robotoid III on there, it now will make (1000 * 1.02) * (1.0 + 0.30 + 0.10 + 0.30) = 1020 * 1.70 = 1734. You get the best planet affecting enhancement abiltiy that affects the planet, and the best system affecting enhancement ability that affects the planet. So if you have a Robotoid III (30%) on the planet and a System Robotoid III (30%) in the system, you get a total of 60% bonus from the two facilities.
System resource enhancers have the exact same threshhold as planetary ones, as they provide the same bonus and have the same space tradeoff against robotoids.  Now, when you start to throw in build costs, it just gets messy and I will let someone else spend their time on that.
[ February 05, 2004, 08:02: Message edited by: Imperator Fyron ]
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