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November 22nd, 2001, 04:56 PM
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Corporal
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Re: Do the Religious Shrines work?
When I get curious about something I have to investigate!
(On reflection I might just alter the "Event Chance High" in settings, to make events more likely, then see what happens.. I might get enough data in just 800 turns)
[This message has been edited by Mark Walton (edited 22 November 2001).]
[ 24 November 2001: Message edited by: Mark Walton ]
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November 23rd, 2001, 04:16 AM
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Re: Do the Religious Shrines work?
don't use the word looney. Bad Karma. Post the results when their done
Also maybe what you were thinking every 150 end turns or so.
Would be good to track the stats. To see if there are any patterns.
Maybe every 5 or 10 turns.
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Utinam logica falsa tuam philosophiam totam suffodiant!
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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November 26th, 2001, 07:26 PM
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Major
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Re: Do the Religious Shrines work?
quote: Originally posted by suicide_junkie:
Think of it this way:
The planet collects X minerals from all of its extractors.
Multiply by the best mineral bonus LOCAL to the planet.
Collect all minerals from the planets in the system together.
Multiply by the best system-wide bonus.
Give those minerals to the empire's budget.
Repeat for other resources.
Typically the best bonus is the maximum individual bonus ability from any facility that applies (ie local vs system).
I like the explination. Any idea when the racial bonus gets added???
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November 26th, 2001, 08:35 PM
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Re: Do the Religious Shrines work?
quote: I like the explination. Any idea when the racial bonus gets added???
I think it dosen't matter when the racial bonus is added. The only difference it would make is in rounding off errors.
The best way to view it is probably at the planet level. Those people that run the resource extractors simply work harder, producing x% more than everybody else.
Alternatives are that the civilian shipping companies lose less (due to spills or poorly maintained cargo bays, or something), or fewer resources are lost in the administration between the factories and the budget.
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December 4th, 2001, 04:49 PM
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Corporal
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Re: Do the Religious Shrines work?
Methods
///////////////////////////////////////////////
QuandrantTypes File :
Name := AAATEST
Description := Just a test.
Min Dist Between Systems := 1
System Placement := Random
Max Warp Points per Sys := 5
Min Angle Between WP := 60
Number of System Types := 1
Type 1 Name := TestMW
Type 1 Chance := 100
///////////////////////////////////////////////
SystemTypes File:
Name := TestMW
Description := Test system.
System Physical Type := Normal
Background Bitmap := Starmap.bmp
Empires Can Start In := TRUE
Mask Background Objs := FALSE
Non-Tiled Center Pic := FALSE
Number of Abilities := 0
WP Stellar Abil Type := Normal Warp Point
Number of System Objs := 2
Obj 1 Physical Type := Star
Obj 1 Position := Ring 1
Obj 1 Stellar Abil Type := Normal Star
Obj 1 Size := Any
Obj 1 Age := Any
Obj 1 Color := Any
Obj 1 Luminosity := Any
Obj 2 Physical Type := Planet
Obj 2 Position := Ring 6
Obj 2 Stellar Abil Type := Normal Planet
Obj 2 Size := Medium
Obj 2 Atmosphere := None
Obj 2 Composition := Rock
///////////////////////////////////////////////
Events file :
Type := Planet - Population Change
Severity := Catastrophic
Effect Amount := -10
Message To := Owner
Num Messages := 1
Message Title 1 := Event
Message 1 := [%ActualAmount]M lives on [%PlanetName] have been lost in the terrible results of the rogue experiment. Somehow, the planet itself has survived intact.
Picture := PlanetDestroyed
Time Till Completion := 0
Num Start Messages := 0
///////////////////////////////////////////////
At front of Facilities file:
Name := Bad Shrine
Description := Seers who predict the future and can cause disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 1000
Cost Organics := 1000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Increases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1 := 10000
Ability 1 Val 2 := 0
Name := Good Shrine
Description := Thoughtful seers who predict the future and can avert disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 1000
Cost Organics := 1000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1 := -10000
Ability 1 Val 2 := 0
///////////////////////////////////////////////
1. Generate a large map (this will be single rock/none worlds throughout)
2. Set Events to High / Catestrophic.
3. Set players to 10 worlds.
4. Create a Rock / none race.
5. Set no AI races, low numbers Neutrals.
6. Start Game
7. Set empire option; no confirmation on end of turn.
8. Scrap a Mineral Miner at each of two worlds.
9. On one, build a "good" facility. On the other, build a "bad".
10. Put a heavy weight on the f12 key. Wait for Messages to pop up.
11. Note the location of each message (which will be "the event"), then click close.
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December 4th, 2001, 04:57 PM
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Corporal
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Re: Do the Religious Shrines work?
Results:
8 worlds with no shrines received the following results in 200 turns.
world 1 - 6 events
world 2 - 10 events
world 3 - 12 events
world 4 - 15 events
world 5 - 10 events
world 6 - 6 events
world 7 - 15 events
world 8 - 15 events
World with the "bad" shrine: 6 events.
Note, this does not appear to be a significant result; this is the lowest of the shrine-less world results.
World with the "good" shrine: 0 events.
This does appear significant. I will test further, but it seems that a -10,000 value has stopped all events.
As a quick thought, perhaps this is 100ths of a percent - possibly the code turns the value into a percent by dividing by 100, but accidentally does this twice?
More tests at a future date (apologies for delay, I have had flu)
Edit:
To be fair, I ough to test with a -100 value didn't I? That will be the next test
[ 04 December 2001: Message edited by: Mark Walton ]
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December 4th, 2001, 05:25 PM
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Corporal
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Re: Do the Religious Shrines work?
Results, and confused once more
2nd test ; shrines set to 100 and -100 effect. 200 turns process.
world 1 : 17
world 2 : 10
world 3 : 13
world 4 : 17
world 5 : 12
world 6 : 6
world 7 : 8
world 8 : 9
bad shrine : 8
good shrine : 0
OK so far so good, but then I decided to remove the good shrine, and place a good shrine on another world.
Results ; not detailed but,
the new "good" world was receiving just as many events as before! The previous "good" shrine was reveiving none!!
any ideas?
Edit:
Tried again, and this time I built the shrines the other way round from the start.
My previous good, now bad world... no events. None.
Lucky worlds?
How can I tell for sure? How can I work if there are such factors involved?
I'm going for a little lie down.
[ 04 December 2001: Message edited by: Mark Walton ]
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December 6th, 2001, 01:34 PM
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Corporal
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Re: Do the Religious Shrines work?
Nobody really cares about this, do they?
I might as well leave it.
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December 6th, 2001, 03:47 PM
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General
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Re: Do the Religious Shrines work?
IBID.
Mark we just come in here and read the results. When you state your done your testing that is when we will talk about it.
Sorry if I offended you there.
Take care
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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December 6th, 2001, 04:40 PM
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Corporal
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Re: Do the Religious Shrines work?
OK sorry if I sounded grouchy, just wanted to make sure I wasn't just wasting my life (well, that part of it, anyway!)
I'll do a bit more testing later.
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