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RE: No-brainers?

 
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RE: No-brainers? - 1/22/2011 3:51:03 PM   
Shark7


Posts: 7165
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: Kayoz

I still have no idea what Gargoil was ranting about.

What's wrong with my calculation? What he said is no different from what I wrote.

Hrmm - I may have to get my crow cook-book out. I loaded up a game and tested it again - now I'm confused. Numbers don't rack up either way. Government and racial bonuses aren't reflected.






Example:
Kuan Research Station has 80 base, so 35% bonus you get 28 bonus points.
360 capacity, 386 actual - so I seem to have lost 2 points somewhere - if the bonus is only applied to the station and not ALL research in that branch.
In that case, where's my racial and government bonus?

Seems to me that something has changed - I'm SURE that I had different results with 1.50. Only way to test, is to roll back - and I'm not too keen on that. Erik wants to check it out, he can do a code review - quicker that way. (current 1.502)


One thing I have noticed is that the game needs to run a minute or two before new bonuses show up. I did my test by starting a new game as a starting empire, finding a neutron star and plopping down a research station via the editor, then letting it run a minute or two before checking the research page. All the bonuses were applied at the global level when I checked.

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Post #: 31
RE: No-brainers? - 1/22/2011 3:53:30 PM   
Data


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Joined: 1/3/2011
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quote:

One thing I have noticed is that the game needs to run a minute or two before new bonuses show up


the same seems to be true about all areas of the game like new income and others, they do not reflect immediately
it takes time to setup tax collection or research projects, etc

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Post #: 32
RE: No-brainers? - 1/23/2011 1:31:43 PM   
unclean

 

Posts: 163
Joined: 12/31/2010
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quote:

ORIGINAL: Kayoz



Example:
Kuan Research Station has 80 base, so 35% bonus you get 28 bonus points.
360 capacity, 386 actual - so I seem to have lost 2 points somewhere - if the bonus is only applied to the station and not ALL research in that branch.
In that case, where's my racial and government bonus?

Seems to me that something has changed - I'm SURE that I had different results with 1.50. Only way to test, is to roll back - and I'm not too keen on that. Erik wants to check it out, he can do a code review - quicker that way. (current 1.502)


Okay, I think I see how this works, it's:

Energy Research Capacity * Empire Research Potential / Empire Research Capacity * Gov Bonus * Race Bonus * Individual Research Station Bonuses = Actual Output

For Energy research:
360*596/1080*1.25*1.15*1.35=385.54, and it gets rounded up to 386

That works perfectly for Weapons and High Tech in your screen shot too.

So, it looks like anomalies only give a bonus to your Empire Research Potential, the actual points generated aren't effected at all, and you can probably get above a %100 bonus because they aren't additive.

< Message edited by unclean -- 1/23/2011 1:33:59 PM >

(in reply to Kayoz)
Post #: 33
RE: No-brainers? - 1/23/2011 4:51:20 PM   
Gargoil

 

Posts: 381
Joined: 1/6/2008
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quote:

ORIGINAL: Kayoz

I still have no idea what Gargoil was ranting about.

What's wrong with my calculation? What he said is no different from what I wrote.

Hrmm - I may have to get my crow cook-book out. I loaded up a game and tested it again - now I'm confused. Numbers don't rack up either way. Government and racial bonuses aren't reflected.






Example:
Kuan Research Station has 80 base, so 35% bonus you get 28 bonus points.
360 capacity, 386 actual - so I seem to have lost 2 points somewhere - if the bonus is only applied to the station and not ALL research in that branch.
In that case, where's my racial and government bonus?

Seems to me that something has changed - I'm SURE that I had different results with 1.50. Only way to test, is to roll back - and I'm not too keen on that. Erik wants to check it out, he can do a code review - quicker that way. (current 1.502)


Maybe I misunderstood you. Maybe not. My point is if you have a +35% and a +15% in Weapons research at two different locations, you would get the +50% EMPIRE WIDE.

(in reply to Kayoz)
Post #: 34
RE: No-brainers? - 1/24/2011 2:14:16 AM   
unclean

 

Posts: 163
Joined: 12/31/2010
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quote:

ORIGINAL: J HG T
I've heard from many players that lots of high tech armor combined with couple of repair-bots can be surprisingly effective, can't say for sure. As I said I'm shield heavy person too. I might test this out with the Ikkuro (unique repair-bots) on some of my next games.

Okay, I've tried stacking armor with the Ikkuro, and I couldn't make it work. It's just bad in a pitched fight since Repair Bots only reduce damage after it gets past the reactive rating on armor, and torpedoes and blasters shred armor way faster than it can get repaired, even if you have higher tech armor than their weapons. For the cost it's just not worth it.

It did stop fighters and missiles from sniping retreating ships after their shields went down, and made for some really mean long range missile destroyers - with a decent reactive rating and some PD they can be nearly immune to long range weapons, and if you add enough engines they can outrange just about anything else. You don't need a lot of armor for either of those though.

So yeah, I can't see a reason for stacking armor, or even using higher tier armor except in a few weird situations. If you can find a way to make it work I'd love to hear it.

(in reply to Gargoil)
Post #: 35
RE: No-brainers? - 1/24/2011 6:20:32 PM   
Kayoz


Posts: 1424
Joined: 12/20/2010
From: Timbuktu
Status: offline

quote:

ORIGINAL: Gargoil

Maybe I misunderstood you. Maybe not. My point is if you have a +35% and a +15% in Weapons research at two different locations, you would get the +50% EMPIRE WIDE.


AFAIK, no - only the highest bonus is applied. So for one +35% weapons research site and a +15% weapons research site - only the higher (+35%) applies.

Unclean has made sense of the tech points generation - you should read his post above.

(in reply to Gargoil)
Post #: 36
RE: No-brainers? - 1/24/2011 6:26:24 PM   
Larsenex


Posts: 279
Joined: 12/31/2010
Status: offline
Just to be clear.... For Armor I should NOT waste my research nor should I put a 'ton' of it on. What would be a safe minimum to put on all ships or Destroyers and up?

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(in reply to Kayoz)
Post #: 37
RE: No-brainers? - 1/24/2011 6:35:29 PM   
J HG T


Posts: 1091
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
I put 1-5 to destroyers, 5-10 to cruisers and about 10 to capitals. For all bases I use basic desings amount or slightly less. I don't know does it actually matter, but I feel a bit "safer" when my ships have at least some armor. Good shields and ECM are the way to go when I design dedicated combat ships.


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(in reply to Larsenex)
Post #: 38
RE: No-brainers? - 1/24/2011 6:48:56 PM   
gmot


Posts: 123
Joined: 11/22/2010
Status: offline
I always put a bit of armor with the same reasoning as J HG T. Not logical if it doesn't make any difference, but it makes me feel safer. Which is the whole point of course

Larsenex, now you need to change your sig to "Go for the eyes Boo! Go for the eyes!"

(in reply to J HG T)
Post #: 39
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