Dan Nichols -> RE: R&D Investment Returns (1/28/2012 7:38:46 PM)
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Here is the proper posting by michaelm: Here is the revised sequence that was valid before beta p8, and will be again with beta q4. The missing step from earlier postings in in BOLD. quote: In simple terms (a.1) Daily number of initial devices from factory is as with a/c production [ (active devices + random(30))/30]. If this number is 0, or there are any damaged devices present, then no R&D will result this turn from this factory. [This agrees with the manual ] (a.2) A factory will then produce a random R&D between 1 and the number of devices from step (a.1) ie 1 device = 1, 2 devices = 1,2, 3 devices =1,2,3, 4 devices = 1,2,3,4 10 devices = 1,2,3,4,5,6,7,8,9,10 etc. (b) The random R&D is then divided by 10. Any random R&D of less than 10 will be '0', otherwise it will be the ten's component of the random R&D. (c) If there are no damaged devices in factory (this is a given as there must be NO damaged ones present), add '1' to the number from (b). (d) If the number from (c) exceeds 3, it is capped at '3'. The number from (d) is added to the a/c development counter - this will be a number from 1 to 3 inclusive. Once the counter exceeds 100, it moves the available date sooner by a month and resets the development counter. It is possible to get '0' R&D now, as the step (a.1) was being bypassed post-p8 due to a bug introduced in p8. Thank you to those who kept asking me to check the code. The misplaced '{}' that caused this was very difficult to pick up. I was looking at it all week and just couldn't see it in the current code. Based on the proper formula, to get a possible additional +1 from (b), it would require you to have a daily production of at least 10+. Less than 10 would just give you '1' R&D daily from step (c). You can find it in this thread, post # 5 http://www.matrixgames.com/forums/tm.asp?m=2908046&mpage=1&key=
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