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Dragon of the void
September 26th, 2002, 03:51 PM
I have a problem with the calculation of spaceyard-output and the various factors that influence it:

Let's asume I have several boni on my homeworld:
(rc) racial characteristic
(rb) racial bonus
(pb) population bonus
(hb) happiness bonus
(em) emergency build bonus

So they do not calculate:
2000 * rc * rb * pb * hb * em

And they do not calculate
2000 *(rc+rb+pb+hb+em)

The closest to what is displayed in the game is
2000 *(hb+rb) *(rc+pb+em)

Well, but I am a little bit lost as to why this is so ??

Or is this a problem with my Version only ? (gold with some mods, none affecting production as far as I can tell)

oleg
September 26th, 2002, 05:36 PM
What do you mean by racial characteristic and racial bonus ? There are 3 racial factors that influence construction : culture modifier, points you spend in racial characteristic screen and "hardy industrialists" How do you group them ?

dogscoff
September 26th, 2002, 06:04 PM
Not sure I fully understand your question, but I can tell you this: The percentage multipliers in SE4 aren't multiplied together as you would mathematically expect percentages to be, but are added. Let's look at combat bonuses (they all work the same)

Suppose you have
50% basic to-hit chance
+20% experience
+20% sensors.
-10% enemy ECM

In this case your chance of hitting would be 50+20+20-10=80% chance of hitting, rather than 50 *120%=60%*120%=72&*90%=65% or anything like that.

Like I say, all percentages in SEIV stack in this manner, including construction rate bonuses.

Hope this helps.

Gryphin
September 26th, 2002, 06:16 PM
dogscoff,
Is Range a factor in combat?

oleg
September 26th, 2002, 06:18 PM
But, according to Dragon this is not the case for construction rate ! It is like : "The closest to what is displayed in the game is 2000 *(hb+rb) *(rc+pb+em)".

Gandalph
September 26th, 2002, 06:28 PM
Dogscoff's calculations are correct, but let's apply this to SY rate.

When you setup your empire you take Hardy Industrialist (+25%) and Engineers (+5%). On your Homeworld, you have 4 billion people (+40%)and they are Happy(+10%). The normal SY rate is 2000.

The formula is 2000 + [(25+5+40+10)* 2000]=3600

I forgot to factor in emergency build which is calculated after other bonuses. In the above scenario, with emergency build on, it would be 3600 * 150% = 5400.

Now the formula stands as;

{2000 + [(rc+rb+pb+hb)*2000]} * eb

[ September 26, 2002, 17:53: Message edited by: Gandalph ]

Gryphin
September 26th, 2002, 06:53 PM
Do any of the production bonuses affect Base Space Yards / Ships?

Suicide Junkie
September 26th, 2002, 07:10 PM
Happiness, Population, and Hardy Industrialist do not affect space yards, but the rest do.

Slick
September 26th, 2002, 07:29 PM
I am pretty sure that population does affect spaceyards construction rate. Proof: check out the "abilities" tab on various planets with different population and settings.txt.

population also affects resource production.

happiness affects resource production.

Slick.

Hotfoot
September 26th, 2002, 07:34 PM
Originally posted by Slick:
I am pretty sure that population does affect spaceyards construction rate. Proof: check out the "abilities" tab on various planets with different population and settings.txt.<font size="2" face="Verdana, Helvetica, sans-serif">I'm pretty sure that they meant shipyard components, not planetary shipyards. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
September 26th, 2002, 07:35 PM
Slick: SJ meant that population doesn't affect base space yards and space yard ships.

rdouglass
September 26th, 2002, 08:24 PM
Hey, it might be easier if we all start calling them SY comp(onent) and SY fac(ility)....

Maybe????

Suicide Junkie
September 26th, 2002, 08:35 PM
I was thinking "Planet Yards" and "Space Yards" at the time.

Sorry.

capnq
September 26th, 2002, 10:17 PM
Is Range a factor in combat? <font size="2" face="Verdana, Helvetica, sans-serif">Yes. Each sector beyond range one is another -10% to hit.

You can see this quite clearly if you turn on Show To Hit Chance in Tactical Combat. I forget offhand which Options menu has that toggle.

It's commonly claimed that weapon range doesn't matter in Ground Combat, but I'm not convinced yet. (I have a vague memory of reading somewhere that it's factored into the to-hit chance.)

zaphod-42
September 27th, 2002, 12:49 AM
Originally posted by Dragon of the void:
Or is this a problem with my Version only ? (gold with some mods, none affecting production as far as I can tell)<font size="2" face="Verdana, Helvetica, sans-serif">You're correct. Our mod is only a combination of Fyron's Quadrant Mod 1.14, TDM 3.2, all Astrocities Star Trek Races, plus 15 older races made gold compatible and some minor tweaks. But production is standard.

Dragon of the void
September 27th, 2002, 08:20 AM
Thanks for all for the fast help with my confusion.

I made 2 mistakes:
- happiness is NOT a factor in production output, only in resource mining.
- the spaceyard 1 is NOT adding the 2000 points to the output of the planet.

So your calculation Gandalph is of course correct. I was somehow expecting er ... more output ? *g* Maybe just wishfull thinking.

Thanks again for all, and sorry for the stupid question.