On Tue, Jun 10, 2008 at 11:18 PM, Brett Nash <[EMAIL PROTECTED]> wrote: >> Hey Tyler, thanks for the quick reply. I'm afraid this has only made >> me more bloodthirsty (for knowledge, of course!) ;) > > A likely story. > lol :) >> > - Everyone can always see all star systems. Fleets only travel to >> > star systems, not planets. >> >> Once in the star-system, I assume they can then "home-in" on planets >> or enemy fleet? Also, how do battles occur? > > At the end of a turn any fleets in a system fight it out to the death. > (Or withdraw - I don't know if that is implemented however). Allies.. sod > that.
Yep, and withdraws aren't supported in the current version. No promises otherwise. >> Now if it's a-2 or b-2, and there are forces currently being built to >> defend against attackers, will they be ready in time for battle? >> Did I miss anything? > > That's dependant on the turn order, but construction completes before battles > I believe. So on turn N you build a pair of mark Is, it finishes in turn N+1 > and gets blown out of the sky by the 47 Mark IVs in orbit. Let's see. I'd say it's implemented as 'A1'. Battles occur at the very end of the turn, and Nash's above scenario is correct. In my head everything happens at 'end of turn', but all production should finish before battles occur. >> Also, with battles, what is the formula for, say, n opposing fleets >> fighting for a planet? Is there some non-linear advantage to being >> stronger? what about more numerous? What about "home-turf" advantage? > > Yes to all of the above in the original game, although it was intentionally > not specified. Many more ships are more useful then higher tech, but higher > tech > nearly always beats lower tech of similar numbers. Currently the calculations scale linearly, but I would like to change/fix that to be more like the original. Also there's no implemented "home turf" advantage. Check xdotx's code for the > specific details. ;-) *Notes to make battle calculation code especially tricky (overloaded functions and pre/post increments galore).* > > >> Do I get charged for a production order when I issue it, or when it >> executes? Also, with production orders that take more than 1 turn to >> execute, do I get charged upfront, or relative to the amount of work >> being done each turn? > > Executes... not sure about multi turn... is there multi turn? Yes, executes. Production orders "take" exactly one turn, they're just queued up until it's a valid turn for them to execute. Also they *should* execute in order added. >> > > C) Technology: >> > > ~ Is the technology level global, or is it local to each planet? >> > Global. >> >> Ok, that was important to know :) >> OH, what about Resource Points? Are they global?? > > There are local ones and global ones. Buying globals cost 2:1. (Spending > still one for one). Globals earn interest, but can only be accessed if there > are no enemy fleets in orbit. (Else the are interdicted). Oh yeah! I totally forgot to ad... I mean, I decided that feature was lame and chose not to implement it. :P Currently all are local, global would be useful (though I rarely used it). Should global points be implemented? Also how/where would it display? >> > > ~ Do ships carry over the damage they have gained from battles, >> > > or do they come out "like new"? If they carry over damage, then >> > > what is the "auto-heal" ratio/constant-factor? >> > Hmm. It should carry over, no healing. (maybe they should?). >> >> Hm, ok. Now, is damage a property of ships, or of the fleet as a >> "total"? (as in, a fleet of 3 Mk.4 ships, with overall health 30%) > > I'm pretty sure it used to be ships were either in perfect health or > destroyed. Once the battle is over, auto heal. Just double checked. Fleets have damage/health (not ships), and damage carries over. I'd be fine to remove this :) The damage calcs are only used during battle. Also... it may be a little broken. (shhh) > >> > I'll get back / update the wiki page on the fleet/PDB strengths. One >> > reason for dodging is because I doubt it's well tuned/balanced atm. >> >> Right, so it's quite possible that the optimal strategy would be to >> stay in level 2 and opt for numbers, or go to level 4 as quickly as >> possible, and have substantially higher quality armies. But this is >> what I need to know ;) > > Actually it used to be a horrible combination of both. Basically you want > comparable numbers, slightly weighted at the heavy end. > > So things like 4 mark Is vs 1 mark IV the mark IV would generally win. 16 > mark I vs 4 mark IV and mr mark IV would be going home in tears (or not at > all). But say 16 mark Is vs 5 mark I and 3 Mark IVs and the mark I only fleet > would be in pain. > > It's a bit hard to explain but after a while you started to get a good feel > for it. Sounds right. The TP RFTS battle calcs are going to be an evolved thing that comes with more testing. > >> Not really for the sake of making an impossibly >> hard, but uninteresting robot to play against, but really for the sake >> of making an ~interesting~ robot to play against. Or even just for the >> sake of knowing why the hell Hypothetical_robot_c3p0 beats >> Hypothetical_robot_c3p1 in 20 rounds :))) > > 20 rounds would be damn good in RFTS ;-) Though that depends on the game length ;) > > nash -Tyler PS: the longer the email, the less likely i am to proof read it. _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
