Cool. Thanks for all the help, guys. Seems like I've got the majority of what I wanted (and the rest I'll most likely get by playing locally). Just a couple more questions :)
On Wed, Jun 11, 2008 at 7:34 AM, Brett Nash <[EMAIL PROTECTED]> wrote: > I'm not sure if PDBs count in system battles or a separate battle after? > I have a horrible feeling it is a separate battle, which makes them > even more useless (so 200 attacking ships vs 100 defenders + 100 PDBs > becomes two battles 200 vs 100, followed by 150 odd remaining vs 100 > PDBs). Any word on that? > > >> > >> > 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. >> > Also changed the rules for invasions: > Normally if Player B invades player As world, then player C invades, if > C leaves it becomes player B's world. But if it's a homeworld, it's > always player A's. It is in the rulebook (and if you ally with someone > it's a great way to a) find homeworlds & b) permanently take over a > world ;-) So "homeworlds" don't become neutral, interesting. > >> Check xdotx's code for the >> > specific details. ;-) >> *Notes to make battle calculation code especially tricky (overloaded >> functions and pre/post increments galore).* > > Please don't... it's the sort of rules that get tweaked many many > times ;-) Hm, I tried going through the rtfs code in the tpserver-cpp before coming here for answers, but I've got enough of a headache with my own code... plus I read English better than c++ ;) >> >> 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? > > Please implement. I think interest is only in the advanced > ruleset thinking about it, but a large part of the strategy was global > RP management. It makes colonisation _much_ easier as you use RPs from a > strong colony to boost a weak one, but this works only while you > control the space, also the pros and cons of spending the RPs (which > cost 2 to buy remember)... or save for another turn. Would be nice to know if this would or would not be implemented in the near future :) >> 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) Hmm... any way to calculate overall fleet hitpoints? (there was no "hp" field in the ObjectParams.Fleet.ShipsType class in the TP03 class library, and nothing like that in the fleet as well). What's the mapping for that? Also, a related question: are PDBs considered ships with 0 velocity that reside on planets, or are they "resources"? >> >> 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. >> >> Sounds right. The TP RFTS battle calcs are going to be an evolved >> thing that comes with more testing. > > Indeed. I wonder if you could reverse engineer it... Would be a nifty ability for an AI... ;) Later. -- Victor. Truth is greater than ten goats (Nigerian proverb). _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
