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 determining maximum income for sector 
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quote:
Mainly cause I dont want war mongers like you trying to find easy games like this and taking over. I left out a lot about the game. and do so because of YOUR type.



You know I really hope I’m misinterpreting this statement. And I’m sure Slim will agree with this.
Our type is the type that is trying to help you here!
Our type is the type that plays to win the game the same as you.
Our type does not look for easy games. I much rather have my Butt handed to me by someone who knows HOW TO PLAY THE GAME then beat up on a bunch of newbies!

Man… I really think you should edit that out of your post it was not necessary to make that statement at all!

Also how can we help you if your not telling us what the settings are in the game?

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Fri Oct 22, 2004 6:41 pm
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Gameop

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yes i agree speed (btw are you on my icq? 207-107-486)
but, i think the deal with tater is that he is new, and he is hard headed (hell, i myself am hard headed) i probably wouldn't listen to myself either, heh. but i DID listen to people like me when i was new, and thats how i learned.

Slim

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Fri Oct 22, 2004 11:30 pm
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Slim I don't think i have you on my list. but I'll make sure to add you when I get back at my home computer.

I was just kinda checking in when the g/f was not looking. heh :)

thats not being hard headed thats being paranoid.
I wrote that for more then one reason It's not just directed at Tater It's also kinda directed to all the newbies who browse this forum i really hope what he said is not what the newbies think about the better players that are still around and would hate to have that planted in there heads buy a statement like that.

I would not say that i'm really a very good player at least not from what i have seen when I have either played against or with some of the best players out there. I want the newer players to know (I cant speak for everyone) I am not out there in games to get you just to kill you for the fun of it just to ruin your game. I want you to learn how to play the game I don't want to see TW die. There has been plenty of times i have taken it easy on new players in games because i don't want to scare them off. I rather try to teach you some of the tactics that will at least give you a chance to win a game. these tactics, griding comes to mind have been proven to work to help you to have a better chance of winning if you like it or not. I want you to learn stuff like that so that I can be challenged in a game someday by you. and as much as it sucks sometimes in order to learn something new in the game someone has to kill you or your stuff has to get invaded thats just how it is. thats how i learned.

Sorry this post was off topic. I guess its back to step 1 Traitor.

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Speed Demon launched a Photon Missile somewhere!
Speed Demon invaded Mt EverHard!!
Speed Demon captured Farscape's StarMaster!
Speed Demon DESTROYED Farscape's *** Escape Pod ***!
Speed Demon launched a Photon Missile somewhere!


Sat Oct 23, 2004 7:48 am
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quote:Originally posted by Speed Demon

quote:
Mainly cause I dont want war mongers like you trying to find easy games like this and taking over. I left out a lot about the game. and do so because of YOUR type.



You know I really hope I’m misinterpreting this statement. And I’m sure Slim will agree with this.
...
Our type does not look for easy games. I much rather have my Butt handed to me by someone who knows HOW TO PLAY THE GAME then beat up on a bunch of newbies!


Slim has admitted that he would rather beat up on newbies, and that it the type I am talking about. the rest is not what i meant by "your type"


Sun Oct 24, 2004 1:08 pm
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quote:Slim has admitted that he would rather beat up on newbies, and that it the type I am talking about. the rest is not what i meant by "your type"

Slim was a newbie too - once. I remember - heehee.
There are times to help a new guy learn the easy way - for instance, Moose gave me millions of credits in one game so I could survive long enough to learn a little.
Didaskalos and Twisted have both spent hours teaching me scripting - but I'm still an old goat when it comes to learning. Twisted p-toned me to slow me down long enough to teach me. Taught me to carry my own and retaliate too....
Then again, there are times to help a new guy learn the hard way - for instance, I was running e-col in an unlim without a care in the world and Freejack landed on my planets, upgraded them, claimed them, and set the q-cannon to kill me.

One way I learned a lot about trading and cashing and writing scripts the other way I learned a lot about the wars side of TradeWars which is half the reason to play.

Nobody wants new players to get frustrated and quit. Ask away and somebody will answer your questions. Most are not looking to jump into your sweet game and kill you but then again sweet little games become boring dead games mighty fast.

Just my $0.02...

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Sun Oct 24, 2004 4:38 pm
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i admitted i would rather beat up on newbies... than teach them? not true, i admitted i would rather beat up on newbies... than not play so they can have their 250 day old unlim that goes nowhere... true.

sigh, tater sometimes its like you are so hard headed and ignorant that i think you don't even read the posts you just start typing. im sorry dude, but when you aren't willing to listen, and you aren't willing to learn, you aren't going to last in tradewars. it always sucks to lose a twars player, but when they do it to themselves, it's hard to feel bad about it.


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Sun Oct 24, 2004 10:03 pm
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quote:Originally posted by Slim Shady

i admitted i would rather beat up on newbies... than teach them? not true, i admitted i would rather beat up on newbies... than not play so they can have their 250 day old unlim that goes nowhere... true.


once again you have not read fully the posts I had made. please, lets not go thru this again....

quote:
sigh, tater sometimes its like you are so hard headed and ignorant that i think you don't even read the posts you just start typing. im sorry dude, but when you aren't willing to listen, and you aren't willing to learn, you aren't going to last in tradewars. it always sucks to lose a twars player, but when they do it to themselves, it's hard to feel bad about it.
Slim


Doubt you're gonna lose me, but i really want to know where "assume stock game" is common sense to a newb, among other points most of you "elite" seem to hold.

But I *am* going to try to stick to my point rather than have this thread get into a shouting match. I may post another thread just to get it off my chest, but PLEASE let try to stick to the topic here.

I am in a bubble
I *want* to stay in my bubble to avoid attention
I have built ports in this bubble
I want to know *if* there is a formula to figgure out the ammount of colonists to produce product to match the regen rate of the port.

Technically, this formula should work on stock, but lets not even try to go there.

ok so we should have something like max_prod=Days*max_regen to determine when the port will be full. no, that formula aint right, but I am sure SOMEONE can give me the formula without someone comment about "stupid crazy edits" (note, I did mention that it would rely on edits in my first post)

once i know how many days the port takes to fully regen, I should be able to take the max the port produces, divide that by the number of days for the port to fully regen, and THAT would tell me how many colonists i need.

now speed helped by giving me a hint that I should use * to check for the number of the settings, but no info other than that, I'll go check around and see if that number is supposed to be a percentage or something.

so, is my above thinking right, or are well all to obssesed with looking at the big yellow orb out in the big room called outside?


Mon Oct 25, 2004 1:15 am
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Tater.. don't try to make things more complicated than they really are. Lets assume your main cash planet is an organics producer. Lets also assume that port maximum in your game is 32760 (that is, it can buy that much organics at 100%).

Start at the planet for figuring things out, not at the ports.. what's the point in finding out that you need more planets in order for you to be producing what your upgraded ports can take in?

Anyhow..

You have a cash planet that produces 1 org for every 2 colonists in that area. Lets assume that this planet, at maximum production can produce 100,000 organics per day (non stock, but irrelevant). That's 200,000 needed colonists (also irrelevant). Focus on your production for this problem, not on what you need to get it.

Since ports at maximum can buy up to 32760 organics (as assumed above), simply divide the 100,000 production by the port purchase maximum and round up.. Thus you need 100k/32k = 4 ports to sell ALL of your product each day - you may choose to round down instead hopping a planet to another port isn't worth it.

Assuming ports are at 100% regen per day, you therefore need 4 ports.

If not, you need to adjust the value. For example, if the port regeneration is at 5%, you'll need to multiply your answer (before rounding) by 100/5 giving you a result of 62. Similarly, if the port regen rate is 200%, you multiply by 100/200 giving you a result of 2.

Formally then, if you still require a formula..
R = game's port regen %
P = total salable product producable each day
M = port max buy amount
# = Number of upgraded ports you need
ceil(n) = round up the value of n to nearest whole number

Thus,
# = ceil(P/M*100/R)

Flip the formula around if you feel you have to, but quite frankly.. why upgrade ports before you're sure you already have the planets to feed them?

Edit: I should note, P in this case can be the sum across ALL planets you currently have, or a single planet, producing a single product (ie: organics) and it would certainly be helpful if they are L4 so you can move them, if necessary, to the required number of ports to sell their product. If you are selling two or three products off of a single planet, calculate the number of ports individually for each product type.. you then need to make sure you have ports that, all together, will satisfy your planets.

Hope that helps,
DC.


Mon Oct 25, 2004 3:01 am
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ok you said
"I want to know *if* there is a formula to figgure out the ammount of colonists to produce product to match the regen rate of the port."
well, to give you THAT formula, we would NEED to know the planet edits. for just figuring out that port regen "formula"
well..
|
|
|
\ /
V
speed didnt give you a hint, he gave you the answer, he just didnt hold your hand and wipe your butt....
you hit *
this will appear:
Enter your choice: *
Game Stats:
[Version]
Major Version=3
Minor Version=13
[Bigbang Settings]
Gold Enabled=True
MBBS Compatibility=True
Start Day=10/05/16
[General Info]
Defined Start Day=10/05/16
Internal Aliens=False
Internal Ferrengi=False
Closed Game=False
Show Stardock=True
Ship Delay Mode=None
Ether Delay Mode=0 Sec
Max Commands=30
Turn Base=800 Turns
Time Online=Unlimited
Inactive Time=300 Min
Last Bust Clear Day=10/05/16
[Startup]
Initial Fighters=100
Initial Credits=3000
Initial Holds=20
New Player Planets=False
[Settings]
Days Til Deletion=20 Days
Colonist Regen Rate=65535
Max Planet Sector=4
Max Corp Members=5
FedSpace Ship Limit=5
Photon Missile Duration=2 Sec
Cloak Fail Percent=1%
Debris Loss Percent=50%
Trade Percent=100%
Steal Buy=True
Production Rate=100
Max Production Regen=100
Multiple Photons=False
Clear Bust Days=1 Days
Steal Factor=70%
Rob Factor=50%
Rob Delay=False
Port Production Max=32760
Radiation Lifetime=1 Days
Fighter Lock Decay=1440 Min
[Costs]
Tavern Announcement=100 cr
Limpet Removal=10,000 cr
Reregister Ship=5,000 cr
Citadel Transport Unit=50,000 cr
Citadel Transport Upgrade=35,000 cr
Genesis Torpedo=15,000 cr
Armid Mine=1,000 cr
Limpet Mine=12,000 cr
Beacon=100 cr
Type I TWarp=25,000 cr
Type II TWarp=50,000 cr
TWarp Upgrade=35,000 cr
Psychic Probe=10,000 cr
Planet Scanner=40,000 cr
Atomic Detonator=10,000 cr
Corbomite=500 cr
Ether Probe=1,000 cr
Photon Missile=60,000 cr
Cloaking Device=10,000 cr
Mine Disruptor=3,000 cr
Holographic Scanner=15,000 cr
Density Scanner=2,000 cr
[Universe]
Sectors=20000
Users=200
Ships=800
Ports=8000
Planets=4000
Max Course Length=45
[Tournament]
Tournament Mode=0
Days To Enter=0 Days
Max Times Blown Up=0
[Dynamic]
Active Players=15
Percent Players Good=73
Active Ports=7600
Port Value=6555214
Active Planets=73
Percent Planet Citadels=15
Active Ships=18
Active Corps=4
Active Figs=126458
Active Mines=850
End Stats.

you see a little under photon duration where it says:
Production Rate=100
Max Production Regen=100

guess what, those ARE percentages. at 100% it will regen 100% per day.
so lets figure out this "formula" here.
1/production rate%= # of days to reach 100%.. if you know what a percentage is, you therefore know what this magic "formula" is.
EX: a 20% production rate will take 5 days to get back to 100%
(5 x 20 = 100)
the 2nd number, the max product regen, is 100 (in the example) so isnt needed to be bothered with. it was talked about recently here in the forums weather or not you had to manually visit a port or just query it ect.. if its under 100% to get it up to 100% in a day (or whatever the first "formula" gives you).



all dandy and clear? there, all done.


Slim

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Mon Oct 25, 2004 3:05 am
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quote:Originally posted by tater
I want to know *if* there is a formula to figgure out the ammount of colonists to produce product to match the regen rate of the port.


Umm, let's assume you know the regen rate of the port. You know that it regens at 50%. You also know the port buys 50,000 product. That means that it takes 2 days to regen, so you divide the max product by 2, and know that you need to make 25k product/day. The game tells you how much product you are making/day, so there is nothing more involved than that. Divide product max by days to regen, and that's what your daily production needs to be. Really, this isn't hard. I personally thought it was self explanatory so thought you must be asking for something different than that. To recap:

PlanetProduction = PortMax / DaysToRegen


Mon Oct 25, 2004 6:37 am
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Port regen = 100%
Planet produces items at 1:1
Fully up port is 32k units.
Its really simple from there I think you can figurer it out just change the variables to fit the settings in your game.

And yes I am obsessed with looking at the big yellow orb out in the big room called outside you should try it might help the with the paranoia and it also provides certain vitamins necessary for life. :P

Yes when you post something and you don't give details we are going to assume it stock.

_________________
Speed Demon launched a Photon Missile somewhere!
Speed Demon invaded Mt EverHard!!
Speed Demon captured Farscape's StarMaster!
Speed Demon DESTROYED Farscape's *** Escape Pod ***!
Speed Demon launched a Photon Missile somewhere!


Mon Oct 25, 2004 3:35 pm
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DragonCultist, I think you hit what I wanted exactly. thanks to speed and harley for the freindly helpfull assistance also.

just one additional question that is confusing me (and I read about it on another thread here), production rate is the daily ammount the port regenrates? and the Max Production Regen is(used to be) the ammount the port regenerates every time you port? I need to look at the settings in the game, but It appears that the regen rate is 100% but did not regenerate in 24 hours. and this port is inside my bubble and only touched by me.


Mon Oct 25, 2004 7:09 pm
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I don't know kinda hard to tell with out screen caps maybe post the * output and we could tell you.
or post screen caps of the port you are talking about just remember to edit out sector numbers and the port name or you might just give away your hidding place prob best to start with the * output

_________________
Speed Demon launched a Photon Missile somewhere!
Speed Demon invaded Mt EverHard!!
Speed Demon captured Farscape's StarMaster!
Speed Demon DESTROYED Farscape's *** Escape Pod ***!
Speed Demon launched a Photon Missile somewhere!


Mon Oct 25, 2004 9:39 pm
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There are two port regeneration percentages; one is the amount of product a port can regenerate in a day, the the other is the maximum percentage that a port can regenerate per visit.

As I understand it, these percentages work as follows:

Port Regeneration Rate - This is the percentage of a ports maximum product amounts that it can regenerate in 24h. So, if a port is maxed out in organics (say, 32760) and the regen rate is 100%, it can regenerate from 0 to 32760 (or from <= 32760 to 32760) in 24h. A port with a regen rate of 5% will regenerate max*5/100 units in 24h, and a port with a regen rate of 200% will regenerate max*200/100 units in 24h. The port will regenerate gradually over the course of the 24 hours, an amount equal to max/24 units each hour (of course, it regenerates each second I think but you get the idea I hope).

Max Regen Per Visit - This percentage sets a limit on the above percentage.. While it does not affect the rate at which a port regenerates, it does affect how high a port can regenerate. Thus, if a max regen per visit of 50% is set with a port regen rate of 100%, a port visited last at 2pm and drained to 0% will regenerate only as far as 50% in a day if it is not visited again; it will thus reach max*50% units 12 hours later (2am) but be unable to regenerate further. Now, lets assume that someone visited the port when it regenerated to 25% at 8pm but didn't trade it down any.. the port will now be able to regenerate 50% more (up to 75%) in another 12h (8am). If someone visits the port again sometime after it reaches 50%, it will continue regenerating up to the 100% as if max regen per visit were set equal to port regen rate (unset, for all intents and purposes).

Thus, if you are in a game with 100% port regen and 50% max regen per visit and you want to get the most out of planet trading, you can do one of the following..
1) Hop your planets around trading the ports down to 0%, then visit the port 12 hours later so that it will continue regenerating to 100% for further trading the next day. (Efficient for ore, poor for cash flow)
2) Hop your planets around trading the ports down to 50%, then hop your planets around trading the ports down to 50% 12h later when they have regenerated back up to 100%. (Use twice as much ore, much better income since you're trading the ports in the upper 50%)
3..) You can technically increase the number of times you hop your planets around and decrease the amount you sell each time so that you're trading only the top 40%, 30%, ... 1%, etc. at the expense of ore and turns.. figuring out an acceptable balance I'll leave up to you, but (2) should suffice.

[V] Don't quote me on accuracy, I haven't actually checked this out.. heh

Hope that's clear,
DC.


Mon Oct 25, 2004 11:29 pm
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Looks accurate to me.


Tue Oct 26, 2004 3:08 am
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