View unanswered posts | View active topics It is currently Mon Apr 15, 2024 11:13 pm



Reply to topic  [ 11 posts ] 
 Colonists Suicide Tendencies 
Author Message
Veteran Op
User avatar

Joined: Mon Jun 16, 2003 2:00 am
Posts: 639
Location: USA
Unread post 
Is the Habitability rating or Hazard Level of a certain planet just a random happening?? In a test game I have 10 planets. All the same type.. all starting out with the same amount of colonists.   It seems that a select few planets (in same sector) are losing colos..   some are gaining colos.   I started out with 10B colos .. now I have 9B total.    So.. I have lost close to 1B in a matter of days.

Does this go up and down throughout the life of the game?


Thu Mar 01, 2007 7:52 pm
Profile ICQ
Ambassador

Joined: Wed Feb 28, 2001 3:00 am
Posts: 1410
Location: Boo! inc. Ireland
Unread post 
I've never seen that happen in TWGS, but I play games close to stock bangs.

Used happen a lot on H planets before TWGS. I could never figure out the pattern, there were several theories.

Muss wrote:
Is the Habitability rating or Hazard Level of a certain planet just a random happening?? In a test game I have 10 planets. All the same type.. all starting out with the same amount of colonists.   It seems that a select few planets (in same sector) are losing colos..   some are gaining colos.   I started out with 10B colos .. now I have 9B total.    So.. I have lost close to 1B in a matter of days.

Does this go up and down throughout the life of the game?


Thu Mar 01, 2007 8:33 pm
Profile
Commander

Joined: Tue Mar 26, 2002 3:00 am
Posts: 1416
Location: Canada
Unread post 
The habitability setting is used as a meter for volatility. It means that planets with the worst hobitability will jump up and down all the time.

As far as having 10B colos, well I've never looked at it with that many.


Thu Mar 01, 2007 10:56 pm
Profile ICQ
Gameop

Joined: Thu Jun 06, 2002 2:00 am
Posts: 2371
Location: USA
Unread post 
also, that 10B to 9B difference could only be the loss of 1 colonist.
It rounds up and down

_________________
Ask Slim!

--==[The Outfit]==--


Fri Mar 02, 2007 1:39 am
Profile ICQ WWW
Lieutenant J.G.

Joined: Mon Sep 22, 2003 2:00 am
Posts: 486
Location: USA
Unread post 
9,000,000.51 - 9,500,000.50= 9 bill

at 9,500,000 the figure reported depends on how long till the next colonist spawns, if its less then 1/2 of the time it takes to spawn 1 colonist then you still get 9bill, if its closer to the spawn time then to the beginning of the spawn time it will report 10bill

consider 9,500,000.50 this still reports as 9 bill, however 9,500,00.76 will report as 10 bill, we dont see the numerical quantity from .01 - .99 but the software does.

9,500,000.51 - 10,000,000.00 = 10 bill

_________________
C.E.O. Corp Noble House
Sysop - Zentock's Realm TWGS
Co-Sysop - Vulcans Forge TWGS

Admin.
Vulcans Forge Forums
Vulcans Forge TeamSpeak


Fri Mar 02, 2007 5:50 am
Profile ICQ
Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1837
Location: Guam USA
Unread post 
Slim is right , that little is enough to sque the reading with so many.

But if the habitality is set low then they die as time goes on .. tha Haz also effects in same way , but take notice
that Haz only happens (random planet) at extern only.

I noticed too that most planets are set to 80-98 %
anything less and its a big noticable death rate.

_________________
TWGS V2 Vids World on Guam Port 2002
Telnet://vkworld.ddns.net:2002
Discord @ DiverDave#8374
Vid's World Discord

Founding Member -=[Team Kraaken]=- Ka Pla

Image
Winners of Gridwars 2010
MBN Fall Tournament 2011 winners Team Kraaken
Undisputed Champions of 2019 HHT Just for showing up!

The Oldist , Longist Running , Orginal Registered Owner of a TWGS server :
Vids World On Guam


Fri Mar 02, 2007 5:58 am
Profile WWW
Lieutenant J.G.

Joined: Mon Sep 22, 2003 2:00 am
Posts: 486
Location: USA
Unread post 
another point of trivia, everything in the game is cyclical, when the game is in a death cycle, ie planet colo are dying off, then its very easy to get mugged on sd, and when the planets are in a birth cycle you cant get mugged if you wanted to.

_________________
C.E.O. Corp Noble House
Sysop - Zentock's Realm TWGS
Co-Sysop - Vulcans Forge TWGS

Admin.
Vulcans Forge Forums
Vulcans Forge TeamSpeak


Fri Mar 02, 2007 6:30 am
Profile ICQ
Veteran Op
User avatar

Joined: Mon Jun 16, 2003 2:00 am
Posts: 639
Location: USA
Unread post 
thanks homies   


Fri Mar 02, 2007 10:33 am
Profile ICQ
Veteran Op
User avatar

Joined: Mon Jun 16, 2003 2:00 am
Posts: 639
Location: USA
Unread post 
update ..    same game.. down to 3B colos vs. 10B at start

day 69


Sun Apr 22, 2007 4:12 pm
Profile ICQ
Staff Sergeant

Joined: Thu Apr 19, 2007 8:51 pm
Posts: 12
Location: United States
Unread post 
Muss wrote:
update ..    same game.. down to 3B colos vs. 10B at start

day 69

That means the in the game settings the planets hazard level is set high or the habitability level is set low.


Sun Apr 22, 2007 11:30 pm
Profile
Commander
User avatar

Joined: Tue Oct 07, 2003 2:00 am
Posts: 1131
Location: Augusta, GA
Unread post 
The habitability rating is the chance of nothing happening in a 24 hour period. So a habitability rating of 80 means that there is a 20% chance of a natural disaster each day. This chance accumulates with the number of days since the last visit. So the chance of a disaster with the above rating increases by 20% for each day it isn't visited. If you don't visit it for 7 days, then it will have had 1 disaster for certain, and a 40% chance of another (7 * 20).

Now, the thing to keep in mind is that the colonists won't actually die until you visit them... so until that time they'll continue making figs and product (I think). If you have a planet with low habitability, visit it every day, or not at all. If you visit it every day, then a disaster will never be 100% certain. But if you visit it not at all, then product should be produced at the rate before the disaster (again, I think). I'm guessing that a planet scan causes TW to update the numbers the same as an actual visit.

I hope that is helpful, despite all of the speculation. That is all based on a blurb by the Martins about a bug fix, not any actual testing on my part.

+EP+

_________________
Claim to Fame: only guy to ever crack the TW haggle algorithm, and fig/shield/hold price formula, twice.


Mon Apr 23, 2007 2:14 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 11 posts ] 

Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware.