User talk:Amaranthine

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[edit] Growth Model

I thought Tim had released the code for growth and training of bases. Do you know where that is accessible? I noticed that you had commented that the Happiness Schedule for growth is inaccurate but I do not remember any documantion from Tim or otherwise that revoked that. It is not too hard to keep you major bases at a high level of happiness but I really try to be exact on growth models. (Kevin, KBJ07675)

I completed a great number of scripted simulations. The happiness effect is the only item I am unable to model as yet as it seems to to depend on both start and finish growth rate. Any insight you might have based on either the data I added or your own tests would be appreciated. The model is under Growth

[edit] Engine Data

Hi Amaranthine, do you mind if I take your comments on the ship engines as starting material for the corresponding wiki pages? I would take them from [1] (Jochen)


No problem. I was eventually going to get around to adding them myself. (Amaranthine)

[edit] Solorian Fighters

Hi Amaranthine. It's not the Quasar that has double range, it's the Neutron (type-1). It has a base range of 600, doubled with its special ability to 1200. I made a mistake when I first typed it in and finally cought the mistake while playing the race. --Magik 22:28, 20 Sep 2005 (CEST)


The Quasar is the Type 1. The Neutron is the Type 3. I pulled my information out of the code when I was creating the Fighter Stats page. In the FireFighterMissile code, it loops through the 3 types of fighters. If the fighter type = 1, then the range is doubled. Now if the 1 in the code is equivalent to the Type 3 (most expensive) fighter, then the Type 3's would be the one's initially targetted by Point Defense, rather than being screened by the less expensive Type 1's and 2's.


The "types" varies throughout the documentation and planets client. Such as when you use the mobile fighter(1) factory, you actually build type-3 fighters. Do you see any reference to the Solorian fighters specifically in the code? In my testing, regardless of how they are designated, the Neutron is the one that gets the double range because it is able to sit across the map and fire missiles at ships. If the ship gets close to the Quasar then it will fire, but it has to be very close. I appreciate you for helping me clarify this. --Magik 18:39, 21 Sep 2005 (CEST)


Taken from the FireFighterMissileCode (only relevant portion included). Following it will be taken from the FireFighterBeam code, which uses the same reference numbers for fighter type (1-3).

fireFighterMissile
For kf = 1 To 3
  Case 3 ' Fighter
    If raceA(m2_cob(cid).pNum).raceNum = %raceSolorian Then
      If kf = 1 Then rMaxRange = rMaxRange * 2
    End If

NOTE: I had not previously paid attention to the fact that the above section of code is only executed when the target is a Wing. So this doubling has nothing to do with firing at ships. There is no special reference to Solorian fighters (of any type) within the code when the target is a ship. There is, however, a seperate function "fighterRangeMissile(kf, cID)" used both vs Ships and Fighters that I have not seen. I just sent Tim a message asking to either see it or to let me know if it simply retreives the Missile Range stat or if it has any calculations within it.

fireFighterMissile
For kf = 1 To 3
  '// Rebel ION Cannons
  If fgRebel = 1 Then
    If kf = 3 Then
      m2_cob(tid).DamageSys = m2_cob(tid).DamageSys + 5
      If m2_cob(tid).DamageSys > 5000 Then m2_cob(tid).DamageSys = 5000
    End If
  End If

Since the Thunder Dancer, with its ion cannon, is the Rebel Type 3 (most expensive) fighter (at kf=3), then the kf=1 in the Missile code must refer to the Solorian Type 1 (least expensive) fighter.


Further question: What Host were you running your tests under? The fighter code may have had a major revision fairly recently. I know my data is valid as of 193 (and assumably the only fighter changes in 194 were bug fixes). Previous to that though, the Solorian fighters (and all others) may have had their stats averaged over the entire Wing before having their Missile Range doubled. So a single Type 1 may have doubled the Type 3's range.


Greg Bahr: I'm not sure I'm following all this, are you saying the Sol Type 1 does not get a double missle range? Are you saying those targeting a Sol are getting the bonus, or what? It's not clear to me. As a side note, at one time, I requested Tim to remove that bonus and change some stats, but I think he did not, and mixed up the stats and inverted the changes.


Currently, The Solorian type 1 fighter has its Missile Range doubled during the FireFighterMissile code. Which stats were you changing?(Amaranthine)


GB: Looks like it's been corrected, based on html on tims site. travel range is 10, missile range is 10. That is fine. I beleive I had asked tim to change missile range to 20, but guess that is where it is now.


Ingame, travel range is actually 50 (double both type 2 and 3) for type 1. While the ship has the missile range of 10 as a stat, within the missile firing code, that value is doubled for the Solorian type 1. Not very elegant, perhaps, but it accomplished the same thing without having to release a new version of racepack. (Amaranthine)


GB: Ah, ok, there is the mix up, Travel Range was supposed to be 10, missile range 50.


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