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Posted by: TheDeadlyShoe
« on: June 29, 2012, 11:59:12 AM »

Quote
onventional starts are considered to be advanced/hard mode while the TN start is the easier default mode.
Personally, I found the TN start confusing and the Conventional start enlightening.  Because I designed/built everything from the ground up, and dealt with only civilian ships at first etc., I was able to ease into most of the game mechanics.
Posted by: sloanjh
« on: June 15, 2012, 07:28:49 AM »

ok i try to be more clear

so my research is said to finish on may 30
i finished a 5 day cycle at may 25
we take it as given, that my research rate is fixed - for this - so no changes to it

so you say i can have as many interupts as i like between may 25 and may 30 and its going to finish at my 30?
when you would have an interrupt at my 29 it would say its finishing at june4 (lets not play with hours of the day for now)- but its finishing at may 30?

i assume that all thouse interrupts before the minimum production cycle(5d) are lost for production/mining/research
im happy to be wrong here =)
That's correct.  The project won't complete until May 30.  If there was only 1 day's worth of research left on May 25, then on May 30 the first project will be finished and the next project queued for that team will have 4 day's worth of research applied.  Interrupts are merely there so the human can take action - industrial activity is only calculated at an interrupt if more than 5 days (or whatever the cycle time is) have passed since the last time it was calculated.

John

Posted by: sublight
« on: June 15, 2012, 06:45:13 AM »

hmm
but why is any build timer pushed back then? like say resarch finishing may 25.
now you get a stop after 4 days it moves to may 29?

[Speculation] The 'finish date' is equal to Current Date + Cost Remaining / ResearchOrConstruction Rate

So, with the standard 5-day construction cycle if you get an interrupt after 4 days the cost hasn't yet been decreased. As a result the finish date appears to be pushed back said 4 days by the data calculator. But, this is only an illusion. On the next 1+ day cycle when the construction phase triggers the game will credit you those previous 4 'lost' days and the Finish Date will fall back to it's original prediction.

Posted by: crys
« on: June 15, 2012, 05:51:12 AM »

ok i try to be more clear

so my research is said to finish on may 30
i finished a 5 day cycle at may 25
we take it as given, that my research rate is fixed - for this - so no changes to it

so you say i can have as many interupts as i like between may 25 and may 30 and its going to finish at my 30?
when you would have an interrupt at my 29 it would say its finishing at june4 (lets not play with hours of the day for now)- but its finishing at may 30?

i assume that all thouse interrupts before the minimum production cycle(5d) are lost for production/mining/research
im happy to be wrong here =)
Posted by: sloanjh
« on: June 14, 2012, 08:08:08 PM »

hmm
but why is any build timer pushed back then? like say resarch finishing may 25.
now you get a stop after 4 days it moves to may 29?

Because you only actually accumulate points at the cycle update.  Say you generate 100pts a day, and have 400 pts left; it will say it takes you 4 more days to finish the project.  The alternative would be to have negative times to completion, e.g. if you only had 100 pts left then on day 4 it would give a date 3 days in the past.  No matter what Steve does, there's going to be a weird behavior that someone complains about :)

John
Posted by: boggo2300
« on: June 14, 2012, 04:41:28 PM »

hmm
but why is any build timer pushed back then? like say resarch finishing may 25.
now you get a stop after 4 days it moves to may 29?

i changed the production cycle to 86k secs now - that should be little below 1d - propably slowing the game turns alot too

but i have still seen alot of pushbacks for about 1d or so(and i had enough wealth)

The time between estimated completion and actual maybe?

Matt
Posted by: crys
« on: June 14, 2012, 04:11:08 PM »

in this case you get an error spamm - too many actions to calculate mission time or something like that
you allready get the error when you select the task group, and its not stoping to spamm you(ok after pressing enter for 10 secs i quit waiting for the error spamm to stop) - so you can only fix it with absorbing the task group



edit:
about the production cycle - i shortend it to reduce production losses for turns which are less then 5 days - but maybe im wrong here like Bgreman said, but i dont think so.   
the game is allready slowing down for me - maybe i go with the 5d cycles with my next game again.   
Posted by: Steve Walmsley
« on: June 14, 2012, 04:07:07 PM »

5.  task groups window(f12)
there are some traps here

A.
a few times i wanted to repeat some actions a lot like 150 times - thats no problem, but when you enter the numbers without deleting the old ones by mistake, you get a lot of repeats like 50150 - was 50 before new 150
this actually deadlocks the game, when you select this task group again - you can just kill the game and ignore the task group forever or absorb them with another task group.  idk if it damages the database in anyway.
is it possible to catch large numbers? which would break the game.

If you set too many orders, use the "Delete All" button to remove all orders for that TG (located to the right of Add and Remove)

Steve
Posted by: Steve Walmsley
« on: June 14, 2012, 04:04:23 PM »

hmm
but why is any build timer pushed back then? like say resarch finishing may 25.
now you get a stop after 4 days it moves to may 29?

i changed the production cycle to 86k secs now - that should be little below 1d - propably slowing the game turns alot too

but i have still seen alot of pushbacks for about 1d or so(and i had enough wealth)

I would advise against setting it to 86k. That will slow the game down considerably. No matter how long between production cycles, the amount of production is based on the interval. So if there is 5 days between cycles, you get 5 days of production. If they are 9 days apart, you get 9 days of production, etc..

Steve
Posted by: crys
« on: June 14, 2012, 03:19:42 PM »

hmm
but why is any build timer pushed back then? like say resarch finishing may 25.
now you get a stop after 4 days it moves to may 29?

i changed the production cycle to 86k secs now - that should be little below 1d - propably slowing the game turns alot too

but i have still seen alot of pushbacks for about 1d or so(and i had enough wealth)
Posted by: Bgreman
« on: June 14, 2012, 02:17:06 PM »

oh i just remember salvaging some wrecks - the problem here was again that it can call a stop to time progression.
lets say you salvage youre lost grav/geo surveys(which have little return/value), you propably make a loss in minerals/time (you would produce more minerals in the time, which is lost to the time stoping event, cutting short the production cycle)

Just so you know, you don't lose out on the production if you get an interrupt before the production cycle "ends."  The cycle time merely means that "every X seconds, the production cycle routine runs."  So if you get an interrupt, the production routine will still run when the time reaches the next multiple of the cycle.
Posted by: Erik L
« on: June 13, 2012, 07:07:21 PM »

Just remember that the initial AI player(s) are based on your starting population.
Posted by: Person012345
« on: June 13, 2012, 06:33:49 PM »

For #2 - what population are you starting with to have 200 conventional ground units? Even starting with a population of a billion, I only get something like a combined total of 60 or so units between LTA and LTI units.

Ground combat works with multiple units at a time. You generally won't see damage to every unit deployed every tick.

Ground unit production can be expanded by building more ground forces training facilities. Given production times of Trans-Newtonian units is fairly long, I don't think you really need to have a more expanded queue then increasing the training facilities.

I agree on point 6, by the way. Sensors are hugely expensive investments, well out of line with other components.
To be fair I have started with a population of 8 billion before, RPing a united earth.
Posted by: crys
« on: June 13, 2012, 06:10:35 PM »

oh i just remember salvaging some wrecks - the problem here was again that it can call a stop to time progression.
lets say you salvage youre lost grav/geo surveys(which have little return/value), you propably make a loss in minerals/time (you would produce more minerals in the time, which is lost to the time stoping event, cutting short the production cycle)
Posted by: Erik L
« on: June 13, 2012, 05:29:23 PM »

Conventional starts are considered to be advanced/hard mode while the TN start is the easier default mode. If you've not tried a TN start, I'd suggest trying one as it may alleviate some of the issues you see with wealth.