Author Topic: nothing new, just a few improvements  (Read 3137 times)

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Offline boggo2300

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Re: nothing new, just a few improvements
« Reply #15 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
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Offline sloanjh

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Re: nothing new, just a few improvements
« Reply #16 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
 

Offline crys (OP)

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Re: nothing new, just a few improvements
« Reply #17 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 =)
 

Offline sublight

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Re: nothing new, just a few improvements
« Reply #18 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.

 

Offline sloanjh

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Re: nothing new, just a few improvements
« Reply #19 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

 

Offline TheDeadlyShoe

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Re: nothing new, just a few improvements
« Reply #20 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.