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Happyness calculation

 
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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 1) Posted: Mon Dec 11, 2006 12:56 pm
Post subject: Happyness calculation
Archived from groups: alt>games>vga-planets (more info?)

Hi Stephan,

I got little problem with happyness calculation
i have tried

sqrt(Native clans)
mines + factories
5 + SPI / 2 - ------------------------ - 0.85 *
- ------------------------
100
200
+ 10 for avians

And

+ Natives, THost:
Trunc(500 + 50*SPI - 85*NativeTax - (Mines+Factories) DIV 2
- Sqrt(Natives)) DIV 100
plus 10 for Avians

And Dont get it right Sad
Both fail same way and both are right in same cases.


here is example what i get to work for some NativeGovs

Let there following values are
p->GetNativeGov() = 7 "representative"
p->GetMines() = 100
p->GetFactories() = 100
p->GetTaxNatives() = 11
p->GetNativesClans() = 93967

and my SPI table is int SPI[0,20,40 ...]

int bonus = 0;
int happyness = 0;

if(p->GetNativeGov() == AVIANS) bonus = 10;
double a = 500 + 50 * ((double)SPI[p->GetNativeGoverment()]/100);
double b = 85 * p->GetTaxNatives();
int c = a - b - (p->GetMines() + p->GetFactories()) / 2;
double d = sqrt((double)p->GetNativesClans());
int e = c -d;
happyness = (int)e / 100 + .5;
happiness += bonus;

What u get from those values ?
I get happyness drop -5 (or then i have paste you wrong 'tryout')
But its wrong.

Planet temperature dont involve native calculations ?
And i've noticed when some planets are mined to the end, same tax give more
penalty ?

-Toni

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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 2) Posted: Mon Dec 11, 2006 12:56 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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Sorry i remembered your name wrongly, Stefan Wink

-Toni

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Stefan Reuther

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Since: Apr 10, 2004
Posts: 197



(Msg. 3) Posted: Mon Dec 11, 2006 1:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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Toni wrote:
> Hi Stephan,

That is, Ingo, Heiko, ][avok, Maurits, Patrick, Ricki and so on may not
answer? Smile

> + Natives, THost:
> Trunc(500 + 50*SPI - 85*NativeTax - (Mines+Factories) DIV 2
> - Sqrt(Natives)) DIV 100
> plus 10 for Avians

Right.

> here is example what i get to work for some NativeGovs
>
> Let there following values are
> p->GetNativeGov() = 7 "representative"
> p->GetMines() = 100
> p->GetFactories() = 100
> p->GetTaxNatives() = 11
> p->GetNativesClans() = 93967

Trunc(500 + 50*7 - 85*11 - (100+100) DIV 2 - sqrt(93967)) DIV 100
= Trunc(500 + 350 - 935 - 100 - 306.5) DIV 100
= -492 DIV 100
= -4

PCC agrees with me (i.e. no typo in my calculation here) and I have no
evidence that it's wrong.

> if(p->GetNativeGov() == AVIANS) bonus = 10;
> double a = 500 + 50 * ((double)SPI[p->GetNativeGoverment()]/100);
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
No need to index through the array. Use the Native Government value as-is.

> Planet temperature dont involve native calculations ?

No. Natives were born on the planet, and are used to its temperature.

> And i've noticed when some planets are mined to the end, same tax give more
> penalty ?

Just because planets that are mined out usually have a high number of mines.


Stefan
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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 4) Posted: Mon Dec 11, 2006 3:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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"Stefan Reuther"
> Toni wrote:
> That is, Ingo, Heiko, ][avok, Maurits, Patrick, Ricki and so on may not
> answer? Smile
well perhaps they can, but they r not good as u r Smile


>> + Natives, THost:
>> Trunc(500 + 50*SPI - 85*NativeTax - (Mines+Factories) DIV 2
>> - Sqrt(Natives)) DIV 100
>> plus 10 for Avians
>
> Right.
>
>> here is example what i get to work for some NativeGovs
>>
>> Let there following values are
>> p->GetNativeGov() = 7 "representative"
>> p->GetMines() = 100
>> p->GetFactories() = 100
>> p->GetTaxNatives() = 11
>> p->GetNativesClans() = 93967
>
> Trunc(500 + 50*7 - 85*11 - (100+100) DIV 2 - sqrt(93967)) DIV 100
> = Trunc(500 + 350 - 935 - 100 - 306.5) DIV 100
> = -492 DIV 100
> = -4
>
> PCC agrees with me (i.e. no typo in my calculation here) and I have no
> evidence that it's wrong.

-4 is also wrong Smile
WinPlan and Tim result say that is -3


>> if(p->GetNativeGov() == AVIANS) bonus = 10;
>> double a = 500 + 50 * ((double)SPI[p->GetNativeGoverment()]/100);
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> No need to index through the array. Use the Native Government value as-is.
No i cant, if u put there like 140 happyness is way too high, and my program
tax them to riot.
Like i say its not 100% = 140 / 100 = 1.4 %
so 100 * 1.4 = 140 right ?

> No. Natives were born on the planet, and are used to its temperature.
>> And i've noticed when some planets are mined to the end, same tax give
>> more
>> penalty ?
>
> Just because planets that are mined out usually have a high number of
> mines.

No i dont do that mistake on games Wink
I got my universal own economy plans.

i dont got like 200 mines on every planet.
I like Colonist more Wink
And their grown rates.

-Toni
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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 5) Posted: Mon Dec 11, 2006 3:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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And this happyness calculation is pure Native only
On colonist that formula what u have gave, works great !

-Toni
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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 6) Posted: Mon Dec 11, 2006 3:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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+ remark dFens post ?
They change that formula aswell Smile

-Toni
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Stefan Reuther

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Since: Apr 10, 2004
Posts: 197



(Msg. 7) Posted: Mon Dec 11, 2006 4:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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Toni wrote:
> "Stefan Reuther"
>> Trunc(500 + 50*7 - 85*11 - (100+100) DIV 2 - sqrt(93967)) DIV 100
>>= Trunc(500 + 350 - 935 - 100 - 306.5) DIV 100
>>= -492 DIV 100
>>= -4
>>
>>PCC agrees with me (i.e. no typo in my calculation here) and I have no
>>evidence that it's wrong.
>
> -4 is also wrong Smile
> WinPlan and Tim result say that is -3

Winplan uses this formula
lv034E% = (1000 - Sqr(gv0352.field0604&) - gv0352.field05E4% * 85
- (gv0352.field0554% + gv0352.field054C%) \ 2
- (10 - gv0352.field05FC%) * 50) \ 100
(at least, that's what my disassembler says), which is the same as mine,
if you substitute the proper values for the field0815%. The 1000 and the
"-(10...)*50" cancel out each other to yield 500.

My copy of Winplan doesn't display numerical happiness change.

>>>if(p->GetNativeGov() == AVIANS) bonus = 10;
>>>double a = 500 + 50 * ((double)SPI[p->GetNativeGoverment()]/100);
>>
>> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>>No need to index through the array. Use the Native Government value as-is.
>
> No i cant, if u put there like 140 happyness is way too high, and my program
> tax them to riot.

It must be 'double a = 500 + 50 * p->GetNativeGovernment()'. No need to
compute a percentage. If you multiply by 1.4, as you seem to do, you get
a change of -7, not -3 (which happens to yield a difference of -4 i.e.
my value, in case that rings a bell Smile

>>>And i've noticed when some planets are mined to the end, same tax give
>>>more penalty ?
>>
>>Just because planets that are mined out usually have a high number of
>>mines.
>
> No i dont do that mistake on games Wink
> I got my universal own economy plans.

Then, native population also gives a penalty. The higher the population,
the higher the sqrt(native pop) term, the lower your happiness change.

While we are at it, this is the PHost formula:
Int16 lChange;
lChange = 5 + (double)PlanetNatGovm(pPlanet)/2
- sqrt((double)PlanetNativePopulation(pPlanet)/1000000.0)
-
(double)(PlanetMines(pPlanet)+PlanetFactories(pPlanet))/200
- (double)PlanetNatTax(pPlanet)*0.85;

if (PlanetNatType(pPlanet) EQ Avian) {
lChange += 10;
}
return lChange;
which is substantially identical to the HOST formula (except that it
does not truncate (Mi+Fa)/2).


Stefan
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Ingo von Borstel

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Since: Jun 22, 2004
Posts: 56



(Msg. 8) Posted: Tue Dec 12, 2006 10:04 am
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hi,

> + remark dFens post ?
> They change that formula aswell Smile

Where in the given formulas do you see a term that contains the number
of defence posts? Also in my limited experience there shouldn't be any
influence.

Or are you saying, that the happyness - changes in a game of yours, now
that you ONLY increased the number of defence posts, is different than
before? Then it will be neccessary to have the detailed version
information of the host you are using.

Regards,
Ingo
--
Ingo von Borstel <newsgroups.RemoveThis@planetmaker.de>
Public Key: http://www.planetmaker.de/ingo.asc

If you need an urgent reply, replace newsgroups by vgap.
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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 9) Posted: Wed Dec 13, 2006 6:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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"Stefan Reuther"
>> -4 is also wrong Smile
>> WinPlan and Tim result say that is -3
>
> Winplan uses this formula
> lv034E% = (1000 - Sqr(gv0352.field0604&) - gv0352.field05E4% * 85
> - (gv0352.field0554% + gv0352.field054C%) \ 2
> - (10 - gv0352.field05FC%) * 50) \ 100
> (at least, that's what my disassembler says), which is the same as mine,
> if you substitute the proper values for the field0815%. The 1000 and the
> "-(10...)*50" cancel out each other to yield 500.
>
> My copy of Winplan doesn't display numerical happiness change.

Neither do mine, but i remember what it was, and then run host and look how
mucho it
was dropped Smile

But when i got next more time to look that formula. And i get back to you.

-Toni
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Toni

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Since: Jul 10, 2006
Posts: 37



(Msg. 10) Posted: Wed Dec 13, 2006 6:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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"Ingo von Borstel" <newsgroups.RemoveThis@planetmaker.de> wrote in message
news:ellrbb$rl0$1@rzcomm2.rz.tu-bs.de...
> Hi,
>
>> + remark dFens post ?
>> They change that formula aswell Smile
>
> Where in the given formulas do you see a term that contains the number
> of defence posts?
Non ?

> Also in my limited experience there shouldn't be any
> influence.
Perhaps i wrote it wrongly im not perfect in drunk(or otherwise).
Just trying to figure out that changing on that happyness.

> Or are you saying, that the happyness - changes in a game of yours, now
> that you ONLY increased the number of defence posts, is different than
> before?
I let u know, with example files. And i dont mean dfens post.
Im not so good in disasembly like that Stefan. So i need to improvise.

> Then it will be neccessary to have the detailed version
> information of the host you are using.
VGA Planets(tm) HOST Program [ Version 3.22.046 ]
Thost it is.

-Toni
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Ingo von Borstel

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Since: Jun 22, 2004
Posts: 56



(Msg. 11) Posted: Thu Dec 14, 2006 9:40 am
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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Hi,

> Neither do mine, but i remember what it was, and then run host and look how
> mucho it
> was dropped Smile

Hu? Without a numerical value you can say how much it dropped?
>
> But when i got next more time to look that formula. And i get back to you.

May I propose to use a client or viewer that displays the happyness in
numbers in order to have a detailed look at the happyness? You can
basically use any non-Tim client for that. As you use Winplan I propose
to use Echoview to check out the happyness.

I still have somehow the feeling, I don't get entirely what you observed
with which programme in detail...

Best regards,
Ingo

--
Ingo von Borstel <newsgroups.RemoveThis@planetmaker.de>
Public Key: http://www.planetmaker.de/ingo.asc

If you need an urgent reply, replace newsgroups by vgap.
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Toni

External


Since: Jul 10, 2006
Posts: 37



(Msg. 12) Posted: Thu Dec 14, 2006 9:56 am
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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>> Neither do mine, but i remember what it was, and then run host and look
>> how
>> mucho it
>> was dropped Smile
>
> Hu? Without a numerical value you can say how much it dropped?
Plz go your vga-planets(winplan) your 'planets' screen
find where there is said "Natives are" or "Colonist are" and click colored
text on its right side
it that text turn up to number or go 'buildings' screen and next to tax bar
is happiness value ?
That number enought for me. (set tax -> make trn -> run host -> unpack turn
look that value again
in most cases it has been changed).

>> But when i got next more time to look that formula. And i get back to
>> you.
>
> May I propose to use a client or viewer that displays the happyness in
> numbers in order to have a detailed look at the happyness? You can
> basically use any non-Tim client for that. As you use Winplan I propose
> to use Echoview to check out the happyness.
Ofcourse you can propose, but i want to make program, that i dont need to
manualy
check all my taxes and happyness values.

> I still have somehow the feeling, I don't get entirely what you observed
> with which programme in detail...
I've played only Thost games, with latest host and latest winplan.

-Toni
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Stefan Reuther

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Since: Apr 10, 2004
Posts: 197



(Msg. 13) Posted: Thu Dec 14, 2006 2:57 pm
Post subject: Re: Happyness calculation [Login to view extended thread Info.]
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Ingo von Borstel wrote:
>>Neither do mine, but i remember what it was, and then run host and look how
>>mucho it
>>was dropped Smile
>
> Hu? Without a numerical value you can say how much it dropped?

Winplan does display numerical happiness. It does not display numerical
*change*. So it will tell you that your natives are happy-99, but not
whether this "like your leadership" is a +1 or +4.


Stefan
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