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Powering AA guns

 
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KlingonKommand

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Since: May 29, 2004
Posts: 447



(Msg. 1) Posted: Sun Mar 16, 2008 2:49 pm
Post subject: Powering AA guns
Archived from groups: alt>games>vgaplanets4 (more info?)

Do undercities help power AA guns, or just cities?

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GFM GToeroe

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Since: Jul 28, 2005
Posts: 196



(Msg. 2) Posted: Tue Mar 18, 2008 4:18 am
Post subject: Re: Powering AA guns [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 16 Mrz., 15:49, KlingonKommand <P....RemoveThis@nurk.fnord> wrote:
> Do undercities help power AA guns, or just cities?

I do not know if it was taken from the new code for the actual
releases but in new combat code (whose release is near) we have:

w = Min(UCity+City;C/100k)
h = Min(Fac^2/200k;w)
v = h+w
BaseGen = [Min(200;v) + Max(0;v-200)^0.865] * 12

BaseGen supports base IC and AA guns with energy.

In words:

1) base IC and AA guns no longer have own power supplies
2) undercities, cities and factories generate energy for the base
defense systems
3) Maximum energy supply is reached if all cities, undercities and
factories are full of colonists.
4) It does not help to build more structures then your colonists can
maintain.
5) Till 10M colonists the max energy output grows proportionally then
it becomes flater.

Example: 10M colonists could maintain 100 cities and sqr(20M)=4472
factories. They have 50 cities and 3000 factories:

w=Min(50;10M/100k)=Min(50;100)=50
h=Min(3000^2/200000;50)=Min(45;50)=45
v=50+45=95
BaseGen=95*12=1140

11 base IC or 110 AA guns could permanently fire.


A 50M world with 10000 factories and 500 cities has a
BaseGen=(200+(1000-200)^0.865)*12~6300

63 base IC or 630 AA guns could permanently fire.

This does not mean that more defense were wasted as the base battery
has a limit of 1M energy units. Which means that in the last case the
battery is full after 158 ticks.
Then 10000 AA guns could fire for a duration of 10 ticks ful salvos.

Smile

Gabor

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Lord Lancelot

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Since: Apr 16, 2007
Posts: 143



(Msg. 3) Posted: Wed Mar 19, 2008 1:19 am
Post subject: Re: Powering AA guns [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

The power should be available for defense, no matter if the building
are turned on or off. Having the needed colonist is another story, and
his ok to keep the defense building balanced.
The defenses should draw power when needed The player should not have
to worry about the little detail that does not add to the game beside
micro.

Lord Lancelot
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GFM GToeroe

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Since: Jul 28, 2005
Posts: 196



(Msg. 4) Posted: Wed Mar 19, 2008 5:33 am
Post subject: Re: Powering AA guns [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 19 Mrz., 09:19, Lord Lancelot <polan... DeleteThis @hotmail.com> wrote:

> The defenses should draw power when needed The player should not have
> to worry about the little detail that does not add to the game beside
> micro.

All this I meant when saying "Good point."

Gabor
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Tharsonius

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Since: Oct 08, 2007
Posts: 5



(Msg. 5) Posted: Wed Mar 19, 2008 6:01 am
Post subject: Re: Powering AA guns [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Do the factories have to be active?

When I play crystals I build 10k factories. It doesnt take long till I have
enough supplies so I deactivate the factories in order to make more money.
Normally the factories stay inactive most the time.
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Gabor Törö

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Since: Jul 17, 2005
Posts: 28



(Msg. 6) Posted: Wed Mar 19, 2008 7:41 am
Post subject: Re: Powering AA guns [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Good point.

"Tharsonius" <tharsonius.DeleteThis@mythen-und-legenden.de> schrieb im Newsbeitrag
news:frq6nv$c1g$00$1@news.t-online.com...
> Do the factories have to be active?
>
> When I play crystals I build 10k factories. It doesnt take long till I
> have enough supplies so I deactivate the factories in order to make more
> money.
> Normally the factories stay inactive most the time.
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