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Since: May 29, 2005 Posts: 65
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(Msg. 91) Posted: Wed Oct 31, 2007 3:28 am
Post subject: Re: putting the "R" in an RTS [Login to view extended thread Info.] Archived from groups: rec>games>empire (more info?)
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"Bungholio" <empire_bungholioNOSAPM DeleteThis @verizon.net> wrote in message
news:7NQVi.9581$%r.884@trnddc01...
> Ok, this thread got too long to figure out where to put this thought.
>
> There's the concept floating around about having
> self-induced-micro/mini-updates.
> Yet, concerns are out in regards to how to keep your peeps from working
> extra.
> Here's my thoughts on it:
>
> Once your guys work, their "work" goes to zero. Then every ETU they
> regain
> some work. Think of it as, when your dudes are working normal shifts,
> then
> they would work normally. If they get a holiday or an extra break, they
> may
> work a little better/extra.
>
> Say the truck of iron doesn't show up on time at the CM factory, and they
> have to work partial shifts one day/update on a partial load, then they
> get
> some extra rest and make up for it next time, saving some work % for next
> time.
>
> Say you decide to make those same guys work full shifts (down to 0%),
> then before they've had a full weekend of Miller Times (TM), you bring
> them back to work, not fully rested (<99%), and make them punch out
> some more CMs, then their output is that much less inefficient because
> their work is not fully recharged.
>
> But then, lets say you gotta relocate people from their current residences
> to another sector (ie: 'mov c'), then those civs will lose some of their
> workabilty
> because they have to spend time setting up their new houses and
> establishing
> domestic tranquility. This helps reduce overusing the work of civs. If
> they
> have to move via way-points, then they lose more work, because their new
> homes were not ready and they had to stay at the motel-666 for a night or
> 2
> while their furnishings were stuck in transit (info mobility).
>
> And once your guys get fully (100%) rested, then they go on furlough
> because
> maybe that iron was extra delayed, so then that extra time off only
> accumulates
> at maybe 25-50% extra, then they work harder, but not too much.
>
> Furthermore, depriving these hard workers of food further makes them not
> productive.
>
This was a complication I was hoping to avoid when I first floated
the idea of having each country control when it spends its ETUs, but
maybe it is not avoidable if the per country update is to work. I wanted
to have the ETUs controlled at the sector/ship/plane/unit level, but maybe
it has to be extended into the "sector" related concepts of
civs/uws/available
work/mobility/etc., where you have to keep track of when, how much,
and when something has happened that might affect how they are used.
In order to address the important problems Markus has raised, it would
seem to me that you would need to track the accumulated ETU's of each
Empire concept that can produce work. E.g., the easiest thing to do would
be to say every time you move civs/uws/mil, their accumulated ETUs/avail/
whatever go to zero. But what do you do when move civs from one sector
that has a certain level of ETUs ready to another with a different level?
Average them? You have to prevent the situation Markus mentioned
where he can instantly repair and attack from sectors you have pummeled
at any time, but will it be unfair for someone to lose all those ETUs of
production because he went to sleep/work before moving civs around
in preparation for the next update? Since you want to the majority of
your economy and production to run automagicly, maybe those losses
should be considered part of the normal cost of running your country. >> Stay informed about: putting the "R" in an RTS |
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Since: Oct 26, 2007 Posts: 3
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(Msg. 92) Posted: Wed Oct 31, 2007 7:15 pm
Post subject: Re: putting the "R" in an RTS [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 31, 12:28 am, "Gregory E. Garland" <g... RemoveThis @earthlink.net> wrote:
....
>
> This was a complication I was hoping to avoid when I first floated
> the idea of having each country control when it spends its ETUs, but
> maybe it is not avoidable if the per country update is to work. I wanted
> to have the ETUs controlled at the sector/ship/plane/unit level, but maybe
> it has to be extended into the "sector" related concepts of
> civs/uws/available
> work/mobility/etc., where you have to keep track of when, how much,
> and when something has happened that might affect how they are used.
> In order to address the important problems Markus has raised, it would
> seem to me that you would need to track the accumulated ETU's of each
> Empire concept that can produce work. E.g., the easiest thing to do would
> be to say every time you move civs/uws/mil, their accumulated ETUs/avail/
> whatever go to zero. But what do you do when move civs from one sector
> that has a certain level of ETUs ready to another with a different level?
> Average them? You have to prevent the situation Markus mentioned
> where he can instantly repair and attack from sectors you have pummeled
> at any time,
Not only that but this could just extend the mobility shuffle into
ETUs. Need more work done? Move all your tired workers out of the
factory into sector A, then move all the fresh workers out of sector B
into the factory (after all, all those citizens sitting on a highway
ought to have a chance to do some productive work with their
accumulated ETUs).
> but will it be unfair for someone to lose all those ETUs of
> production because he went to sleep/work before moving civs around
> in preparation for the next update?
Simple solution, eliminate the move command  Actually I'm only
half joking. If resources auto migrated from sectors with a surplus
to those with a shortfall then a lot of micromanagement needed to
ensure maximum production would be eliminated.
> Since you want to the majority of
> your economy and production to run automagicly, maybe those losses
> should be considered part of the normal cost of running your country.
Running things automagicaly requires good high level controls. Dist
and Thresh are good examples, you simply state "I want 300 lcms in
this sector", and distribute takes care of the details for you. It
works great when things are running steady-state, but doesn't deal
with disruptions. >> Stay informed about: putting the "R" in an RTS |
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Since: Oct 22, 2007 Posts: 3
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(Msg. 93) Posted: Fri Nov 02, 2007 2:25 pm
Post subject: Re: putting the "R" in an RTS [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Oct 24, 5:41 pm, "Bungholio" <empire_bungholioNOS....RemoveThis@verizon.net>
wrote:
>or to be 'trendy', get a WII!.
What a cool idea!
(picturing an empire map on a big screen, with detailed units, and
using the Wii controllers Minority-report style to pick them up and
move to the front for battle)
-harmless >> Stay informed about: putting the "R" in an RTS |
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Since: Sep 14, 2004 Posts: 152
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(Msg. 94) Posted: Wed Nov 14, 2007 1:51 am
Post subject: Re: putting the "R" in an RTS [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Mar 02, 2006 Posts: 2
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(Msg. 95) Posted: Thu Dec 27, 2007 12:10 pm
Post subject: Re: putting the "R" in an RTS [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-10-25, Markus Armbruster <armbru.RemoveThis@pond.sub.org> wrote:
>
> I don't know about elite, but I agree it takes brains to excel at
> Empire.
>
> It takes brains to master the good complexity: balancing tech
> vs. expansion, planning the surprise attack at dawn, setting up
> defensive traps, ...
>
> It also takes brains to cope with the bad complexity: figuring out the
> intricacies of deliver and distribute, how to use anti to get rid of
> che quick, remembering to do the chores, ...
>
I'm an interested player and a habitual r.g.e lurker, and I've never played
past 5-8 updates in a blitz. The 'bad complexity' is the primary
reason why.
It's just too damn much work. I've spent a couple of hours working on
this game, gotten as far as building ships, naving them around,
beginning to settle another island, and now I've got this other whole
segment of managment to do. When's the fun start?
My other beef is a WinAce-level GUI client for linux. ptkei ain't it.
Perhaps I don't have the level of obsessiveness to be an Empire
player. So be it.
My $0.02
Mark >> Stay informed about: putting the "R" in an RTS |
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Since: Nov 18, 2004 Posts: 243
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(Msg. 96) Posted: Mon Jan 07, 2008 9:05 pm
Post subject: Re: putting the "R" in an RTS [Login to view extended thread Info.] Imported from groups: per prev. post (more info?)
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