0.4.10.1 Bad vs. average supply
Moderator: Oberlus
Forum rules
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
0.4.10.1 Bad vs. average supply
Recently compiled 0.4.10.1-rc3 and started a new game with gysache. As I settled a new planet away from supply I recognized that the new colony doesn't create any supply to other systems. Same behavior as scylor (bad supply vs. average supply for gysache). The planet doesn't have any special as the screenshot shows. Even after two turns no supply is created. So I ask myselve what the difference is between bad and average supply
Thanks for your great support for newbies like me
Edit: Forgot to add screenshots...
Thanks for your great support for newbies like me
Edit: Forgot to add screenshots...
- Attachments
-
- supply2.jpg (117.66 KiB) Viewed 4088 times
-
- supply1.jpg (132.56 KiB) Viewed 4088 times
Want some fresh experience? Try Kosymod
Re: 0.4.10.1 Bad vs. average supply
Looks like a large planet? (-1 supply). Mouse over the little icon with 3 cubes & it should tell you the supply modifiers.
Re: 0.4.10.1 Bad vs. average supply
Thanks for the quick reply. You are totally right, it's a large planet with -1 supply.
I read that in the pedia but didn't recognize that till now...
But there is one question left: Great supply means +2, average +1, is there anything like "good" supply?
I read that in the pedia but didn't recognize that till now...
But there is one question left: Great supply means +2, average +1, is there anything like "good" supply?
Want some fresh experience? Try Kosymod
-
- Juggernaut
- Posts: 854
- Joined: Wed Aug 26, 2015 6:15 pm
Re: 0.4.10.1 Bad vs. average supply
As a note, you can check the supply by hovering over the supply icon of the planet. It will give you the factors that determine supply and give you the max and predicted supply values.
Re: 0.4.10.1 Bad vs. average supply
No "good supply". But "good fuel (+1)" exists.
Great supply is about as powerful as great fuel (+2 fuel) it gives one extra hop when going out and back compared to average supply (+1)/fuel (+0).
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: 0.4.10.1 Bad vs. average supply
Thanks for all you answers Now I know the game a little bit moreNo "good supply". But "good fuel (+1)" exists.
Want some fresh experience? Try Kosymod
Re: 0.4.10.1 Bad vs. average supply
For semantic coherence, shouldn't it be corrected ?
Either by renaming +2 supply to "Good supply" or by making "Great supply" +3...
Re: 0.4.10.1 Bad vs. average supply
No. Semantic (meaning) is coherent.
+2 fuel are similar to +1 supply. Good supply would be +1.5 supply.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: 0.4.10.1 Bad vs. average supply
Depends on your point of view: bad fuel is -0,5, bad supply is no bonus so +0+2 fuel are similar to +1 supply. Good supply would be +1.5 supply.
Bad fuel reduces the range by 0.5 jumps, bad supply by 2 (compared with medium planet, average supply), so semantic can't be compared for the "bad" statement. If I did get it right...
Want some fresh experience? Try Kosymod
Re: 0.4.10.1 Bad vs. average supply
Yes, bad supply has a irregular/worse stepping than bad fuel (or any other bad trait actually). Supply is the only trait which has does not have such fine-grained measure. The consistent thing to do would be to rename BAD_SUPPLY to VERY_BAD_SUPPLY now that Oberlus introduced some VERY_BAD_* traits.drkosy wrote: ↑Mon Oct 05, 2020 4:10 pmDepends on your point of view: bad fuel is -0,5, bad supply is no bonus so +0+2 fuel are similar to +1 supply. Good supply would be +1.5 supply.
Bad fuel reduces the range by 0.5 jumps, bad supply by 2 (compared with medium planet, average supply), so semantic can't be compared for the "bad" statement. If I did get it right...
Also one could check out the effects of VERY_BAD_FUEL (-2 fuel max). Currently this would be inappropiate for starting species (e.g. Scylior) - as the consensus reached was that ships should be able to jump back into supply (which means at least 1 max fuel) and a novice player by mistake could field large basic hull ships without extra fuel tank (i.e. 0 max fuel).
I would prefer that fuel is consumed if you jump out of supply - zero fuel would make sense there without bad side effects, the ship would only be able to jump along supply connections.
edit1: actually research, influence, and industry species effects currently have the following multipliers
Code: Select all
VERY_BAD_MULTIPLIER
'''0.5'''
BAD_MULTIPLIER
'''0.75'''
AVERAGE_MULTIPLIER
'''1.0'''
GOOD_MULTIPLIER
'''1.5'''
GREAT_MULTIPLIER
'''2.0'''
ULTIMATE_MULTIPLIER
'''3.0'''
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: 0.4.10.1 Bad vs. average supply
In principal it's just how to name things. Personally for me it would be all right if the buffs and nervs are named different (e.g. good supply + 2, good pop +0.25). That's different for others and there will always be questions. Should you name supply +2 as "good supply" one may ask why there isn't anything like "ultimate supply". So maybe the best thing is to leave it as it is
I would like to have it that way. It would be more logically. In the pedia it tells you, the ships are refuel instantly while arriving in a system with supply connection. That means the fuel is consumed but refilled in systems connected. If you jump out of supply it should need fuel. If you take that serious a ship without fuel can't jump at all, but you can always have some inconsistent thingsI would prefer that fuel is consumed if you jump out of supply - zero fuel would make sense there without bad side effects, the ship would only be able to jump along supply connections.
Want some fresh experience? Try Kosymod