Thoughtful development, Turns 2..13
Moderator: Oberlus
Thoughtful development, Turns 2..13
Previous topic:
viewtopic.php?f=2&t=11471
Here we see, that not all space regions have stars: This changes the model of galaxy from previous turn.
There can be not 357, but more regions connected with star lines,
because regions can be empty, and 357 is number of stars.
Also, the number of starlines per region is not 4 in average.
Now it is 2,5 (5 starlines per 2 space regions).
This reduces the need in scouts, and increase the need in outposts.
viewtopic.php?f=2&t=11471
Here we see, that not all space regions have stars: This changes the model of galaxy from previous turn.
There can be not 357, but more regions connected with star lines,
because regions can be empty, and 357 is number of stars.
Also, the number of starlines per region is not 4 in average.
Now it is 2,5 (5 starlines per 2 space regions).
This reduces the need in scouts, and increase the need in outposts.
Last edited by Uriuk on Thu Mar 26, 2020 10:56 am, edited 12 times in total.
Re: Thoughtful development, Turn 2
The number you set in the galaxy setup refers to number of star system spaces, that can end up completely empty. So you can expect 357 spots in total.
How to automate galaxy model calculations?
I want something similar in the window "Empires". I want a command, which will execute my script on some popular language (i.e. JavaScript), and that script should made all calculations it want, and write output into "Messages" window.
Or may be there should be some interactive console, like in Blender with it's Python scripting.
Addind stars and buildings into visible objects, i received the following: We can see starline numbers in debug dump (they are the same, as id-s of unknown spots)
Also, I don't see a way to change default widths of columns in the "Objects" window.
Upd: found it:
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Last edited by Uriuk on Tue Jan 07, 2020 9:32 pm, edited 3 times in total.
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- Juggernaut
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Re: Thoughtful development, Turn 2
Nebulae can coalesce into new star systems, so empty spaces now might not be later.
Will it help to block the empty star spot?
Do I need to produce "Corvette M" ship, to prevent space floaters in the empty spot?
As fast as possible it will take 4 turns together with the Scout.
Floaters will start they floating only from turn 10, so I will have time to build one or more "Corvette M" ships before that.
Yes, I will not see these floater because of low detection,
but I have an idea that game mechanics use only the fact of spot blockade by warship, not visibility.
I.e. if spot is blocked by any warship, "Floater" will not born there.
But this will postpone building the Automated History Analyser, and reduce total science by ~6? RP (18 Cr).
As fast as possible it will take 4 turns together with the Scout.
Floaters will start they floating only from turn 10, so I will have time to build one or more "Corvette M" ships before that.
Yes, I will not see these floater because of low detection,
but I have an idea that game mechanics use only the fact of spot blockade by warship, not visibility.
I.e. if spot is blocked by any warship, "Floater" will not born there.
But this will postpone building the Automated History Analyser, and reduce total science by ~6? RP (18 Cr).
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- Juggernaut
- Posts: 854
- Joined: Wed Aug 26, 2015 6:15 pm
Re: Thoughtful development, Turn 2
You already have a warship. As you note, you can't even detect a floater. They aren't even present in all games. A warship you build won't be better than the one you already have. It would be a waste of PP at time when you need to build other things.
Re: Thoughtful development, Turn 2
> You already have a warship.
Existing warship is already on another mission. It will fly further, like the first scout and probably will not return back.
> As you note, you can't even detect a floater.
I explained why i think that is not important.
> They aren't even present in all games.
My game have a high probability of monster birth
> A warship you build won't be better than the one you already have.
But it will be more cheap, and will be able to perform this second mission in addition to the mission of already existing ship.
> It would be a waste of PP at time when you need to build other things.
But I have no yet any specific goals, I just invest production points into ships of different types. My fleet have no yet troopships, for example.
Existing warship is already on another mission. It will fly further, like the first scout and probably will not return back.
> As you note, you can't even detect a floater.
I explained why i think that is not important.
> They aren't even present in all games.
My game have a high probability of monster birth
> A warship you build won't be better than the one you already have.
But it will be more cheap, and will be able to perform this second mission in addition to the mission of already existing ship.
> It would be a waste of PP at time when you need to build other things.
But I have no yet any specific goals, I just invest production points into ships of different types. My fleet have no yet troopships, for example.
Re: Thoughtful development, Turn 2
First priority for now, with no enemies on sight, is for increasing production/research, so the artificial brain or an outpost ship would probably be much better.
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- Juggernaut
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Re: Thoughtful development, Turn 2
Your priority build (in my opinion) starting next turn is the History Analyzer. That will eat up a lot of PP during the build. Do not waste time and production on a nearly useless warship. I don't know what mission the frigate is on, but it doesn't justify building another. Especially not to park at an empty junction, even if you're correct about that preventing generation (I'm not sure). There might be more empty spaces that you will discover next turn. You going to build a warship for each?
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- Juggernaut
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Re: Thoughtful development, Turn 2
As I noted here: viewtopic.php?f=2&t=11471&p=98911#p98911
I will try to play along.
Turn 2: No changes to the queues, no exploration ships have reached a target.
Note, I think you should pick up the pace, as a turn every few days will make your game last several months.
I will try to play along.
Turn 2: No changes to the queues, no exploration ships have reached a target.
Note, I think you should pick up the pace, as a turn every few days will make your game last several months.
Re: Thoughtful development, Turn 2
Fixeddefaultuser wrote: ↑Thu Jan 09, 2020 1:43 am Note, I think you should pick up the pace, as a turn every few days will make your game last severalmonthsyears.
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- Juggernaut
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Re: Thoughtful development, Turn 2
Heh.swaq wrote: ↑Thu Jan 09, 2020 3:42 amFixeddefaultuser wrote: ↑Thu Jan 09, 2020 1:43 am Note, I think you should pick up the pace, as a turn every few days will make your game last severalmonthsyears.
Re: Thoughtful development, Turn 2
May be it's better to setup a public server (one more), to allow to view the current situation?
I have no knowledge (yet? now?) to do that.