TestBed and realgame - big difference |
Tue, 15 March 2005 02:52 |
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I was just creating a TestBed to check out some game.
I have observed that there is a big difference between the same ships designed in testBed and Real game, in terms of resources and minerals.
Could this be due to auto generation of 100 years?
I find that the resources,minerals to build ships etc are halved in testBed compared to my real game.
How do i create a correct testBed?
keshav
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Re: TestBed and realgame - big difference |
Tue, 15 March 2005 03:44 |
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Tech levels in TestBed are all at 12. Where as in the real game its not so.
So does that mean to have correct TestBed we need to exactly reproduce the real game like the same tech levels for actual test bedding...
keshav
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Re: TestBed and realgame - big difference |
Tue, 15 March 2005 21:25 |
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Quote: |
This appears to be a difficult task, trying to create exact tech levels.
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Not as bad as it may sound. First I suggest you work on the math behind the game, for example miniturization. We've discussed a bunch in the past, you can search autohost. I can sometimes do some pretty accurate ecconomic, combat, etc guesses from pen, paper, calcuator, spreadsheet fudges.
If you do need a full testbed, find ways to speed up the setup. For example, all empires can stay at their homeworlds (little or no colonisation), and advance a bunch extra years to get similar tech or fleet levels. Only colonise a bit with the leaders in the game to get the tech levels closer to match real game.
You can shut down research (flip to shipbuilding or mineral alchemy) and tech trade to get levels balanced out to match real game. You have all the game years you want, goal is to reduce human effort to get testbed up.
Remember to make regular BACKUPS as you progress in case you screw up and overshoot something. Simply copy and paste of the game folder if you don't have a better system (such as batch file/script).
[Updated on: Tue, 15 March 2005 21:26] Report message to a moderator
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