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TestBed and realgame - big difference Tue, 15 March 2005 02:52 Go to next message
imkeshav is currently offline imkeshav

 
Master Chief Petty Officer

Messages: 111
Registered: November 2004
Location: Land of many ppl

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 03:02 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

This discrepancy isn't anything to do with "miniaturisation", is it?

Check the current tech levels in both the testbed, and the real game. Higher tech levels means cheaper lower tech vessels.

If that's not the case, then.. er... magic? Wink



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: TestBed and realgame - big difference Tue, 15 March 2005 03:44 Go to previous messageGo to next message
imkeshav is currently offline imkeshav

 
Master Chief Petty Officer

Messages: 111
Registered: November 2004
Location: Land of many ppl

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 04:04 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

That's my understanding, yes...

If you have lower tech levels in your testbed, it is more than likely that tech items will be more expensive than in your lvl12 game..

The results will be even more disparate if you have BET!

Smile



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: TestBed and realgame - big difference Tue, 15 March 2005 04:41 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
imkeshav wrote on Tue, 15 March 2005 09:44

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...

For a good testbed you indeed need to copy the game situation as close as possible. Differences in techs means differences in ship costs which can cause a difference in ship attractiveness!! So in your testbed the enemies ships might be targetting your ships in a different order than in the real game ... Shocked

Another thing you need to copy are the player numbers since that decides where on the battle board the races will start. No big deal for battles with 3 or less players but important for the larger battles!

That's why the "all included testbed" that's available for download is not perfect. I build a testbed for every game (once I figured out the enemies PRTs and LRTs). I usually play teamgames player positions are very important.

mch


[Updated on: Tue, 15 March 2005 04:43]

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Re: TestBed and realgame - big difference Tue, 15 March 2005 05:07 Go to previous messageGo to next message
imkeshav is currently offline imkeshav

 
Master Chief Petty Officer

Messages: 111
Registered: November 2004
Location: Land of many ppl

Thanks for the info guys!!. I try to do a similar process like micha but i wasn't really aware about the reduced costs.. Dunce

This appears to be a difficult task, trying to create exact tech levels. Do we have any easier way to create a test bed (something like a process mentioned in starsfaq ).

Where can i find some information/articles about proper test bedding and precautions to be taken.

keshav

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Re: TestBed and realgame - big difference Tue, 15 March 2005 06:17 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

This is where my expertise (such as it is! Wink ) ends....

I like mucking about with testbeds occasionally, but for some reason, I much prefer to "fly blind" into situations...

Whether this is due to a self-destructive trait, laziness, or just the sheer enjoyment of not being able to predict things, I couldn't say...

This is probably why I never win anything... Cool



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: TestBed and realgame - big difference Tue, 15 March 2005 21:25 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:


This appears to be a difficult task, trying to create exact tech levels.


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]

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