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Hab determination Sat, 03 April 2004 10:16 Go to next message
Inquisitor80 is currently offline Inquisitor80

 
Warrant Officer

Messages: 115
Registered: February 2004
Location: The dark places in betwee...
I was just wondering, If all players in a multi human game have their hab set to the center, does this increase the overall "centerness" of the hab across the map?

I guess a more direct way of asking this is: Do race hab centers effect the map generation?



- Inquisitor80
___________________________________
We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.

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Re: Hab determination Sat, 03 April 2004 15:08 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

I'll answer your question in 4 parts;

1. Stars! uses a base algorithm to define the planets using 3 stages of each range - upper, middle, lower.

using grav, temp , rad you get the following mix of planets;
upper, upper, upper
upper, upper, middle
upper, upper, low
upper, middle, upper
upper, middle, middle
upper, middle, low
etc.

2. Home worlds are the only planets specifically created by the galaxy generator. i.e. the game looks at each race and creates one planet that is 100% for that race. The galaxy generator then modifies that planet to deal with custom settings (i.e. all left over resource points spent on 'mineral concentrations')

The rest is up to the random number generator.

3. Now, if ALL players use a 1 in 10 hab range with hig grav, high temp, high rad - the galaxy will have the same amount of green planets in that range as it would have if everybody all went low, low, low. The VALUE of those planets is randomized (with luck, 30% are high greens, but it is possible that almost all are low or medium greens). That means that everybody will be fighting for the same planets and most of the galaxy would be unusable.

4. Stars! does NOT examine all races and then generate planets based on a weighted average of race hab ranges.

Ptolemy


[Updated on: Sat, 03 April 2004 15:12]





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Re: Hab determination Sat, 03 April 2004 16:36 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
Warrant Officer

Messages: 115
Registered: February 2004
Location: The dark places in betwee...
hmm interesting. So if you want to have a team game it is best to take radically different habs, even to the point of 0 overlap. This to ensure no competition for worlds between allies.

And also best to allie with those with different habs in a standard multi human game for the same reason....

hmm this leads me to another question. Is there any way to figure out a races hab without extensive scouting?



- Inquisitor80
___________________________________
We must move forwards not backwards, upwards not forwards, and always twirling, twirling, twirling toward freedom.

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Re: Hab determination Sat, 03 April 2004 17:09 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
Inquisitor80 wrote on Sat, 03 April 2004 23:36

hmm interesting. So if you want to have a team game it is best to take radically different habs, even to the point of 0 overlap. This to ensure no competition for worlds between allies.

And also best to allie with those with different habs in a standard multi human game for the same reason....

hmm this leads me to another question. Is there any way to figure out a races hab without extensive scouting?


being a CA and have everybody set you to friend helps a lot Wink The rest of us mortals just have to do the extensive scouting you are talking about. Or you can just ask ofcourse, some people will tell, others won't.

Now that I think of it, isn't there a spreadsheet or something that can do this?



If you can't beat me... Run away...

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Re: Hab determination Sat, 03 April 2004 17:36 Go to previous messageGo to next message
Alien is currently offline Alien

 
Crewman 2nd Class

Messages: 18
Registered: March 2004
Location: Belgium
You don't need people to set you friendly to see the hab value as a CA. Setting them friendly temporarily is enough, doesn't even have to last over a gen.

For team games it is usually best to have non-overlapping habs. The way you distribute the ranges depends on amount of races, and if you want an uneven spread.

Alien



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Re: Hab determination Sat, 03 April 2004 18:01 Go to previous message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Sinla wrote on Sat, 03 April 2004 17:09

Inquisitor80 wrote on Sat, 03 April 2004 23:36

hmm this leads me to another question. Is there any way to figure out a races hab without extensive scouting?


being a CA and have everybody set you to friend helps a lot Wink The rest of us mortals just have to do the extensive scouting you are talking about. Or you can just ask ofcourse, some people will tell, others won't.

Now that I think of it, isn't there a spreadsheet or something that can do this?


If I recall correctly the Xtreme Borders utility will attempt to "predict" a race's habitat ranges based on the collected scouting information fed into it; i.e the Grav range listed for that race would be based on the Grav range of their colonies that you have scanned.

The accuracy of this flucuates wildly. Probably better off finding a CA race to tell you. Wink

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