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PP Packet terraforming Tue, 28 September 2004 02:37 Go to next message
Weirdo is currently offline Weirdo

 
Crewman 3rd Class

Messages: 8
Registered: November 2002
Location: Manchester, UK

I am playing my first multiplayer PP game.

I know this is possible on planets i own in some way. Launch a particular packet against a world i have that cannot catch. I lose some pop, but gain a good chance of positiive terraforming.

I have a few question though..

1) Do you have to own the planet to terraform it?
2) Can the planet still have a catching mass driver, but one that isnt rated for the speed being sent at it?
3) Which mineral type of packet affects which of the ranges for hab? Germ = Rad? Bor = Temp? Iron = Grav?
4) What is the optimum speeds/risks for launching these packets at my poor likkle worlds.


Thanks

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Re: PP Packet terraforming Tue, 28 September 2004 03:29 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
Location: Belgium GMT +1
Weirdo wrote on Tue, 28 September 2004 08:37

1) Do you have to own the planet to terraform it?

No.
Quote:

2) Can the planet still have a catching mass driver, but one that isnt rated for the speed being sent at it?

IIRC terraforming is done by the minerals that are not caught by the MD so if the target planets MD is underrated than yes packets will still terraform.
This is of course less effective terraforming, you want as much minerals hitting the planet to get a higher chance on terra.
Quote:

3) Which mineral type of packet affects which of the ranges for hab? Germ = Rad? Bor = Temp? Iron = Grav?

Correct.
Quote:

4) What is the optimum speeds/risks for launching these packets at my poor likkle worlds.

Launch the packets before you colonize. Wink
You will want the highest chance on terra, that means worst case for your colonists ...

I'm not an expert with PP, only used it once in a duel, liked it but haven't come across a game yet in which I would take a PP ...

mch

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Re: PP Packet terraforming Tue, 28 September 2004 04:53 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
Weirdo wrote on Tue, 28 September 2004 08:37

I am playing my first multiplayer PP game.




2) Can the planet still have a catching mass driver, but one that isnt rated for the speed being sent at it?

4) What is the optimum speeds/risks for launching these packets at my poor likkle worlds.


Thanks


2) Only uncaught minerals terraform, but i think(and am very uncertain) that defense coverage does not affect terraforming, so defenses might be good.
But those defenses will also reduce the amount of minerals that can be retrieved from surface.

4) I think that speed is irrelevant for terraforming, so w5 would be best for inhabited worlds.

Both my answers can be checked either in the manual either in guts of mass drivers or in description of custon race wizard, where there is a desciption of each PRT.

But testbed these things before using a few 1000 kT that way.
Carn

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Re: PP Packet terraforming Tue, 28 September 2004 04:57 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

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Micha wrote on Tue, 28 September 2004 09:29



but haven't come across a game yet in which I would take a PP ...

mch


Willy wonkas mineral factory?

Lots of minerals to be thrown around, if i understood the rules correctly.

Carn

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Re: PP Packet terraforming - 10 rules Tue, 28 September 2004 06:54 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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I love playing PP - get to the late game and you can kill anything with some minerals. So, the rules to know:

1. You MUST have ARM - those minerals have to come from somewhere.

2. Minerals that actually hit a planet have a 50% chance of 1% terraforming per 100kt. (there is also a chance that you will modify the base level of any of the 3 variables in your favor)

3. Minerals that HIT a planet, can terraform ANY planet - however, minerals do not terraform planets like CA orbitals - minerals terraform planets to YOUR optimum terraforming. This may kill some of your enemy when the packet hits but, may also give him some free terraforming if the percentage that you prefer also happens to be a percentage that he prefers.

4. You can colonize a planet the same year your packet hits it - packets hit before waypoint one tasks - i.e. do NOT give a colonizer in ORBIT of a planet colonize orders if a packet is going to hit - only give an arriving colonizer colonize orders on arrival.

5. Don't throw packets at your own planets unless you are sending minerals to another mass driver at that planet. The packet will kill your people just as it would your enemy.

6. As a PP, your packets decay less when overthrown. Check on how many kt's of minerals will hit using a packet calculator - use a plan of around 210 kt's hitting a planet per percentage you want to terraform - you may tf 2% or even 3% and you will most likely tf 1%. When you land you will have some minerals of that type on the surface.

7. Iron terraforms gravity, boranium terraforms temperature and germanium terraforms radiation - seriously work on a radiation immune race design - you don't want to be using germanium for terraforming - you need it early on for your factories to get your resource counts up. Don't take energy expensive - you need energy research for better mass drivers.

8. TIP: hide your PRT as long as possible. Make the other players think you are anything other than PP by re-building your orbital fort on your second planet with a f
...





Though we often ask how and why, we must also do to get the answers to the questions.

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Re: PP Packet terraforming Tue, 28 September 2004 09:55 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Carn wrote on Tue, 28 September 2004 04:57

Willy wonkas mineral factory?

Lots of minerals to be thrown around, if i understood the rules correctly.


Correct. PP would have been a great race to take in Wonka. No one did however.

There have been a lot of packets tossed. Some big enough to find a 'feature' of Stars! if you launch more then 32k you will get 2 packets, one with 32k (or so) and one with the rest. I think the 32k packet hits first, and then the remainder.

Hmm, more then 64k would probably get 3 packets, maybe a high resrouce PP world could do that.



- LEit

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Re: PP Packet terraforming Tue, 28 September 2004 10:03 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
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Carn wrote on Tue, 28 September 2004 10:57

Willy wonkas mineral factory?

Lots of minerals to be thrown around, if i understood the rules correctly.


Well ... from memory I didn't had time to join a game and I didn't understand a thing about the rules of moving drops, the limits that went with that etc. Grin When it starts looking like math I'm out. Smile

... maybe in the next teamgame I host I'll have a rule that every team must have a PP. Smile That's something different from banning races for a change. Nod

mch

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Re: PP Packet terraforming Tue, 28 September 2004 10:09 Go to previous messageGo to next message
Micha

 

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Moved from the Bar to the PP section,

mch,
mod.a.w.

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Re: PP Packet terraforming - 10 rules Tue, 28 September 2004 12:25 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Ptolemy wrote on Tue, 28 September 2004 11:54

and a warp 15 or 16 packet will hit so fast enemies can't stop them


Am I right in thinking that any planet under 384 ly (16 * 16 * 1.5) won't be able to build anything to stop a warp 16 packet ?

Also, I found to my cost last game that if someone can hit you with 2 big packets in 1 turn then the 1st will take out the defences and the 2nd will wipe out the population.

So any planet within 384ly of two late game PP planets cannot hope to survive unless they have a lot of freighters permenantly parked at the intercept points.

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Re: PP Packet terraforming - 10 rules Tue, 28 September 2004 13:11 Go to previous messageGo to next message
LEit is currently offline LEit

 
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There are 3 PRTs that arn't as worried by packets:

AR: Immune to packets

PP: Can build the same drivers, w16 vs w13 drivers is still going to be painful, but it makes it much more expensive then just blasting past w10 drivers.

IS: "Oh, no, you just killed my world! Now I'll have to drop another 3 million on the surface..." A late game IS won't care much about pop losses, and can build 100 defenses, a driver, and a gate in one turn even on a world without factories. Of course you shouldn't fire packets just to kill worlds, there should be fleet backup. But on the defensive, packets can slow the enemy a lot by getting cheap kills of border worlds and denying the offensive fleet bases to gate in reinforcements.



- LEit

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Re: PP Packet terraforming - 10 rules Tue, 28 September 2004 13:34 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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9 freighters definitely cost less than two packets made to whipe a planet. These will save you farther than 128 ly. ~128 ly you got to have low populated and ready to repopulate. So one against PP should play like AR. AR is always ready to lift despite it takes lot more freighters to do so.

Packets dont destroy factories or mines. The real damage is packet terraforming. Wink

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Re: PP Packet terraforming - 10 rules Tue, 28 September 2004 13:38 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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If you see a message stating that a packet is going to hit your world and you can't catch it, you can not build anything that will catch it - packets hit before production takes place in turn processing. Twisted Evil

Ptolemy






Though we often ask how and why, we must also do to get the answers to the questions.

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Re: PP Packet terraforming Tue, 28 September 2004 13:42 Go to previous messageGo to next message
Weirdo is currently offline Weirdo

 
Crewman 3rd Class

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Thank you Smile

Definately made two major errors with my race design, bah. Ill make it work Razz

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Re: PP Packet terraforming - 10 rules Tue, 28 September 2004 16:58 Go to previous messageGo to next message
Micha

 

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Kotk wrote on Tue, 28 September 2004 19:34

Packets dont destroy factories or mines. The real damage is packet terraforming. Wink


And the terraforming is what does hurt AR. Nod If the PP has different hab than the AR, he can by deterraforming lower the number of resouces an AR can get from a planet.

mch

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icon9.gif  Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 06:23 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
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Terraforming 50% chance per 100kt ..? Should that be 1,000 kt?

also anyone know is it better to try with one big packet or several smaller ones or is the chance of terraforming the same

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 07:23 Go to previous messageGo to next message
mazda is currently offline mazda

 
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On the assumption that part amounts can terraform then it is better to send lots of small packets.

The best packet size to send would be 210kT - this gets 3 chances to terraform (against an unpopulated world).
Sending 10 of these would get you 30 chances, whereas sending one big 2100kT packet only gets you 21 chances.

Note that if the assumption is wrong then it works the other way.
Large packets of multiples of exactly 100 would work best.

The figure of 100kT is correct for normal terraforming (the stuff that anyone can do by spending 100 or 70 res, or CA gets for free. Of course PP can do it before they colonise the planet) and the normal terra tech limits apply.

The figure of 1000kT pertains to the chances of permanently altering the "core" planet value. PPs can do this all the way up to making the planet perfect for themselves, or to the edge if immune.

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 09:19 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
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Smile Thanks that makes it clearer. I need to permanently alter some unfortunately. Do you think 1100 kt gets two chances at that ?

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 09:35 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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Let's keep this simple as stated by the Stars! help file:

"Planets receiving mass packets have a 50% chance of a 1% improvement (terraforming) in an environmental attribute. For every 100kt of a mineral not caught, there is also a 0.1% chance of the overall planet value improving by 1%"

To summerize, it isn't very easy to hit that 0.1% chance since a 1000kt packet will only give you 10 shots at it - or at best improve the chance to 1 in 100 (1%)

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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icon5.gif  Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 10:14 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
Petty Officer 2nd Class

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Confused again ! Thats quite different to what Mazda said. Or is it in addition to what he said?

In the game i am playing I dont think it is as low a chance as that. I just altered a planets value permanently with a 2000k packet.

According to Ptolemy that would have only been a 2% chance? But according to Mazda 2 x 50% chances which seems more likely.

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 10:36 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Dyrham wrote on Tue, 13 September 2005 14:19

Smile Thanks that makes it clearer. I need to permanently alter some unfortunately. Do you think 1100 kt gets two chances at that ?

I'm not sure about that.
If 1100kT gets two chances then that *might* lead to 100kT getting one chance.
And that would make the permanent terra a lot cheaper in terms of minerals by using lots of small packets.

There's always questions on this coming up, and some that have never been answered, AFAIK, so I'm interested to do some testing this weekend Smile

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 14:21 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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The simple fact of the matter is that there is only one way to send multiple packets from a starbase and that is to change the starbase design between packets in the production queue. Therefore, it is not exactly an easy task to hit a planet with multiple packets in the same turn. Keep in mind also that PP packets are 70kt, not 100kt.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 14:53 Go to previous messageGo to next message
LEit is currently offline LEit

 
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There is a second way to send two packets from one world, but it is not easy: Send more then 32k of minerals, the overflow will go into a second packet. It should be possible to send 3 packets if you can send more then 64k in one year, that may not be possible however. Note this could be combined with switching a base design to get even more packets, but at some point it becomes kind of silly.


- LEit

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Re: PP Packet terraforming - 10 rules Tue, 13 September 2005 21:12 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Rather an extremely large waste of minerals

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: PP Packet terraforming - 10 rules Wed, 14 September 2005 05:47 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Ptolemy wrote on Tue, 13 September 2005 19:21

The simple fact of the matter is that there is only one way to send multiple packets from a starbase and that is to change the starbase design between packets in the production queue. Therefore, it is not exactly an easy task to hit a planet with multiple packets in the same turn.

I suppose you saw the phrase "lots of small packets" and just had to wade in. Razz
Where is it stated that to do terraforming that all packets have to come from the same base, or all in the same turn ?

For a planet inside your own empire it is a piece of cake to hit it with multiple packets on the same turn. But as that isn't required for terraforming anyway then we don't really care.

All we're trying to do is to get to the bottom of the actual mechanics, because I (and Dyrham) still have questions that it seems nobody can answer (except probably LEit).

e.g. What is the minimum packet needed to have a chance of permanent terraforming ?
For that minimum size, are the odds per kT better than using a large packet (or better than 1 click per 2000kT) ?
Does 1100kT have the same effect as 2000kT, or does 1900kT have the same effect as 1000kT, or neither ?

Anyway, it will be my pleasure to test to my fill at the weekend.
Whereupon I will probably find I've wasted my time. Smile

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Re: PP Packet terraforming - 10 rules Wed, 14 September 2005 07:24 Go to previous messageGo to previous message
Ptolemy is currently offline Ptolemy

 
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Quote:

e.g. What is the minimum packet needed to have a chance of permanent terraforming ?
For that minimum size, are the odds per kT better than using a large packet (or better than 1 click per 2000kT) ?
Does 1100kT have the same effect as 2000kT, or does 1900kT have the same effect as 1000kT, or neither ?


1. the minimum packet that can terraform is 1kt. The odds are better with 100kt BUT, the odds of permanent terraforming are small anyway.

2. if a packet terraforms, it doesn't permanent terraform the same value.

3. I have found that by hitting a planet with 210kt of a given mineral rarely fails to terraform 1% click of the associated variable. That being said, permanent terraforming doesn't happen very often.

Ptolemy






Though we often ask how and why, we must also do to get the answers to the questions.

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