Home » Stars! 2.6/7 » The Academy » Stars! Order of Events
Stars! Order of Events |
Wed, 04 May 2005 16:09 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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Hi
Finally 'finished' an 'updated' ooe. Anyone see any mistakes? Know of any additions? Or point me at a better one?
Thanks!
-Matt
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Order of Events
- Scrapping fleets (w/possible tech gain)
- Waypoint 0 load tasks (if done by hand)
- Way point 0 Tasks
A. Waypoint 0 unload tasks (By hand)
B. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
C. Waypoint 0 load tasks (Random player order)
* Other Waypoint 0 tasks *
- MT moves
- In-space packets move. Packets that will hit planets decay pro-rated by distance traveled.
A. PP packets (de)terraform
B. Packets cause damage (Packets impact, oldest first, in planet-id order)
C. Planets hit that end up with 0 colonists become uninhabited
(Player order -lower- deterines whose packets hit first)
- Fleets move (run out of fuel, refuel at bases, hit minefields (fields reduce as they are hit, lowest # fleets hits mines first),
stargate, wormhole travel)
- Inner Strength colonists grow in fleets. Overflows to player owned planets.
- Mass Packets still in space and Salvage decay
- Wormhole endpoints jiggle/degrade/jump
- SD Minefields detonate (possibly damaging again fleet that hit minefield during movement)
- Mining. Including AR remote mining of colonized worlds.
- Production (incl. research, packet launch, fleet/starbase construction)
- SS Spy bonus obtained
- Population grows/dies
- Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
- Random events (comet strikes, etc.)
- Fleet battles (w/possible tech gain)
- Meet MT
- Bombing
A. Player 1 bombing calculated
1. Retro Bomb, delayed effect.
2. Normal/LBU Bomb Damage Calculated
3. Smart Bomb Damage Calculated
4. Defences Recalculated (Retro Bombing takes effect).
B. Player 2 bombing calculated and so on in order with players 3, 4...
C. Planets with 0 pop lose defenses, planetary scanner, invasion tech gain
possibility, the production queue, and the insta-terraforming of CA's.
- Waypoint 1 unload tasks
- Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)
- Planets with 0 pop become uninhabited
- Waypoint 1 load tasks (Random player order)
- Mine Laying
- Fleet Transfer
- Waypoint 1 Fleet Merge
- CA Instaforming
- Minefields Decay
- Mine sweeping
- Starbase and fleet repair
- Remote (De)Terraforming
[Much editing...]
[Moderator ] Fixed spelling error 'oob' -> 'ooe'
[Updated on: Fri, 17 November 2006 22:59] by Moderator
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Re: OOB |
Thu, 05 May 2005 02:47 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
[quote title=mlaub wrote on Thu, 05 May 2005 02:29]Kotk wrote on Wed, 04 May 2005 18:01 | Yep ... it looks quite familiar. Is it same as in starsfaq?
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Nope. The StarsFAQ has wrong bombing procedure. Matt's right. But I miss the CA Retro bombing in the order of bombing.
I'd also check the line Wormhole entry points jiggle. I was always able to intercept the fleets coming form WH if I targeted the "deep space" instead WH, what shouldn't be possible if it would jiggle before ships would come through.
I'd change the line In-space packets to a In-space packets (that will hit the planet in this turn) move, decay and hit .
<nitpick>
There's not right wording used in Bombing ad. A.3. Planets bombed to 0 pop don't become "uninhabited", because you can pop-drop them (what you can't do with other planets that were uninhabited before bombing). Looks like the bombing procedure checks for 0 pop before bombers start dropping bombs, and planets become truly uninhabited after WP-1 unload and before WP-1 load tasks (can't be after WP-1 load: planets would be dead at the end of the turn if one'd WP-1 load all pop).
</nitpick>
May I suggest making your Order of events a sticky topic in the Academy?
BTW, what OOB stands for?
BR, Iztok
[Updated on: Thu, 05 May 2005 03:16] Report message to a moderator
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Re: OOB |
Thu, 05 May 2005 08:40 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
Kotk wrote on Thu, 05 May 2005 12:58 | I looked it over and ... bombing is quite same? Seems word by word?
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StarsFAQ states that bombing doesn't stop: Player 1 bombs, then player 2 bombs... Only after all finish the planet becomes uninhabited. Matt's checks for each player separately, what also happens in game. Makes big difference to installations.
Quote: | Yep... i dont also know when retro bombers work.
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Why ? I also don't know, else I'd give details.
Quote: | About WH ... didnt you, Iztok, notice that "exits jiggle" after fleet movement?
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I need to test that WH travel. There's too much unclear stuff for me currently :
- my entry part of WH is exit part of his fleet ;
- according to Order fleets finish moving before exit points jiggles. By my experience ships move IN WH, then it's other part jiggles, then ships move OUT of WH (Edit: WRONG!);
- did you ever happen to miss entering WH, because it jiggled out of reach (you being just few LY too short)? I can't recall that, but my experience with WHs is not big.
Will do a thorrough testbed in the evening and report.
BR, Iztok
[Updated on: Thu, 05 May 2005 15:38] Report message to a moderator
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Re: OOB |
Thu, 05 May 2005 15:32 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
mlaub wrote on Thu, 05 May 2005 17:00 |
iztok wrote on Thu, 05 May 2005 01:47 | There's not right wording used in Bombing ad. A.3. Planets bombed to 0 pop don't become "uninhabited"
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How about just:
A.
3. Defences Recalculated. Planets with 0 colonists lose starbase and defences
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Ekhm... bombers can't bomb a planet with an orbital.
I'd rather wrote "3. Defences Recalculated. Planets with 0 colonists become non-target for bombing." and add immediatelly after Bombing and before Waypoint 1 unload tasks Kotk's line:
"Planets with 0 pop lose defenses, planetary scanner, orbital, tech-seller, and the production queue plus all terra of CA." Or shorter, but less explicit:
"Planets with 0 pop lose everything but factories, mines and colony module."
I did a testbed checking WP1 colonizing/pop-dropping such a planet. Strange thing: I can
- drop the pop OR
- colonize that planet OR
- colonize AND pop-drop.
To complete the nitpicking we need only the line
"Planets with 0 pop become uninhabited." just before the
Waypoint 1 load tasks.
BR, Iztok
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Re: OOB |
Fri, 06 May 2005 10:50 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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iztok wrote on Thu, 05 May 2005 14:57 | Hi!
Looks like the line Wormhole entry points jiggle is a remainder from an older version of Stars!.
BR, Iztok
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Not sure I understand this. There are 3 distinct events here for 6, 10 and 11, jiggling, and degrading/jumping to less stable conditions and different regions.
I think you are saying that 10 can be deleted, which doesn't make sense, I think.
Let's see...You can target a WH (itself), and it will move before you move (as I have missed them before by not traveling fast enough)... So #6 makes sense.
You can target the current WH access point co-ordinates, to intercept ships exiting from that WH...So #10 makes sense, if you discount the whole chicken or the egg thing.
I have had fleets stranded in the middle freaking nowhere, after jumping through an existing WH...So #11 makes sense to me.
What am I missing here?
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Stars! Order of Events |
Mon, 09 May 2005 16:17 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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mlaub wrote on Wed, 04 May 2005 16:09 |
3. Way point 0 Tasks
A. Waypoint 0 unload tasks (By hand)
B. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
C. Waypoint 0 load tasks
* Other Waypoint 0 tasks *
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Some testing has indicated that the way 0 loads are random by player #, so if two players are trying to load from the same source (with SS parts for example) then it's somewhat random who gets first choice.
mlaub wrote on Wed, 04 May 2005 16:09 |
5. In-space packets that will hit planets move and decay. Decay is pro-rated by distance traveled.
8. Mass Packets still in space and Salvage decay
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Mass Packets in space move before fleets do, so fleets can target them for interception. They probably happen in step 5, and it just determines if the packet hits or not. And probably does the decay at the same time.
mlaub wrote on Wed, 04 May 2005 16:09 |
6. Fleets move (run out of fuel, hit minefields (fields reduce as they are hit, lowest # fleets hits mines first),
stargate, wormhole travel)
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Fleets that arrive at an allied base get refueled, even if that base later dies in combat, or a packet that hits the same turn it was launched.
mlaub wrote on Wed, 04 May 2005 16:09 |
7. Inner Strength colonists grow in fleets
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And overflows, note that normal growth is after this, so an IS can grow twice...
mlaub wrote on Wed, 04 May 2005 16:09 |
9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump
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I think these are the same thing, just a check to see if the movement should be small or huge.
mlaub wrote on Wed, 04 May 2005 16:09 |
12. Mining
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Including AR remote mining of colonized worlds. Remoting mining of non-colonized worlds happens later, after battles, but I'm not sure exactly where.
mlaub wrote on Wed, 04 May 2005 16:09 |
24. Waypoint 1 load tasks
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These are probably randomized as well.
[Updated on: Mon, 09 May 2005 16:18]
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Re: Stars! Order of Events |
Mon, 09 May 2005 19:08 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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LEit wrote on Mon, 09 May 2005 15:17 |
Some testing has indicated that the way 0 loads are random by player #,
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Noted.
Quote: |
Mass Packets in space move before fleets do, so fleets can target them for interception. They probably happen in step 5,
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Reworded for better clarity. My last edit muddied that fact.
Quote: |
Fleets that arrive at an allied base get refueled,
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Added "refuel at bases". Good enough?
Quote: |
And overflows, note that normal growth is after this, so an IS can grow twice...
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Added "Overflows to player owned planets." Growing twice is more of a strategy thing? or should it be noted that that overflowed pop *can* grow/die again?
Quote: |
mlaub wrote on Wed, 04 May 2005 16:09 |
9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump
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I think these are the same thing,
| No way to prove it either way, and I don't think it would matter, would it?
I'll just truncate it to 1 line.
Quote: |
Including AR remote mining of colonized worlds.
| Added
Quote: |
Remoting mining of non-colonized worlds happens later, after battles, but I'm not sure exactly where.
| Me either... Anyone?
Quote: |
These are probably randomized as well.
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Added
Thanks!
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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