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Re: Stars! Order of Events Tue, 10 May 2005 04:19 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Hi,

mlaub wrote on Tue, 10 May 2005 01:08

Quote:


Remoting mining of non-colonized worlds happens later, after battles, but I'm not sure exactly where.

Me either... Anyone?


If memory serves, it happens *after* any pesky Spore Cloud might have colonized the planet. Ever seen those cute "Uber-Miner had orders to remote-mine Plentiful-Place, but could not do it because it is already colonized by your friendly HE AI of Hell."?? Evil or Very Mad immediately followed by its twin companion: "We-Haul-A-Ton could not load *your* minerals from Plentiful-Place because you don't control it!" Evil or Very Mad Evil or Very Mad Evil or Very Mad

Should be easy to testbed, even. Razz

C U @ the Board!



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Re: Stars! Order of Events Thu, 26 May 2005 06:52 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Hi,

A "minor" detail:

Packets that are produced and reach destination the same turn cause damage *before* defenses and/or starbases are built, regardless of playerID or planetID order. Shocked

So it would seem that the "production phase" is not a monolithic block. Evil or Very Mad



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Re: Stars! Order of Events Thu, 26 May 2005 07:13 Go to previous messageGo to next message
mazda is currently offline mazda

 
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So it's moving up the OOE from item 15 to somewhere in item 12 ?
Meaning item 12 will have to be split up.

Incidentally, can you use minerals mined the same turn in your packet ?
I ask because the rationale for having mins mined before production is that both happen continuously throughout the year, and so production late in the year can use the minerals mined earlier that turn. So the theory goes.
However, if your packet is being built, thrown and hitting all before any defenses can be built then there has been no time for any mins to be mined either, so the packet shouldn't be able to use that turns mineral production.

So something is not right here.


[Updated on: Thu, 26 May 2005 07:14]

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Re: Stars! Order of Events Thu, 26 May 2005 13:19 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mazda wrote on Thu, 26 May 2005 13:13

Incidentally, can you use minerals mined the same turn in your packet ?


Definitely, yes. Done it just today. Smile


Quote:

However, if your packet is being built, thrown and hitting all before any defenses can be built then there has been no time for any mins to be mined either, so the packet shouldn't be able to use that turns mineral production.


I'm guessing defenses and starbases are built *after* damage from packets, comets, and assorted random events is computed.

I will be testing a lot on this matter soon, as part of my "packeting simulator tool" development, but there's no telling when I'll do it. :-/



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Re: Stars! Order of Events Thu, 26 May 2005 23:04 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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Minerals are excavated before production happens. Ever noticed how you might have 0 surface germanium, but your factories still get built the next turn?

Packets that were "en-route" the turn before hit before any mining or production takes place.

Braindead


[Updated on: Thu, 26 May 2005 23:08]




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Re: Stars! Order of Events Fri, 27 May 2005 03:51 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Braindead wrote on Fri, 27 May 2005 05:04

Packets that were "en-route" the turn before hit before any mining or production takes place.


Packets just built that reach destination the same year have apparently the same effect. I dunno about the mining taking place or not, though. Sherlock



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Re: Stars! Order of Events Fri, 27 May 2005 22:03 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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m.a@stars wrote on Fri, 27 May 2005 00:51

Packets just built that reach destination the same year have apparently the same effect. I dunno about the mining taking place or not, though. Sherlock



Packets that were built the same year they reached their destination by definition hit AFTER production (and mining) - after all, they had to be built!

Braindead



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Re: Stars! Order of Events Sat, 28 May 2005 04:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Braindead wrote on Sat, 28 May 2005 04:03

Packets that were built the same year they reached their destination by definition hit AFTER production (and mining) - after all, they had to be built!


The production phase appears not to be a single block. These close-quarters packets certainly cause damage before defenses and starbase building. Some testbedding might be needed to ascertain exactly what happens. Sherlock



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Re: Stars! Order of Events Sat, 28 May 2005 05:14 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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Quote:

These close-quarters packets certainly cause damage before defenses and starbase building

Nope. The production might be happening in chunks, but newly built packets hit AFTER all production is done. Try it.

Braindead



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Re: Stars! Order of Events Sat, 28 May 2005 06:03 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Braindead wrote on Sat, 28 May 2005 11:14

Nope. The production might be happening in chunks, but newly built packets hit AFTER all production is done. Try it.


Not *all*. Just tAsted it. Evil or Very Mad


[Updated on: Sat, 28 May 2005 07:36]




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Re: Stars! Order of Events Sat, 28 May 2005 06:28 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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What wasn't produced? Can you send me the files (before and after)?

Braindead



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Re: Stars! Order of Events Sun, 29 May 2005 04:12 Go to previous messageGo to next message
Kotk

 
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Production probably occurs in order of planets (order in xy file). Maybe packet is just a part of the production...?

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Re: Stars! Order of Events Sun, 29 May 2005 05:27 Go to previous messageGo to next message
Storm is currently offline Storm

 
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m.a@stars wrote on Sat, 28 May 2005 11:03

Braindead wrote on Sat, 28 May 2005 11:14

Nope. The production might be happening in chunks, but newly built packets hit AFTER all production is done. Try it.


Not *all*. Just tAsted it. Evil or Very Mad


Does anybody else want to know what flavour a Boranium mineral packet is?
I know I do.... Wink

Cool



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Re: Stars! Order of Events Wed, 08 June 2005 21:32 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
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mlaub wrote on Wed, 04 May 2005 16:09

Hi
[*] Inner Strength colonists grow in fleets. Overflows to player owned planets.



So does pop growth overflow to ENEMY planets? (When there is no base present) I seem to remember that it does... but I may be wrong...

And if it does, when?

Raindancer

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Re: Stars! Order of Events Wed, 08 June 2005 22:56 Go to previous messageGo to next message
Kotk

 
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Raindancer wrote on Thu, 09 June 2005 04:32

So does pop growth overflow to ENEMY planets?
Nope. It does not. It did in some old version. Currently one has to manually order the drop at opponent planets.

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Re: Stars! Order of Events Sat, 16 July 2005 06:24 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
mlaub wrote on Wed, 04 May 2005 22:09

Bombing[code]
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).

Somehow I always thought defenses are recalculated after normal/LBU bombs do damage and destroy defenses, and thereafter smart bombs do MUCH more damage. Unfortunatelly that's not true. Just found that the hard way killing only about 180k pop instead of 400k-500k.
Looks like all lines of bombing of one player can be grouped together in:
1. bombing.
2. defences recalculated.
Sad again.
BR, Iztok

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Re: Stars! Order of Events Sat, 16 July 2005 11:45 Go to previous messageGo to next message
Storm is currently offline Storm

 
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Yup - the only way you can achieve that particular effect in one turn, is by co-ordinating your attack with an ally...

The lowest numbered player tears down the defences, and the highest number player then goes in for the newly undefended soft targets.... Twisted Evil

Cool



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Re: Stars! Order of Events Sun, 17 July 2005 03:57 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
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iztok wrote on Sat, 16 July 2005 03:24

Somehow I always thought defenses are recalculated after normal/LBU bombs do damage and destroy defenses, and thereafter smart bombs do MUCH more damage.

The help docs do make it sound this way, don't they



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Re: Stars! Order of Events Sat, 23 July 2005 05:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Hi,

iztok wrote on Sat, 16 July 2005 12:24

Hi!
mlaub wrote on Wed, 04 May 2005 22:09

Bombing[code]
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).

Somehow I always thought defenses are recalculated after normal/LBU bombs do damage and destroy defenses, and thereafter smart bombs do MUCH more damage. Unfortunatelly that's not true. Just found that the hard way killing only about 180k pop instead of 400k-500k.
Looks like all lines of bombing of one player can be grouped together in:
1. bombing.
2. defences recalculated.
Sad again.
BR, Iztok


Well, the original Order of Events clearly states Defenses are recalculated *last*. Wink

And it explains why sometimes 400 colonists survive a combined normal/smart bombing, since the normal bombs would kill a lot of pop for starters, but then it would be the smart bombs' turn to finish the rest and not quite succeed, since they have no minimum kill. Sad



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Re: OOB Sat, 23 July 2005 08:38 Go to previous messageGo to next message
Robert is currently offline Robert

 
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mlaub wrote on Fri, 06 May 2005 16:53

Kotk wrote on Thu, 05 May 2005 09:55

tech-seller



What do you mean, "tech-seller" ?

-Matt


I guess what was ment is that you can drop a planet also when you killed all pop the same turn with bombers, you dont need to colonize. Has some advantage, but the bombers kill the possibility to gain tech from that popdrop, because there is no ground combat and so no tech gain.

Robert



2b v !2b -> ?

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Re: Stars! Order of Events Sat, 17 September 2005 13:53 Go to previous messageGo to next message
Staz is currently offline Staz

 
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5C & 19C - starbases die here according to:-

http://groups.google.com/group/rec.games.computer.stars/brow se_thread/thread/8ce6170da57c91e/3c312dbf9dbcb540?q=starbase +population+turn&rnum=5#3c312dbf9dbcb540

I was going to use waypoint 1 colonise task to re-colonise a planet that is about to be wiped out by a packet, and hoped that the base/gate might survive. According to this it won't.

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Re: Stars! Order of Events Sun, 22 January 2006 01:58 Go to previous messageGo to next message
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Probably not worth mentioning, but anyway: mines are swept in fleet # order (so, if possible, put the fleets with highest fleet # closest to the minefield center).

And when is a planet scanned? Itīs after battle, but itīs somewhat weird. If you arrive with a scout to a unscanned planet, and is shot down, it no longer shows the (?) picture in the summary pannel when you click on it, but the habitability and mineral content remains unknow.

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Re: Stars! Order of Events Sun, 22 January 2006 13:07 Go to previous messageGo to next message
Kotk

 
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rowenstin wrote on Sun, 22 January 2006 08:58

And when is a planet scanned? Itīs after battle, but itīs somewhat weird. If you arrive with a scout to a unscanned planet, and is shot down, it no longer shows the (?) picture in the summary pannel when you click on it, but the habitability and mineral content remains unknow.

Plain/Penetrating/Robbing Scanners (both ground and ship based)must stay in your possession and alive during turn when they scan. What removes them (possibilities for ship scanners removal are scrapping, wp0 colonization, minefield hit, minefield detonation, battle, MT trade, wp1 colonization and transfer to other player) does not matter, they dont scan. Nod Also the strength of scan (affected by merged tachylons or AR colony population changes) is decided at end of turn. If ship is lost then it may still give scannerless scan information however. Very Happy
Scannerless scan is interesting thing. Presence(or absence) of orbital, fleets and ground pop in same location can be scanned without scanners. Minefield can be scanned by ship in it. Ship may die at same turn he entered there. Also remote mining done and bombing done and maybe some other operations seem to scan some properties of a planet. Traveling in WH removes its 75% cloaks so if the end stays within other scanners range it stays visible. Actually such non-scanner scanning seem to work not very intuitively ... sometimes these seem to give more information than they should. Wink I havent tested them fully.

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Re: Stars! Order of Events Mon, 23 January 2006 05:18 Go to previous messageGo to next message
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Just a note about the WH's:

Quote:

9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump

This is correct as is so wouldn't need to be changed since the jiggle and degradation/jumping are actually 2 different things entirely - i.e. jiggling being a slight movement in space and degradation being the state change (for instance; from 'volatile' to 'extremely volatile') with jumping being the major shift or even dissapearance of the wormhole.

It is probaly easier to visualize / understand if it is not combined into one event.

Ptolemy




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WH info split off (Re: Stars! Order of Events) Fri, 27 January 2006 05:12 Go to previous messageGo to previous message
Micha

 

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Ptolemy wrote on Mon, 23 January 2006 11:18

Just a note about the WH's:

Quote:

9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump

This is correct as is so wouldn't need to be changed since the jiggle and degradation/jumping are actually 2 different things entirely - i.e. jiggling being a slight movement in space and degradation being the state change (for instance; from 'volatile' to 'extremely volatile') with jumping being the major shift or even dissapearance of the wormhole.

It is probaly easier to visualize / understand if it is not combined into one event.

Ptolemy



Replies to this have been split off and given their own thread in the Academy,

mch,
modaw


[Updated on: Fri, 27 January 2006 05:12]

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