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Re: Stars! Order of Events Sat, 28 January 2006 02:17 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

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Registered: December 2005
Continuing with mine sweeping, what does sweep first, starbases or fleets?

Kotk wrote on Sun, 22 January 2006 13:07

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.



Thanks for the info. And, yes, I´ve noticed, scannerless scanning is weird.


[Updated on: Sat, 28 January 2006 02:25]

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Re: Stars! Order of Events Sat, 28 January 2006 13:18 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

such non-scanner scanning seem to work not very intuitively ... sometimes these seem to give more information than they should.

I haven't testbedded either but it seems I got good scans after being attacked.

A mining robot being in orbit for a turn, followed by a freighter arriving could also give scans if I remember right (Sometimes useful with ARM LRT)

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Re: Stars! Order of Events Mon, 30 January 2006 09:23 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Hi,

m.a@stars wrote on Thu, 26 May 2005 12:52


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



I finally managed to testbed the issue, and found that the Order of Events is in fact accurate: Defenses (either normal or autobuild) always get built before packets built that same turn do their damage. Thumbsup 2

It seems my enemy at the time was using exceedingly large packets to kill my 95% populated worlds thru 100% just-built max-tech defenses. Sad

Sorry for any confusion this may have caused. Embarassed


[Updated on: Mon, 30 January 2006 09:26]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Stars! Order of Events Sun, 05 February 2006 09:55 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
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rowenstin wrote on Sat, 28 January 2006 02:17

Continuing with mine sweeping, what does sweep first, starbases or fleets?



I managed to find myself. Fleets sweep before starbases.

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Re: Stars! Order of Events - scans Sat, 18 February 2006 07:54 Go to previous messageGo to next message
Micha

 

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Another note on scans: when you target a PP packet with transports which have orders to upload the minerals WP1 the packet will still scan in the turn that the minerals are already present in your transports ... IOW you can't prevent a PP's next-year-packet-scan.

Kotk wrote on Sun, 22 January 2006 19:07

Also the strength of scan (affected by merged tachylons or AR colony population changes) is decided at end of turn.


As above the info the packet shows (strength determined by packet speed) is decided at the end of the turn, it does not stop gathering intell when the minerals are uploaded in the Stars! Order of Events.
For example: minelaying happens after WP1 upload, still the packet-scan will show new minefields.

mch


[Updated on: Sat, 18 February 2006 07:55]

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Re: Stars! Order of Events - scans Sat, 18 February 2006 13:02 Go to previous messageGo to next message
Kotk

 
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Micha wrote on Sat, 18 February 2006 14:54

Another note on scans: when you target a PP packet with transports which have orders to upload the minerals WP1 the packet will still scan in the turn that the minerals are already present in your transports ... IOW you can't prevent a PP's next-year-packet-scan.

Yes. Nod It is probably because the empty packet is still there at turn end. PP packet scan depends on the warp of packet. Amount of minerals seems to be irrelevant as contrast to AR pop scan. Some other race may for example fill emptied packet up as WP0 order next turn so it flies on and scans on. Wink

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Stars! Order of Events - remote mining AR Fri, 17 November 2006 23:07 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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There is an interesting thread in the AR section that has a test for AR remote miners. We need to update the OOE to reflect this. Additionally, it would probably be a good idea to make this OOE thread a sticky since we have the space in the Academy to do so (only one sticky message and I can't think of anything much more important in the Academy than the corrected OOE).

Here is the section of the thread related to the AR remote mining tests:

http://starsautohost.org/sahforum/index.php?t=msg&th=316 2&prevloaded=1&rid=343&S=8cee31f0798c794f80949a9 b54bf3000&rev=&reveal=&start=25&count=25

Also, it would be a good idea to put the Overcloaker calculations in as a sticky into the SS section.


Ptolemy




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

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 13:03 Go to previous messageGo to next message
Taka Tuka

 
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It seems to be, that there is another mistake in the OoE:

In stars! - Must know, OoE, there is written:

"14. Population grows/dies
...
21. Waypoint 1 unload tasks
22. Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)


Because of this I expected in one game, that pop will grow before enemy will unload pop and before ground combat.

I've got the experience, that pop-unload and ground-combat is before pop-growth! The reallity didn't give me the expected result Shocked . Less pop remained, than expected! Crying or Very Sad (no WM/IS -case! Confused )

Any comment by more experienced players???

Taka Tuka

{mod edit: changed topic name}


[Updated on: Mon, 08 January 2007 15:39] by Moderator


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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 13:19 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Was it a manual unload of pop? That happens before growth. So does wp0 unloads, but those are a bit more work.


2. Waypoint 0 load tasks (if done by hand)
3. B. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
14. Population grows/dies
22. Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)


I'm certain this is the right order of these events, I've done a lot of pop drop for tech, and seen the effects of pop growing between w0 and w1 drops.

{mod edit: changed topic name}


[Updated on: Mon, 08 January 2007 15:40] by Moderator





- LEit

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 15:45 Go to previous messageGo to next message
Micha

 

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I've to agree with LEit here. WP1 drops happen after pop growth.
Bombing (also after growth) followed with WP1 popdrops have so far always gone as calculated ... (well, there is of course the +/-20% inaccurate scanning)

mch

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 16:34 Go to previous messageGo to next message
Taka Tuka

 
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LEit wrote on Mon, 08 January 2007 13:19

Was it a manual unload of pop? That happens before growth. So does wp0 unloads, but those are a bit more work.
...
I'm certain this is the right order of these events, I've done a lot of pop drop for tech, and seen the effects of pop growing between w0 and w1 drops.

{mod edit: changed topic name}



No, it was a wp1 (transport, unload) order, same turn, after the fleet with pop arrived! There was ground-combat first and after there was the pop-growth.

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 17:28 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Taka Tuka wrote on Mon, 08 January 2007 15:34

Less pop remained, than expected!....
No, it was a wp1 (transport, unload) order, same turn, after the fleet with pop arrived! There was ground-combat first and after there was the pop-growth.



What was the population before drop, how many pop dropped on you, what was the pop after drop, what is your growth rate, and what is the habitat on the planet in %. Do you have OBRM? What I am getting at is maybe you are thinking full growth, but it could be a 85% planet at 39% capacity, or something like that, hence lower growth.

Or are you actually seeing some messages that make you think that Growth occuried after combat? and if so what messages?

-Matt


[Updated on: Mon, 08 January 2007 17:30]




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 17:58 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Taka Tuka just sent me the files. What has happened is that if the growth happened before teh war monger troops attacked, then the the kill rate was 1.65 to 1.

If the kill rate is verified that it is supposed to be 1.5 to 1, then the pop growth happened after the ground troops attacked. I'm checking this out with some tests in a test bed.

Ptolemy






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

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 21:21 Go to previous messageGo to next message
LEit is currently offline LEit

 
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WMs attack at 1.65, that is 1.5 times better then every other PRT that attacks at 1.1


- LEit

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Re: Stars! Order of Events - popgrowth / unload Mon, 08 January 2007 22:16 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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LEit wrote on Mon, 08 January 2007 20:21

WMs attack at 1.65, that is 1.5 times better then every other PRT that attacks at 1.1


Taka Tuka

(no WM/IS -case!)


Did I miss something? Didn't this mean that a WM or IS wasn't involved?

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 02:10 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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It's possible Taka Tuka didn't know the race is WM


Ptolemy




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

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 02:16 Go to previous messageGo to next message
Micha

 

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mlaub wrote on Tue, 09 January 2007 04:16

LEit wrote on Mon, 08 January 2007 20:21

WMs attack at 1.65, that is 1.5 times better then every other PRT that attacks at 1.1


Taka Tuka

(no WM/IS -case!)


Did I miss something? Didn't this mean that a WM or IS wasn't involved?


I think Taka Tuka means it's not a "WM on one side AND IS on the other". And if this is the game I think it is Taka Tuka knows it's a WM since there has been battles ...

Anyway as LEit said the 1.65 is correct, maybe Taka Tuka did not take into account the bonus attackers always get (even when not being WM)?

mch


[Updated on: Tue, 09 January 2007 02:17]

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 03:10 Go to previous messageGo to next message
Gianluca is currently offline Gianluca

 
Crewman 3rd Class

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Did somebody take a look at a Stars! sheet?
I would suggest Taka Tuka to enter his parameters into a sheet with correct values and see what's the result.
I find it the easiest way to know
You've to enter:
- pop on ground after growth
(don't make your own calculation. just read what your turn says in the popup balloon on population value in the planet summary)
- defender "not IS"
- "WM attacker" checked
- attacker drop 84.000 (??!! Wink)

It should gives you the correct value
If you don't have a sheet for that work you can ask me too

greetings Smile

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 03:33 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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I already did the calculation based on the actual turn files for Taka Tuka. Indeed, he did not take into account the 'standard' attacker bonus of 1.1 The data is correct and the numbers match for 1.65 to 1 - I have informed him.

Ptolemy




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

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 17:11 Go to previous messageGo to next message
Taka Tuka

 
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Ptolemy wrote on Tue, 09 January 2007 03:33

I already did the calculation based on the actual turn files for Taka Tuka. Indeed, he did not take into account the 'standard' attacker bonus of 1.1 The data is correct and the numbers match for 1.65 to 1 - I have informed him.

Ptolemy



I'm sorry for so much confusion!! Embarassed Ptolemy is right. I was calculating with an attacker-strength of 1.5 only and not with 1.65! With no "WM/IS"-case I wanted to point out, that I know, that both have a bonus and that this wasn't the reason for the result.

It wasn't my intention to say too much, because of knowledge, that some other players of the game are still active in the forum. IMO there was said a little bit too much about this case Rolling Eyes

Anyway, I'm sorry as well to players, whose expected a bigger disadvantage of mine because of my misscalculation Twisted Evil

Taka Tuka

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 17:21 Go to previous messageGo to next message
Taka Tuka

 
Master Chief Petty Officer

Messages: 102
Registered: March 2004
Location: Germany
Micha wrote on Tue, 09 January 2007 02:16

mlaub wrote on Tue, 09 January 2007 04:16

LEit wrote on Mon, 08 January 2007 20:21

WMs attack at 1.65, that is 1.5 times better then every other PRT that attacks at 1.1


Taka Tuka

(no WM/IS -case!)


Did I miss something? Didn't this mean that a WM or IS wasn't involved?


I think Taka Tuka means it's not a "WM on one side AND IS on the other". And if this is the game I think it is Taka Tuka knows it's a WM since there has been battles ...

Anyway as LEit said the 1.65 is correct, maybe Taka Tuka did not take into account the bonus attackers always get (even when not being WM)?

mch




Absolutly right!

I suppose, that a "consultant" Whisper is showing up Very Happy Wink

Taka Tuka

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Re: Stars! Order of Events - popgrowth / unload Tue, 09 January 2007 17:38 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Quote:

Anyway, I'm sorry as well to players, whose expected a bigger disadvantage of mine because of my misscalculation


Taka Tuka - you have nothing to apologize for. This forum exists to help players know the game and answer their questions. All of us that post here are more than happy to help and take the time to examine questions when they arise. Welcome to the Stars! community.


Best wishes to you in your quest for galactic domination Smile

Ptolemy




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

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Re: Stars! Order of Events - popgrowth / unload Wed, 10 January 2007 21:01 Go to previous messageGo to next message
LEit is currently offline LEit

 
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There is one other complication I forgot to mention earlier, it apparently doesn't matter for this case, but could for some other cases.

Stars! reports pop in 100's, but it keeps track of individuals. I think it does it correctly when attacking. For example if the defender has 189 people on the world (reported as 100) and the attacker drops 300, then the attacker wins with 128 (also reported as 100) left on the world.
300 * 1.1 = 330, 330 - 189 = 141, 141/1.1 = 128

It could do it several other ways too.
330 - 100, 230 / 1.1 = 209 leaving the attacker with the world and 200, 209, 289, or even 298 as possible populations.

I'm not sure how it works with IS (WM isn't a problem because attackers are always in groups of 100).



- LEit

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Re: Stars! Order of Events - popgrowth / unload Thu, 11 January 2007 04:03 Go to previous messageGo to next message
gible

 
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LEit wrote on Thu, 11 January 2007 15:01

I'm not sure how it works with IS (WM isn't a problem because attackers are always in groups of 100).



When you say IS here you're referring to the fact that they can attack is groups of not-100 yes?

another thought...if I upload the whole population of a planet, do I get to upload the unseen minor pop as well? can I then attack with it?

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Re: Stars! Order of Events - popgrowth / unload Thu, 11 January 2007 05:57 Go to previous messageGo to previous message
Micha

 

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gible wrote on Thu, 11 January 2007 10:03

LEit wrote on Thu, 11 January 2007 15:01

I'm not sure how it works with IS (WM isn't a problem because attackers are always in groups of 100).



When you say IS here you're referring to the fact that they can attack is groups of not-100 yes?

I'd say LEit doesn't mean the IS attackers but the IS defenders, the calculation there could even be more tricky ...

mch

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