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Re: Race Wizard almost done (but not quite) Mon, 20 August 2007 04:41 Go to previous messageGo to previous message
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Registered: October 2004
Location: Third star to the left
mazda wrote on Fri, 17 August 2007 17:07

ConstB wrote on Tue, 15 March 2005 15:04

race algo in c++ can be downloaded from http://constb.5u.com


Has anybody else looked at this yet ?

In essence the habpoints are calculated as follows :-



AFAIK, that particular section of code has been more or less "taken for granted" with other functions getting all the attention. Sherlock Seems your neat summary is the 1st. Cool

Quote:

Also, for some reason, it multiples the total values for each terra scenario by some random constants (7, 5 and 6) before giving a grand total.


That could be some modifiers for "feasibility" (or even for the overall econ impact) of each terra level. Though it's hard to be sure with the Jeffs. Twisted Evil

Quote:

Nor can I see anything that would makes a difference from moving a narrow centered band to the left or right a click or two, not until the edges are hit with +/-15.


Now this is an interesting one. I've always assumed the effect owed to the way planet habs are generated, with centered ones being more abundant than shifted, and thus gathering more habpoints. But perhaps we must look for some other cause? Whip

Quote:

Not sure I've seen anything that explains the difference between shifting left and right yet either.
You could put it down to rounding, but as the bands are split into 10 chunks there ought not to be any rounding with widths that are multiples of 10 :-s

Am I missing something ?


Well, shift left vs shift right always seemed a minor effect to me, but indeed I would like to know *why* is there any difference, as the probabilities of each side are the same. Confused



So many Stars, so few Missiles!

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