Forum - Space Odyssey MMORPG - a massive free online space game
October 04, 2025, 06:14:20 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New game Astro Galaxy launched by ET Virtual Worlds, http://www.astro-galaxy.com
 
   Home   Help Search Members Login Register  
Pages: [1]
  Send this topic  |  Print  
Author Topic: Order of events - Commander training formula, build biofarms  (Read 4437 times)
ahydra
Private First Class
*

Reputation: +2/-3
Offline Offline

Posts: 34


View Profile
« on: February 26, 2009, 12:39:54 AM »

You may need to check the order of some events (add turns, calculate, check, subtract turns/credits) for some actions. Most actions go in that order but some have problems.

The main one I noticed is when building biofarms (and possibly other segments). The turns aren't added first. For example suppose you can build 25 biofarms per turn and you have 1 turn. If you wait 1 minute then ask for 50 it says "not enough turns". Of course the page refreshing causes the turn amount to be updated and hence you can now build 50, but the turns should be added first like in other actions.

One other strange thing about biofarms is the way that they all generate once you build, meaning that if you can complete multiple segment missions in 1 minute you gain more from waiting for enough turns to build them all and then buying them all at once, rather than buying as many as possible with each minute. For example:

can build 25 farms/turn, have 1 turn and 150 segments
if I build them all 25 at a time, I gain (1+2+3+4+5+6) x 25 x 10 = 5250 credits
if I wait until I have 6 turns and then build them all, I get 6 x 150 x 10 = 9000 credits

I'm not sure if this was intentional but it seems counterintuitive somehow (a farm giving a full turn's output immediately after being finished rather than requiring 1 turn to get going).

I recently levelled up my commander by buying 3 exp points (having been annoyingly stuck on 2997). The cost for one exp point is (current total * 300), so it should have cost 899,100 + 899,400 + 899,700 = 2,698,200. However it seems the order is wrong here as well - the exp was added before the cost was calculated and it charged me 2,700,000. (I'm not going to complain loudly about the loss of 1800 credits, but if I'd bought more and lost 18M then it might be different 1 ) A correct formula would be

(c/2) x p x (2t + p - 1)

where t is the exp you have to start with and p is the amount you purchased, and c is the cost increment per point (currently 300). I think there was a minimum cost at the low end though which may screw this up slightly. 10

It would also be cool if you could refresh/update the main screen to show the new amount of credits/workers/whatever when you use one or more items. I guess this is more of an "interface upgrade" suggestion though.

ahydra
Report to moderator   Logged
KenquinnTheInsaneOne
Master Sergeant
*

Reputation: +61/-63
Offline Offline

Posts: 930


View Profile
« Reply #1 on: February 27, 2009, 02:30:02 PM »

You may need to check the order of some events (add turns, calculate, check, subtract turns/credits) for some actions. Most actions go in that order but some have problems.

The main one I noticed is when building biofarms (and possibly other segments). The turns aren't added first. For example suppose you can build 25 biofarms per turn and you have 1 turn. If you wait 1 minute then ask for 50 it says "not enough turns". Of course the page refreshing causes the turn amount to be updated and hence you can now build 50, but the turns should be added first like in other actions.

One other strange thing about biofarms is the way that they all generate once you build, meaning that if you can complete multiple segment missions in 1 minute you gain more from waiting for enough turns to build them all and then buying them all at once, rather than buying as many as possible with each minute. For example:

can build 25 farms/turn, have 1 turn and 150 segments
if I build them all 25 at a time, I gain (1+2+3+4+5+6) x 25 x 10 = 5250 credits
if I wait until I have 6 turns and then build them all, I get 6 x 150 x 10 = 9000 credits

I'm not sure if this was intentional but it seems counterintuitive somehow (a farm giving a full turn's output immediately after being finished rather than requiring 1 turn to get going).

I recently leveled up my commander by buying 3 exp points (having been annoyingly stuck on 2997). The cost for one exp point is (current total * 300), so it should have cost 899,100 + 899,400 + 899,700 = 2,698,200. However it seems the order is wrong here as well - the exp was added before the cost was calculated and it charged me 2,700,000. (I'm not going to complain loudly about the loss of 1800 credits, but if I'd bought more and lost 18M then it might be different 1 ) A correct formula would be

(c/2) x p x (2t + p - 1)

where t is the exp you have to start with and p is the amount you purchased, and c is the cost increment per point (currently 300). I think there was a minimum cost at the low end though which may screw this up slightly. 10

It would also be cool if you could refresh/update the main screen to show the new amount of credits/workers/whatever when you use one or more items. I guess this is more of an "interface upgrade" suggestion though.

ahydra
The cost per point of EXP increases after each point I believe thats why it cost more the you thought.
Report to moderator   Logged
ahydra
Private First Class
*

Reputation: +2/-3
Offline Offline

Posts: 34


View Profile
« Reply #2 on: February 27, 2009, 06:32:59 PM »

...
I recently leveled up my commander by buying 3 exp points (having been annoyingly stuck on 2997). The cost for one exp point is (current total * 300), so it should have cost 899,100 + 899,400 + 899,700 = 2,698,200.
The cost per point of EXP increases after each point I believe thats why it cost more the you thought.

You'll notice I already took that into account, I added 300 on for each point.

ahydra
Report to moderator   Logged
ahydra
Private First Class
*

Reputation: +2/-3
Offline Offline

Posts: 34


View Profile
« Reply #3 on: March 04, 2009, 06:59:51 AM »

I'd like to add message flags to the above list. It says "you have 1 alliance message waiting", then you go to the Alliance page and it still says that. Ideally it should clear the flag before displaying the Alliance page, not after. I think the same thing happens with "mail box" as well.

ahydra

Report to moderator   Logged
Cameron07
Master Sergeant
*

Reputation: +154/-76
Offline Offline

Posts: 1376


View Profile
« Reply #4 on: March 04, 2009, 01:32:13 PM »

all this stuff means nothing.. theres far more importing things this game needs to focus on rather than when the alliance flag needs to be cleared
Report to moderator   Logged

21
ahydra
Private First Class
*

Reputation: +2/-3
Offline Offline

Posts: 34


View Profile
« Reply #5 on: March 04, 2009, 02:24:01 PM »

True, these bugs don't affect the playability of the game an awful lot, but they're still bugs. This thread can still be added to, even if (quite reasonably) it isn't looked at until there is nothing better to do.

Another one: mining suffers from the same "not adding turns before page loads" problem as segment building.

ahydra
Report to moderator   Logged
Cameron07
Master Sergeant
*

Reputation: +154/-76
Offline Offline

Posts: 1376


View Profile
« Reply #6 on: March 04, 2009, 02:49:12 PM »

honestly i don't see them as bugs... i think your just mostly making stupid crap up...  who cares if you page shows turns added and the other doesnt
Report to moderator   Logged

21
ahydra
Private First Class
*

Reputation: +2/-3
Offline Offline

Posts: 34


View Profile
« Reply #7 on: March 05, 2009, 12:43:18 PM »

honestly i don't see them as bugs... i think your just mostly making stupid crap up...  who cares if you page shows turns added and the other doesnt

Well, the display on the page should be accurate, right? I know it's only a matter of refreshing the page but it's still technically a bug if it displays the wrong info.

Hate to add another one, but I accidentally clicked the logout (instead of the items button) after doing an encryption mission. When I logged back in I got the reward but not the biofarm income for the 1 turn used. (This is a bit more serious than the other ones, it actually costs money, but I'm not going to demand it back) The best way to fix this would be to rearrange the order of events again - do the 1 turn use before generating the combat for the mission.

For "stupid crap" I could go on for hours. There's plenty of spelling errors, interface design inconsistencies, information display problems and goodness knows what else that doesn't actually matter _at all_, but since they rank even lower than the bugs I've posted above I haven't bothered to list them yet. Sorry if you see me as a perfectionist but space MMORPGs are a competitive field and repairing such minor issues can only help to improve the reputation of the game. Of course, as I've already said, the more important stuff must come first and this list is here for after.

ahydra
« Last Edit: March 05, 2009, 12:54:53 PM by ahydra » Report to moderator   Logged
Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!