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1  Feedback Terminal / Suggestions / Re: segs for max ship size (again) on: December 17, 2008, 11:13:52 PM
Pshhh. You should only be able to fill 10% of the total possible marines in your ship with money. The rest are the workers on your secret base who alternate between protecting the motherland without generating credits or vice versa. No growth because all men are at war!
2  Space Odyssey Caffe / Game Room / Re: Roman Numeral Game on: November 09, 2008, 04:06:21 PM
XXVIII
3  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: October 12, 2008, 04:53:06 PM
Does anyone know a memory type greater than long double ( a decimal number ) but is good for integers?

I need say 0 through 1E20.
4  Space Odyssey Caffe / Game Room / Re: Roman Numeral Game on: September 11, 2008, 10:53:22 PM
IIXX

?
5  General Talk / Report Abuse / Re: Nighty/Skitzz on: July 24, 2008, 06:12:47 PM
SkitZz(#83399)
2008-07-24 16:47:45
Structure(s) under attack in system Unukalhai

Your structures in system Unukalhai were under attack by SkitZz (#83399)!
Your station in system Unukalhai was not equiped with emergency warp and was destroyed.
Your structure Ren was left unprotected and was destroyed
6  Space Odyssey Caffe / Whatever / Re: Vacation Schedule on: July 24, 2008, 01:16:22 AM
XD This guy!
7  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 16, 2008, 12:03:50 AM
Enjoyed.
8  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 15, 2008, 11:55:56 PM
I'm pretty sure the bonus does not take effect after rounding the stack if that is what you mean.

I believe it works like this.
Round(abs*(1+bonus)) not Round(Round(abs)*(1+bonus))

that is what i mean... i've yet to see it not work that way, but i'll definitely keep an eye on it

not sure the rest should be listed (gotta leave some mystery to the game mechanics)


If there is only a single round then there is no one optimal stack list of less than 80 combos for abs. There would be aproximately 80* max bonus number of optimal stacks.  80 being the different possible stack values. (There are less than 80 stacks for 0% but just the same you would have some number times the max bonus.

If there were two rounds your stacks would be sufficient, but I believe there is one and you agree with this?
9  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 15, 2008, 11:29:58 PM
I don't include that. It requires information we don't know. and it's the same for same type of attacks.

X is attacker Y is defender:

C - crew level bonus
A - attack (all weapons)
AC - accuracy (0-1)
AB - accuracy bonus from computers
ASP - accuracy siege pennalty (-0.1 reg, -0.3 board -0.3 raid, -0.8 ambushed)
ACP - accuracy mutiple shots penalty (between -0.6 and -1 depending on the shot, at first shot is 0 )
S - shield abs
D - defence
DB - defence bonus from specials
SM - swarm bonus
N - numbers

TA - total fleet attack
TD - total defence

TA = (A + C + SM) * (AC+AB-ASP-ACP) * N
TD = (D + C + SM) * (D * (1+DB) ) * N

When we have X stats and Y stats, then comes the battle, and shields absorbiton, defence to determine damage done and received, other formulas lol... ok, hope this helps...

I'm pretty sure the bonus does not take effect after rounding the stack if that is what you mean.

I believe it works like this.
Round(abs*(1+bonus)) not Round(Round(abs)*(1+bonus))
10  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 15, 2008, 11:06:57 PM
I don't know about that attack modifier.

Discriminatory in that it is only good for 0% bonus. Your shields use the lowest decimal possible which rounds to a certain whole number, generally the target whole number minus .5. Now if for example we have 45.5 we will see a 46 absorb, yes. But what happens with a bonus? Say we have a +1% bonus than we will have wasted CP as even the 98.5+0.985 will also give 99.


My combos are the closest decimal value to the decimal value of the optimized computer accuracy associated with a certain attack. By optimized designs, I mean the entire ship is optimized not just the stacks. The certain attack is optimal with the certain accuracy as well as the stacks being optimal.

I claim that my ships are non-discretely optimal. No one shield setup is best for all bonus levels, therefore my stacks could be tweaked for different values at different levels.
11  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 15, 2008, 10:00:51 PM
i based effective hp on best case scenario... there is no way to truly determine the attack that it will withstand as there are many factors taken into effect (i.e. the aggressors ship stats, type of attack, items)

your hand tweaking of my non-discrete stacks are good
please do not assume that i've simply tweaked your stacks, these are my personal stacks that i started on before you even joined spaceo.

i'm just happy to see someone come so close what i've accomplished, i'd be more impressed to see someone actually beat the stacks i have.

Hey I'm just saying hp*(1+absorb) is not the formula for effective hp. My ship designs are non-discretely, fully optimized, which means they give decimal shield values. Say for example if someone were to have any bonus at all, my ships would be nondiscriminatory. Your shield stacks which have been worked out for 0% bonuses are discriminatory.

Also in being full-ship optimized, they give proper one-to-one function for a certain attack range associated with a certain decimal computer % (as hp and shield).

There is a single formula one could use for hp. I have it and many others have it.
12  General Talk / Design & Strategy Room / Re: Optimized Excel Ship Design on: July 14, 2008, 09:44:26 PM
Yes! All of my stacks could be tweaked an insignificant amount. Unfortunately my excel sheet lives in a non-discrete world. It doesn't like whole numbers, rather it thinks we all should have decimals. A small yet insignificant error.

You have an excellent eye! You will notice the 1% bonus under attack bonus on the first part of step 3

      
Step 3<Attack Components>                     
   Attack Bonus      Accuracy Bonus            
->   1      0            
   

It's all accounted for.


guess my eye isn't as good as i had hoped... didn't really see that, just noticed that the final stats were a little higher than anticipated (missed the 1 in abs bonus also)


Effective Attack:      71,590,361  (without bonus 70,881,545)
Effective Hitpoints:  333,383,506 (without bonus 331,273,484)

again, nothing tragic... it's just easier for me to compare apples to apples (considering that players don't always upgrade at the same rate, having a complete fleet line that doesn't require bonus to achieve desired stats may be more desirable)

The discrete and rounded absorb was not affected by the 1% bonus.

Also, I had trouble finding where you arrived at the Effective Hitpoints. I found that you, CrimsonSmear, calculate the Effective Hitpoints as HP*(1+Absorb). This is not my formula for Effective HP. I think 100% absorb (if possible) would absorb 100% of an attack; not multiply the HP by 2.

However, your hand tweaking of my non-discrete stacks are good, save the post when you transfered some of the Defensive resources to attack resources and the post which contains "(i prefer att/hp ratio after comp/shield desired, for simplicity)" as this isn't practical considering my full ship formula in terms of resource energies. Besides these things you are a formidable stack tweaker.
13  General Talk / Design & Strategy Room / Re: SO Useful Information on: July 13, 2008, 03:45:39 PM
Optimal Special Weight is: 6
Optimal Weapon Weight is: 8

Max Computer Stack should not exceed 10 components (valid up to 36% Raw ACU... possibly up to 50% Raw ACU)
Max Shield Stack should not exceed 22 components (valid up to 75% Raw ABS... most probably to 80% Max)

Special and Weapon weight look good.
14  Feedback Terminal / Suggestions / Re: The "Clean Language" program possilbe update on: July 13, 2008, 03:44:09 PM
Call it Night Watch, night-watch, etc.
15  Feedback Terminal / "Bugs" and Problems / Re: buying from on: July 07, 2008, 09:47:33 PM
It must be default 0.
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