i was working on moral and population but was focusing on the resource production rates... Thats why not figuring in the research screwed it up so much... I had remember to do it the first time around but wasnt finished... when i came back the second time i had completely forgot about the research and none of my answers were making any sense... I could perhaps try it again... but i imagine with all of the new resource consumptions and all it would take me a few days to figure it out...Nightmare wrote:Euh what exactly did you research then?
It is possible, I did pollution on my own, that was pretty hard, and Turkey even cracked the moral and population fomulas.
Nightmare
[Software] SGE Colony Managment Calculator V1.0
Moderators: Moleman, Kwijibo, Luna, Major
well that ive remembered to take into account the research... ive got the base values for the arctic done already
Population= P in thousands
and all consumption appears to be 15resources per thousand pop (my calculations all came within .2 of 15 resources per k, so they were prolly rounded)
Metal = 32.4P
Anaerobes = 40.4P - (consumption)
Medicine = 48.8P - (consumption)
Organics = 16P - (consumption)
Oil = 9.6P - (consumption)
Uranium = 3.2P
Equipment = 4P
Spice = 3.2P
This should get the arctic harvesting rates fairly accurate.. ide say within 1 resource per hour
If u havent already done resource consumption let me know and ill do the rest of the planets... I think i could also figure out how much increase research does also if u dont have that...
Population= P in thousands
and all consumption appears to be 15resources per thousand pop (my calculations all came within .2 of 15 resources per k, so they were prolly rounded)
Metal = 32.4P
Anaerobes = 40.4P - (consumption)
Medicine = 48.8P - (consumption)
Organics = 16P - (consumption)
Oil = 9.6P - (consumption)
Uranium = 3.2P
Equipment = 4P
Spice = 3.2P
This should get the arctic harvesting rates fairly accurate.. ide say within 1 resource per hour
If u havent already done resource consumption let me know and ill do the rest of the planets... I think i could also figure out how much increase research does also if u dont have that...
Excellent cool, no I don't have anything concerning resources so all info is welcome! I'll make a test version for arctics in the near future. I think I'm going to have to re-analyse my program though so it will be easier to update in the future, I'll see what I can come up with this week-end and I'll post here or pm you if I run into any trouble concerning arctic harvesting rates.
Nightmare
Nightmare
I checked it on 3 different arctics, it came out perfect on each one (except for rates affected by research) so i believe these are correctNightmare wrote:Excellent cool, no I don't have anything concerning resources so all info is welcome! I'll make a test version for arctics in the near future. I think I'm going to have to re-analyse my program though so it will be easier to update in the future, I'll see what I can come up with this week-end and I'll post here or pm you if I run into any trouble concerning arctic harvesting rates.
Nightmare
lol ok so I am. but it's gonna be a bit before i finish.
and nightmare i noticed something strange while doing my research:
i noticed that when a colonies pollution is 0 that changing between "discoveries" and "environment" affects the morale growth rate.
have you noticed this too, and if so have you included it in your calculations?
is this a bug or just something i haven't noticed before because when a colony has any amount of pollution besides 0 switching back and forth has no effect.
and nightmare i noticed something strange while doing my research:
i noticed that when a colonies pollution is 0 that changing between "discoveries" and "environment" affects the morale growth rate.
have you noticed this too, and if so have you included it in your calculations?
is this a bug or just something i haven't noticed before because when a colony has any amount of pollution besides 0 switching back and forth has no effect.
I'm guessing what you mean is:Jwilson6 wrote:Oceanic
still P=1000 pop
Metal Ore- 16.2P
Anaerobes- 27.2P-(consumption)
Medicine- 43.6P- (consumption)
Organics- 32.4P- (consumption)
Oil- 27.2P- (consumption)
Uranium- 11.2P
Equipment - 9.6P
Spice- 4.8P
Metal ore = +16.2 metal ore /1000 pop /h
Anaeroobs = -27.2 metal ore /1000 pop /h
etc.
I just find it a bit confusing the way you wrote it down...
I'm programming as we speak, I have a really good UI idea for this I think .
Nightmare
yes that is what i meant as per theNightmare wrote:I'm guessing what you mean is:Jwilson6 wrote:Oceanic
still P=1000 pop
Metal Ore- 16.2P
Anaerobes- 27.2P-(consumption)
Medicine- 43.6P- (consumption)
Organics- 32.4P- (consumption)
Oil- 27.2P- (consumption)
Uranium- 11.2P
Equipment - 9.6P
Spice- 4.8P
Metal ore = +16.2 metal ore /1000 pop /h
Anaeroobs = -27.2 metal ore /1000 pop /h
etc.
I just find it a bit confusing the way you wrote it down...
I'm programming as we speak, I have a really good UI idea for this I think .
Nightmare
Finding the formulas were quite easy actually this is the process i used for doing itP=1000 pop
-Find a 5k pop col of that planet type
-Check out the researches and make sure u dont do the formula for any resources that are affected by research
-set harvesting to 100% make a note of the resources rates
-set harvesting to 50% make a note of the resources rates
-subtract 100%-50% (this will negate consumption rates) then divide that by 2.5 for 2500 people
and then go find another planet for any resources affected by research
Cool, I will at least need the precise ref2 factor if I am to make an actual useful program though, nevertheless thx for the help so far .
I actually re-analysed my program and changed its structure a bit, that seems to have corrupted the population and moral calculation, I'll take a look at it tomorrow though.
I'm really bussy with college now though, so I don't think I'll be able to come up with anything proper in the immediat future, don't be discouraged to do some research though, I am still working on this program!
Nightmare
I actually re-analysed my program and changed its structure a bit, that seems to have corrupted the population and moral calculation, I'll take a look at it tomorrow though.
I'm really bussy with college now though, so I don't think I'll be able to come up with anything proper in the immediat future, don't be discouraged to do some research though, I am still working on this program!
Nightmare
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That's why I'm going to college , I don't think einz can help much here, by the time he understands how I programmed it and what my variable names are I could have figured it out on my own, maybe if I really get stuckI'll mail Turkey since it's his wicked formulaTalak.Winstar wrote:And have einz take a look at it... He's good at this stuff...
Nightmare, you should get a job as a software developer.
You mean moral growth as a input by the user? Okay, that might be useful yeah. Population growth is something I can't really add since my program calculates the population when stable (which means that population growth = 0).fireblade211 wrote:pretty good job, but you need to add in "moral now" and the populaton growth
Nightmare
- Talak.Winstar
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Nice method. The one I used has slightly higher rounding error, but oh well. Here are my results:Jwilson6 wrote:-set harvesting to 100% make a note of the resources rates
-set harvesting to 50% make a note of the resources rates
-subtract 100%-50% (this will negate consumption rates) then divide that by 2.5 for 2500 people
These are in crates / hour / colonist.
Spice mine increases spice harvest by 50%.
Resource consumption is around 0.0149 crates / hour / colonist.
Don't have any IGPs so I haven't sampled that... I might go to a blitz or something.
Research affects harvesting by 0.3566 / lvl. That is, level 1 Strip Mining increases ore harvesting by around 35%, level 2 by 70% and so on. Again, rounding error is following me like a shadow..
I did mine with a refinery lvl 3 and his seem to fit pretty closely with mine so im guessing he did lvl 3 alsoNightmare wrote:Wow sweet Turkey, I can finally get to work decently! Just need to know one more thing, are these numbers for colonies with a refinery level 2 or without a refinery 2?
Thx anyhow, I'll start programming tonight
Nightmare
That's with the ref upgrade. Not hugely satisfied with the accuracy on those... they're within about 0.001 (one crate / thousand ppl) I think.
I think the ref upgrade makes a 50% increase... the starpedia still says it doubles it. I couldn't be bothered waiting four hours to sell both upgrades, does anyone know?
I think the ref upgrade makes a 50% increase... the starpedia still says it doubles it. I couldn't be bothered waiting four hours to sell both upgrades, does anyone know?
You could try on Blitz and check it out, I'm studing for my exams atm so I'm kinda bussy .
I'm gonna redo the GUI though because I think it's not convenient enough atm. I'm planning on making 3 or 4 "tabs" (you know like in firefox) with each tab giving info on different things, one giving general info (the info my program generates right now) and one more for resources and another one for weapons.
Nightmare
I'm gonna redo the GUI though because I think it's not convenient enough atm. I'm planning on making 3 or 4 "tabs" (you know like in firefox) with each tab giving info on different things, one giving general info (the info my program generates right now) and one more for resources and another one for weapons.
Nightmare
Sure
I'm not guaranteeing 100% accuracy though.
Finally got that stuff into my spreadsheet. The harvest rates tend to be out by about 1, or by up to 3-4 when research is involved. Still, the basics are there.
I'm not guaranteeing 100% accuracy though.
Finally got that stuff into my spreadsheet. The harvest rates tend to be out by about 1, or by up to 3-4 when research is involved. Still, the basics are there.
The file you download is the .jar file and since you can only download one file I wouldn't know what couldn't be working.
The file you download is an archieved file but you don't have to extract it to use it, you just need to treat it like you would treat a normal program.. I hope that's a bit clear :S. Do remember you need Java on your computer though, many applications use Java these days so you should automatically have it.
Nightmare
The file you download is an archieved file but you don't have to extract it to use it, you just need to treat it like you would treat a normal program.. I hope that's a bit clear :S. Do remember you need Java on your computer though, many applications use Java these days so you should automatically have it.
Nightmare
Atm doin good, sort of prepping for a party we're throwing tomorrow and I feel a little bad cause well, haven't been puttin in my share of work, been workin on a lady instead .
School's goin alright, still should prolly make it more a priority at some point, but what can ya do.
Glad to here all is well, been playin much?
School's goin alright, still should prolly make it more a priority at some point, but what can ya do.
Glad to here all is well, been playin much?