new server sugestion's!!

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Current rads usage is very unrealistic/poor playability. Here is my
fix for the problem. RADS should have HALFLIFE (as in physics, not
couterstrike wise guy) based on etu so they penalize early adopters
that stockpile before the 25th update. i.e., if you mine uranium too
early, it all disappears into rads and causes plague. But as
compensation, firing BONUS goes to +5 since you now have plenty of
deplete uranium shells.

This should make the game both more playable (lower micromanagement)
add realism and be simple to code. A few quick patches to update.c
should do the trick.

EmpireKing
 
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In article <cdbdff39.0405111001.617a4c21@posting.google.com>,
Empire King <empire_king@hotmail.com> wrote:
>Current rads usage is very unrealistic/poor playability. Here is my
>fix for the problem. RADS should have HALFLIFE (as in physics, not
>couterstrike wise guy) based on etu so they penalize early adopters
>that stockpile before the 25th update. i.e., if you mine uranium too
>early, it all disappears into rads and causes plague. But as
>compensation, firing BONUS goes to +5 since you now have plenty of
>deplete uranium shells.
>
>This should make the game both more playable (lower micromanagement)

How does this reduce micromanagement? You've added complexity in that
players would need to consider rads in plague calculations, and also
have to manually calculate half-lives of their stockpiles to know
if they have enough rads to make a given nuke <x> updates from now.
Ick.

How are rads currently handicapped by poor playability? I ask
this question because you're proposing a solution but you haven't
stipulated what the problem is, except very generically.

Also, whether or not something is realistic is far from being the
final arbiter of what is and is not included in the code. When
playability would be compromised by realism, then realism takes
a back seat every time.


>add realism and be simple to code.

It always is. That's why Empire has 15,000 programmers working on it;
it's so easy everyone wants to do it. :)
http://www.wolfpackempire.com/easytocode.html


-Geoff
aka Mithrilien
 
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"Geoff Cashman" <theobviousgcashman@theobviousindiana.edu> wrote in message
news:c7r7sq$5qd$1@hood.uits.indiana.edu...
> In article <cdbdff39.0405111001.617a4c21@posting.google.com>,
> Empire King <empire_king@hotmail.com> wrote:
> >Current rads usage is very unrealistic/poor playability. Here is my
> >fix for the problem. RADS should have HALFLIFE (as in physics, not
> >couterstrike wise guy) based on etu so they penalize early adopters
> >that stockpile before the 25th update. i.e., if you mine uranium too
> >early, it all disappears into rads and causes plague. But as
> >compensation, firing BONUS goes to +5 since you now have plenty of
> >deplete uranium shells.
> >
> >This should make the game both more playable (lower micromanagement)
>
> How does this reduce micromanagement? You've added complexity in that
> players would need to consider rads in plague calculations, and also
> have to manually calculate half-lives of their stockpiles to know
> if they have enough rads to make a given nuke <x> updates from now.
> Ick.
>

Actually, it sounds like a kind of cool option (as long as you could also
compile the game without it). Interesting decisions to be made. It doesn't
reduce any micromanagement (in fact it might increase it slightly), but it's a
neat idea.

> How are rads currently handicapped by poor playability? I ask
> this question because you're proposing a solution but you haven't
> stipulated what the problem is, except very generically.
>

Doesn't sound to me as if the poster is proposing any particular solution;
rather, just to add some more interest to the existing game options. We'd have
to try it out to see what the ramifications were.

I've been meaning to bring up a new game here recently, so maybe I'll give a
hack at it.

James
 
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On 2004-05-11, Empire King <empire_king@hotmail.com> wrote:
> that stockpile before the 25th update. i.e., if you mine uranium too
> early, it all disappears into rads and causes plague. But as

If your stockpiled uranium is disappearing quickly, you've stacked it
too close together. This is called a nuclear pile. Piling your rads
(inadvertently) is a poor idea. Whoever puts the last brick on is
usually toast (happened at Los Alamos and Chernobyl). Search google
for "tickling the dragon's tail".

There's also an amusing anecdote where the Army refuses to let people
at the refinement facilities know that the stuff should not be stacked
and piled close together. Feynman finds out they're just piling the
stuff in warehouses, and is instructed by Oppenheimer to use the magic
words "Los Alamos refuses to accept responsibility for ..."
 
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For immediate release:

"Drake Diedrich" <dld@coyote.com.au> wrote in message news:<c7rres$o7g$1@gist.usc.edu>...
> On 2004-05-11, Empire King <empire_king@hotmail.com> wrote:
> > that stockpile before the 25th update. i.e., if you mine uranium too
> > early, it all disappears into rads and causes plague. But as
>
> If your stockpiled uranium is disappearing quickly, you've stacked it
> too close together. This is called a nuclear pile. Piling your rads
> (inadvertently) is a poor idea. Whoever puts the last brick on is
> usually toast (happened at Los Alamos and Chernobyl). Search google
> for "tickling the dragon's tail".
>

This is an excellend idea. I recommend to also add, along with my
previous comments that there be codes as follow in the patch for the
update processing

if (rads (x, y) >= (float)MAX_TAIL_LIMIT)
{
printf (":( :( :( :( :( :( :( K A B O O M ! ! :( :( :( :( :( :(
:(\n");
wastland_sector (x, y);
}

> There's also an amusing anecdote where the Army refuses to let people
> at the refinement facilities know that the stuff should not be stacked
> and piled close together. Feynman finds out they're just piling the
> stuff in warehouses, and is instructed by Oppenheimer to use the magic
> words "Los Alamos refuses to accept responsibility for .

The EmpireKing refuses to accept responsibility for not adopting this
code change.
 
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"Empire King" <empire_king@hotmail.com> wrote in message
news:cdbdff39.0405111001.617a4c21@posting.google.com...
> Current rads usage is very unrealistic/poor playability. Here is my
> fix for the problem. RADS should have HALFLIFE (as in physics, not
> couterstrike wise guy) based on etu so they penalize early adopters
> that stockpile before the 25th update. i.e., if you mine uranium too
> early, it all disappears into rads and causes plague. But as
> compensation, firing BONUS goes to +5 since you now have plenty of
> deplete uranium shells.

:) Half life IS in the server code. It looks like we're coded for U-238,
which appears to have a half-life of 4.5 billion updates.

So I guess you just don't notice the decay. If you do happen to notice any
Pb-206 accumulating in your
warehouse, well, there you go!

> This should make the game both more playable (lower micromanagement)
> add realism and be simple to code. A few quick patches to update.c
> should do the trick.

Dexter's Empire Axiom #7: All good ideas increase micromanagement.
Dexter's Empire Corollary #8: The better the idea, the more it increases
micromanagement.

Dex
 
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"Dexter" <dexter@nowhere.nospamthankyoumaam> wrote in message
news:c7rjs3$ma5$2@tomahawk.unsw.edu.au...
>
> "Empire King" <empire_king@hotmail.com> wrote in message
> news:cdbdff39.0405111001.617a4c21@posting.google.com...
> > Current rads usage is very unrealistic/poor playability. Here is my
> > fix for the problem. RADS should have HALFLIFE (as in physics, not
> > couterstrike wise guy) based on etu so they penalize early adopters
> > that stockpile before the 25th update. i.e., if you mine uranium too
> > early, it all disappears into rads and causes plague. But as
> > compensation, firing BONUS goes to +5 since you now have plenty of
> > deplete uranium shells.
>
> :) Half life IS in the server code. It looks like we're coded for U-238,
> which appears to have a half-life of 4.5 billion updates.
>
> So I guess you just don't notice the decay. If you do happen to notice any
> Pb-206 accumulating in your
> warehouse, well, there you go!
>
> > This should make the game both more playable (lower micromanagement)
> > add realism and be simple to code. A few quick patches to update.c
> > should do the trick.
>
> Dexter's Empire Axiom #7: All good ideas increase micromanagement.
> Dexter's Empire Corollary #8: The better the idea, the more it increases
> micromanagement.
>
> Dex
>
>

....and the harder it is to code...
 
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"Gemini" <scottzatwebsagacitydotcom> wrote in message
news:U-udnclikpiGyDzdRVn-iQ@comcast.com...
>
> "Dexter" <dexter@nowhere.nospamthankyoumaam> wrote in message
> news:c7rjs3$ma5$2@tomahawk.unsw.edu.au...
> >
> > "Empire King" <empire_king@hotmail.com> wrote in message
> > news:cdbdff39.0405111001.617a4c21@posting.google.com...
> > > Current rads usage is very unrealistic/poor playability. Here is my
> > > fix for the problem. RADS should have HALFLIFE (as in physics, not
> > > couterstrike wise guy) based on etu so they penalize early adopters
> > > that stockpile before the 25th update. i.e., if you mine uranium too
> > > early, it all disappears into rads and causes plague. But as
> > > compensation, firing BONUS goes to +5 since you now have plenty of
> > > deplete uranium shells.
> >
> > :) Half life IS in the server code. It looks like we're coded for U-238,
> > which appears to have a half-life of 4.5 billion updates.
> >
> > So I guess you just don't notice the decay. If you do happen to notice any
> > Pb-206 accumulating in your
> > warehouse, well, there you go!
> >
> > > This should make the game both more playable (lower micromanagement)
> > > add realism and be simple to code. A few quick patches to update.c
> > > should do the trick.
> >
> > Dexter's Empire Axiom #7: All good ideas increase micromanagement.
> > Dexter's Empire Corollary #8: The better the idea, the more it increases
> > micromanagement.
> >
> > Dex
> >
> >
>
> ...and the harder it is to code...
>
>

Not necessarily. Simple systems oftentimes give rise to extraoridinarily
complex modes of behavior. Or, in Empire terms, just a couple of lines of code
can completely alter the way you look at a game.
 
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"James Calivar" <amheiserbush@yahoo.com.au> wrote in message
news:d6eoc.6619$KE6.2231@newsread3.news.atl.earthlink.net...
> "Gemini" <scottzatwebsagacitydotcom> wrote in message
> news:U-udnclikpiGyDzdRVn-iQ@comcast.com...
> >
> > "Dexter" <dexter@nowhere.nospamthankyoumaam> wrote in message
> > news:c7rjs3$ma5$2@tomahawk.unsw.edu.au...
> > >
> > > "Empire King" <empire_king@hotmail.com> wrote in message
> > > news:cdbdff39.0405111001.617a4c21@posting.google.com...
> > > > Current rads usage is very unrealistic/poor playability. Here is my
> > > > fix for the problem. RADS should have HALFLIFE (as in physics, not
> > > > couterstrike wise guy) based on etu so they penalize early adopters
> > > > that stockpile before the 25th update. i.e., if you mine uranium too
> > > > early, it all disappears into rads and causes plague. But as
> > > > compensation, firing BONUS goes to +5 since you now have plenty of
> > > > deplete uranium shells.
> > >
> > > :) Half life IS in the server code. It looks like we're coded for
U-238,
> > > which appears to have a half-life of 4.5 billion updates.
> > >
> > > So I guess you just don't notice the decay. If you do happen to notice
any
> > > Pb-206 accumulating in your
> > > warehouse, well, there you go!
> > >
> > > > This should make the game both more playable (lower micromanagement)
> > > > add realism and be simple to code. A few quick patches to update.c
> > > > should do the trick.
> > >
> > > Dexter's Empire Axiom #7: All good ideas increase micromanagement.
> > > Dexter's Empire Corollary #8: The better the idea, the more it
increases
> > > micromanagement.
> > >
> > > Dex
> > >
> > >
> >
> > ...and the harder it is to code...
> >
> >
>
> Not necessarily. Simple systems oftentimes give rise to extraoridinarily
> complex modes of behavior. Or, in Empire terms, just a couple of lines of
code
> can completely alter the way you look at a game.
>
>

I was following int he spirit of dexter's axio, and corollary comments - and
either way meant "for the most part" :)

g
z
 
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>There's also an amusing anecdote where the Army refuses to let people at the
refinement facilities know that the stuff should not be stacked and piled close
together. Feynman finds out they're just piling the stuff in warehouses, and
is instructed by Oppenheimer to use the magic words "Los Alamos refuses to
accept responsibility for ..."

Oh, yeah, that's definitely a classic story which everyone here should read. In
"Surely You're Joking Mr. Feynman!", number 1 recommended book according to
Akorps666

Story starts on page 120 for those who already have the book

Feynman: I arrived at Oak Ridge ... the situation was even worse than Segre
reported .. he didn't notice a lot of boxes in another room on the other side
of the wall ... if you have too much stuff together, it goes up, you see ...

Oppenheimer: You tell them how the thing can be made safe, so they really
*understand* ...

Feynman: What am I supposed to do?

Oppenheimer: Say "Los Alamos cannot accept the responsibility for the safety of
the Oak Ridge plant unless ______"