G
Guest
Guest
Archived from groups: rec.games.empire (More info?)
I want to open a discussion on the repairing / improving of planes outside
airfields and repairing / improving of Land Units outside HQ and forts. The
following was extracted from the info files:
Ships can repair themselves in any sector, and can use work from their
crew,
or from a harbor they are in. Planes can only be repaired in airports,
and
only use work from the airport. Land units can be repaired in HQ's, "or"
in
fortresses, and use the work of the HQ or fort. This means that
front-line
units in forts will repair themselves each update, assuming that the
necessary
materials and work are available. They can also gain efficiency in other
sec-
tor types, but at a much reduced efficiency (1/3rd normal gain)"
The last sentence is not clear but it implies land units (and maybe planes)
will repair in any sector if materials and avail (work left from the
previous
update) are available. It further says that the items will improve at 1/3rd
the normal gain. A read through the code shows that this 1/3rd improvement
happens with consumption of 100% materials, cash and avail. The 1/3rd
improvement at 100% of cost is not my concern at this time - I just wish
the info page clearly stated this high cost.
The issue I want to bring before the Empire community is the interpretation
of what 1/3rd improvement means. My interpretation and that of the code
are very different. The way it is implemented makes this marginal feature
almost worthless. If you place a 10% land unit in a 100% highway sector
with sufficient avail, lcms, hcms and cash and the version report says
land units can improve 100% at the update, the unit will improve to 40%
(((100-10)/3)+10) rather than 43% ((100/3)+10). This difference here is not
significant but the chosen implementation becomes asymptotic. That
40% unit will improve to 60% (((100-40)/3)+40) at the next update rather
that 76% ((100/3)+43). Subsequent updates will provide the following
results: 73%, 82%, 88%, 92%, 95%, 96%, 97% and 98% where it
gets stuck because of the rounding involved. A random rounding
addition will allow it to eventually reach 100% but after a long time. In
my simple interpretation, the land unit would ahve made it to 100% at the
third update.
I would like to hear some other opinions. Is this working the way most
think it should or is the current implementation a hack like the last
sentence
in the info file? The answer to this question will let me know whether
my interpretation results in a bug report or a feature enhancement.
We can also start a separate thread on whether this should cost 100%
material AND cash with only 1/3rd improvement. I know that I do not
use this capability because the cost is prohibitive. Maybe we could make
it useable. 100% material and avail with 50%-66% cash might make
it useful in some situations.
Tom
(Ski)
I want to open a discussion on the repairing / improving of planes outside
airfields and repairing / improving of Land Units outside HQ and forts. The
following was extracted from the info files:
Ships can repair themselves in any sector, and can use work from their
crew,
or from a harbor they are in. Planes can only be repaired in airports,
and
only use work from the airport. Land units can be repaired in HQ's, "or"
in
fortresses, and use the work of the HQ or fort. This means that
front-line
units in forts will repair themselves each update, assuming that the
necessary
materials and work are available. They can also gain efficiency in other
sec-
tor types, but at a much reduced efficiency (1/3rd normal gain)"
The last sentence is not clear but it implies land units (and maybe planes)
will repair in any sector if materials and avail (work left from the
previous
update) are available. It further says that the items will improve at 1/3rd
the normal gain. A read through the code shows that this 1/3rd improvement
happens with consumption of 100% materials, cash and avail. The 1/3rd
improvement at 100% of cost is not my concern at this time - I just wish
the info page clearly stated this high cost.
The issue I want to bring before the Empire community is the interpretation
of what 1/3rd improvement means. My interpretation and that of the code
are very different. The way it is implemented makes this marginal feature
almost worthless. If you place a 10% land unit in a 100% highway sector
with sufficient avail, lcms, hcms and cash and the version report says
land units can improve 100% at the update, the unit will improve to 40%
(((100-10)/3)+10) rather than 43% ((100/3)+10). This difference here is not
significant but the chosen implementation becomes asymptotic. That
40% unit will improve to 60% (((100-40)/3)+40) at the next update rather
that 76% ((100/3)+43). Subsequent updates will provide the following
results: 73%, 82%, 88%, 92%, 95%, 96%, 97% and 98% where it
gets stuck because of the rounding involved. A random rounding
addition will allow it to eventually reach 100% but after a long time. In
my simple interpretation, the land unit would ahve made it to 100% at the
third update.
I would like to hear some other opinions. Is this working the way most
think it should or is the current implementation a hack like the last
sentence
in the info file? The answer to this question will let me know whether
my interpretation results in a bug report or a feature enhancement.
We can also start a separate thread on whether this should cost 100%
material AND cash with only 1/3rd improvement. I know that I do not
use this capability because the cost is prohibitive. Maybe we could make
it useable. 100% material and avail with 50%-66% cash might make
it useful in some situations.
Tom
(Ski)