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Starship bouns
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#6
by Citizen Dracil - 11/2/2003 10:58:51 PM
Hmm, how 'bout posting up your empire ability stats too? You might have some extra bonuses from exploring the anomalies. There was also the bug where events don't add to the ship bonus (supposedly fixed in a bonus pack or later version. Which version are you using and do you have the bonus pack?), which if we assume, actually works out between ships A and B.
Attack of 9 * 0.25 = 2.25 rounds down to 2.
Defence of 4 * 0.25 = 1 rounds down to 1. Which is the difference between ship A and B.
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#8
by Citizen Dracil - 11/2/2003 11:11:46 PM
Ok, that makes sense then. Let's review:
Base HP 50 * 1.35 = 67.5 rounds down to 67
Base Attack 9 * 1.81 = 16.29 rounds down to 16.
Base Defence 4 * 1.65 = 6.6 rounds down to 6.
That's exactly the stats for Ship A. And I already showed how Ship B's stats could be calculated from Ship A.
So shipyards do work. But that means the colonization event had absolutely no effect.
The .25 comes from the shipyard bonus (shipyard + advanced quality control). Or you could subtract .54 from .79.
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#15
by Citizen couslee - 11/3/2003 12:30:41 AM
Kewl.
As for the anomaly question, this was a large galaxy, and since I killed both the torian and drengin survey ships early, plus a great planet placement, that many anomalies sounds about right. I had 4 survey ships, plus the original hero running all over the place grabbing a shit-load of anomalies. With a few well placed scouts, drones, and a couple of corvettes, I was able to keep all the other races from tresspassing. Then the first UP vote came up, and it was for sector ownership, so didn't have to worry about that part anymore. I probably explored over a hundred anomalies. At least it felt like that. Anyway, not going into more details of that.
Guess from now on, we won't be doing any business with criminals, they only RIP YOU OFF!!!!!!!!
Hmmmm. I can see the irony in this. Verry funny SD. Big morality hit, no bonus.
I just wish I could remember if it was the criminal event, or the sleeping crew event. Probably the criminal one given the results shown.
I still don't think they are worth it, if following the advice of building one on every planet. And even if only on a few, not until late game.
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#16
by Citizen Dracil - 11/3/2003 12:42:54 AM
I've heard people say to only build them on planets where you build military ships. If you build all the improvements, you can get a 168% improvement in ship quality. So that battleship would have stats of HP:67 AT:31 (9 * (1 + .81 + 1.68)) DF:13 (4 * (1 + .65 + 1.68)). It would actually beat an unmodded Overlord about 69.5% of the time (I mean completely unmodded, with no empire bonuses at all, which is unrealistic, although it could probably match an Avatar or Ranger with empire bonuses but no shipyard bonuses). This is based on that simulator under the Metaverse tab.
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Hmmmm. I can see the irony in this. Verry funny SD. Big morality hit, no bonus.
I just wish I could remember if it was the criminal event, or the sleeping crew event. Probably the criminal one given the results shown. |
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Probably the criminal event, and I think this is a bug. It's been working off and on for the last few versions, it seems.
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I have the same problem. I figured out that Colonization effect (+45% Starship) does not work! It made me really mad.
Now I have Altarian prophecy and I my question is this:
has that bug fixed (in Altarian prophercy)?
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+Starship is not a flat bonus. It's divided between Weapons and Defense (no HP, this has been explicitly stated before), and even then it's not +200% Starship == x2 ATK and DEF.
I don't think the exact formula has ever been posted, but it's something around +20% ATK/DEF per +100% Starship bonus.
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I can't test the colonization bonus with my current game (nor can I test pre-game +ship picks, as I didn't choose any), but I tested the following: military resources, tech bonuses, social project bonues, anomaly bonuses, and omega quality control (1-per-race social project). All worked exactly like they were supposed to, here are the numbers:
Civilization bonus (tech bonuses + military resource bonuses): 193% weapon, 132% defense, 55% hitpoints.
Planet bonus (social projects totaling 50% + special social project worth 33%): 83% weapon, 83% defense.
Total bonus for ships built on that planet (if everything is working properly): 276% weapon, 215% defense, 55% hitpoints.
Test ship was a battle axe, base stats of 2 weapon, 5 defense, 30 hitpoints. Battle axe constructed by this planet had 7 weapon (+250%), 15 defense (+200), 46 hitpoints (+53%). The small differences are due to integer rounding by the game engine, not bugs.
Some things that might be throwing people off: to get your civilization bonus go to the F4 screen and select 'Stats'. To see the planet bonus go to the 'Details' section of that planet, middle column. Make sure when checking your produced ship's stats that you aren't in orbit, ships in orbit have a bonus.
It -is- a flat bonus (as the numbers I posted above show), people are just making mistakes when trying to calculate it.
(Side note: the Omega Quality Control special project adds 33% to weapon/defense but only on the planet it's built on, so if you have a planet with an existing bonus from colonization make sure and build the OQC there if you want to create a planet with the maximum ship bonus possible for your civ).
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