| www.ClassicTW.com https://mail.black-squirrel.com/ |
|
| A few Questions About TW https://mail.black-squirrel.com/viewtopic.php?f=1&t=10116 |
Page 1 of 1 |
| Author: | Amadar [ Wed Sep 07, 2005 7:54 pm ] |
| Post subject: | |
When looking at the Planet Info screan, is the planet maximum the number of colonists or the max amout of storage for Ore, Org, and Equip? Also, should i set Home sector ( where my planets are ) fighters to Offensive or defensive? Thanks for any help?? |
|
| Author: | Maniac [ Wed Sep 07, 2005 8:17 pm ] |
| Post subject: | |
The max population (collies) on a planet is not usually listed anywhere but it is fairly simple to find just collie your planet to where your production ratio starts declining. Say for example you have 50,000 on ore and are making 50,000 if you put one more collie on fuel your production will fall to 49999 when you find that "sweet spot" you have found max collies. IIRC if you put 2X max collies on a planet you will get zero production. Offensive vs Defensive figs? This is like the Tastes Great/Less filling debate .... I haven't found much to support either side but one good thing is if you have offensive figs and invaders happen to be carrying photons you have a chance of a photon going off. I don't know which ones get better odds hmmm guess it is time to recheck http://www.twcabal.com and see. I and most of the TW community consider that site to be the "TW Bible" |
|
| Author: | Amadar [ Wed Sep 07, 2005 8:32 pm ] |
| Post subject: | |
Once I hit the sweet spot for the collies, what happens if my planet produces more than it can stroe?? disappears? causes damage? |
|
| Author: | Kavanagh [ Wed Sep 07, 2005 9:19 pm ] |
| Post subject: | |
quote:Originally posted by Amadar Once I hit the sweet spot for the collies, what happens if my planet produces more than it can stroe?? disappears? causes damage? When the planet reaches max capacity for ore (or org or eqp) it will stop producing any more of that particular category. It will also stop producing fighters that the colos assigned to that category would otherwise produce. Nothing "bad" happens, unless you factor in the fact that you have a bunch of colos (which have cost you turns) doing nothing. |
|
| Author: | RexxCrow [ Thu Sep 08, 2005 4:38 am ] |
| Post subject: | |
All sectorial fighters get 1:(the approaching ships odds), defensive odds if the fighter is offensive and offensive odds if the fighter is defensive or toll. |
|
| Author: | Amadar [ Thu Sep 08, 2005 6:15 pm ] |
| Post subject: | |
If i "Balance" out my collies, does that help "total" population? |
|
| Author: | RexxCrow [ Thu Sep 08, 2005 7:50 pm ] |
| Post subject: | |
Are you referring to doing something like this: Fuel Ore: 20,000 Organics: 20,000 Equipment: 20,000 in order to get a better production? If so it depends entirley upon the edits set on the type of planet, the only way to find the max is by paying attention to the production ratio (i.e. when 3:1 turns to 4:1), once that number increases it is time to stop putting colos into the category; also you will want leave a little room to grow as the population increase, you will need to pull those colos and place them into another category, addionally you will notice sometimes depending also on the edits of the planet that the number of colos in a given category will decline, this is do to them being killed from the planets weather or what have you. But the editor of the game can put in almost whatever number the wish on the planets population levels for each category, i.e. 45,678, 5,000, or 0. So that is apart of learning that specific planet in that specific edit. Also there is now way to prevent population decline or population growth that is inherent to the classification and subclassification of each type of planet. |
|
| Author: | Akor [ Thu Sep 08, 2005 10:22 pm ] |
| Post subject: | |
quote:Originally posted by RexxCrow [white]the only way to find the max is by paying attention to the production, once that number increases it is time to stop putting colos into the category; Wait. Halt. Stop. It should be "once that number decreases" don't put anymore colos into the category. Since you said that as soon as the production increases stop, you would have this guy trying to colo his planets with only 1 per catagory. How it goes is you keep increasing your colos until adding 1 more colo would make it produce 1 less of a product. When I find this breakover point I then move enough of the colonists to another category to where the category I'm concentrating on has 1000 less colonists than the breakover point. This is so the planet can breed colonists without making a decline in production. In maxed-out edits, they do breed at 1000 colo per day roughly. |
|
| Author: | RexxCrow [ Thu Sep 08, 2005 10:44 pm ] |
| Post subject: | |
No I meant once the number increases. i.e. your planet starts off taking 3:1 (per thousand colos:1-unit of a given product) after you pass the population threshold of a given line of product it will then increase the number to: 4:1, 5:1, 6:1, and so on. The actual resulting production is decreased yes, but the ratio is increased; as that was what I was referring to. Thanks Akor, I clarified my meaning. |
|
| Author: | Harley Nuss [ Fri Sep 09, 2005 12:17 am ] |
| Post subject: | |
quote:Originally posted by Kavanagh When the planet reaches max capacity for ore (or org or eqp) it will stop producing any more of that particular category. It will also stop producing fighters that the colos assigned to that category would otherwise produce. Nothing "bad" happens, unless you factor in the fact that you have a bunch of colos (which have cost you turns) doing nothing. The colos will continue to make fighters even after the planet is maxed in a particular product. So if you max ore is 1m and you have 1m ore on the planet, the colos in ore will still make fighters at their normal rate. |
|
| Page 1 of 1 | All times are UTC - 5 hours |
| Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |
|