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Planet Creation
https://mail.black-squirrel.com/viewtopic.php?f=1&t=11331
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Author:  Grivan Moranar [ Wed Aug 04, 2004 5:08 am ]
Post subject: 

Is there currently any way (or is there something in development) that a gameOp can use to determine the relative chance of a particular planet type to be spawned during genesis? IE make some planets very rare, others more common, etc.

Thanks in advance.

Author:  Harley Nuss [ Wed Aug 04, 2004 7:11 am ]
Post subject: 

There is no way to specify the odds, but in general, any planets added in addition to the stock ones will be much more rare.

Author:  Zentock [ Sun Aug 08, 2004 4:34 am ]
Post subject: 

Grivan if u make 100 planets and record the times specific planets
appear u can get a decent idea as to what is more likey to show and whats not. it is possible to set a game to allow 100 planet to exist in the same sector, and when you know what your twgs rare planets are you can then make new planets modeled after them and they will be even more rare.
i hope this helps. good luck. : )

Author:  Boss [ Mon Aug 09, 2004 5:24 pm ]
Post subject: 

One thing to keep in mind tho...it appears that if you overload a sector with planets you will start getting some of the more rare planets easier than if you create one and blow it then create another and blow it. The 100 planet idea may come up with 2 very different results if you pop 100 planets in a sector or if you pop them one at a time in a sector.

Author:  Zentock [ Mon Aug 09, 2004 9:45 pm ]
Post subject: 

yes boss ur r correct as to the 2 diff potential sets of results from
doing the planet apperance test in differant ways.
however i did not imply overloading, as i spoke of the possiblity of setting the game to allow 100 planets per sector so if the game is set to allow 100 planets per sector the overload factor is no longer an issue.
and since you like getting rare planets by overloading, let me know when and where you start your next game.
i will be happy to teach you a new way to get good planets : )

Author:  Boss [ Thu Aug 12, 2004 2:14 am ]
Post subject: 

Would love to find that info out, unfortunately I havent had time for a serious game since early this year. Will look you up when I get more time tho.

Author:  Supreme Galactic Overlord [ Mon Aug 23, 2004 2:06 am ]
Post subject: 

I have discovered that the farther down on the list a planet is, the more rare it will be.

It's as simple as that.

When you look at a planet list using C and J, the last planet on the list is the rarest.

Yet, there are random factors involved too.

Author:  Slim Shady [ Mon Aug 23, 2004 2:29 am ]
Post subject: 

i believe it is set up that the first 6 (the normal planets) all have a somewhat equal (and random) chance to get it and all the gold planets (all planets created as #7 and on) all have an equal yet smaller chance of being created.

Slim

Author:  Rick Mead (teamEIS) [ Mon Aug 23, 2004 2:55 am ]
Post subject: 

I posted this a while back ( a long while ) hopefully it will help.

this method is for keeping a clean sector (clear of nav haz) some people like to overload by one and do this as well.


Each planet has a base number of probability that it will be created, the base number for stock planets is set by how "useful" the planet is (this means that its hard coded so that L's, O's and H's have a lower number) and their sum is equal to 100% but these numbers have a couple of modifiers which lower and raise the base % ... one of these modifiers is number of planets in the sector. The more planets you have in the sector the greater your chances of getting an undesirable planet (at least that was the intention) what ended up happing is the U class planet once the modifier is added is at a huge possibility difference as compared to other planets. The more planets you have in a sector the higher the chance you will get a U class planet up to about 98%, which is the highest percentage I have found.

The other side effect to this is Gold planet types have a low base probability, but their modifier is similar to the U class in that the more planets in the sector the higher the chance there is that a gold planet will be created. For players this means that in a game with desirable GOLD planet types, the best method to increase your chances of getting a gold planet is to load the sector and work backwards, meaning instead of launching a single gtorp and then zdy'ing the planet and launching another gtorp clearing the nav haz and thus always having a "clean" sector, its better to launch the sector limit and work from the most undesirable planet back 1 at a time...

For instance if a game has a max 5 planets per sector you would launch 5 gtorps in the sector, lets say you got something like this:

(M) Gtorp 1

(M) Gtorp 2

(U) Gtorp 3

(H) Gtorp 4

(C) Gtorp 5 < ---- the class C in this example is the GOLD planet type

In this example you would land on planet 3 (Gentorp 3), because it's the worst planet left in the sector, and ZDY it. Then you would launch another gtorp, this clears the nav haz and leaves you with a "clean" sector, let's say you get this:

(M) Gtorp 1

(M) Gtorp 2

(L) Gtorp 6

(H) Gtorp 4

(C) Gtorp 5

Then you would land on planets 1 or 2 (Gtorp1 / Gtorp2), because it's the worst planet left in the sector, and ZDY it. Continue this until you have all Gold type planets, the planets you desire or run out of money.

It is pretty easy to determine the base and modifiers for each planet type, although it is time consuming. All you need to do is launch and destroy planets 1 at a time around 300 times to get the base number the modifier number only takes a few hundred till it tops out but you could launch 500 to try and get a close number for all types (you would need to do this in a stock game and a game with 2 gold planets)

Author:  The WABBIT [ Mon Aug 23, 2004 4:26 am ]
Post subject: 

Rick I remember this, and I have use it ever since you posted it to TWGS.org long ago. BTW you posted it on 2002-05-08 14:22:28, and direct link to the whole post is:


I had not wanted to reply to this topic. Mainly because, I did not remember who posted it in the first place. Secondly, because I knew that part of it was posted here. And the whole thing was posted else were.

As such I figured that if anyone really wanted to have this information. They could just do a search in the forums for it. Or look through all of the current TW websites out there.

Which means quite a few people, including a couple of EIS tech people. Have something to learn.

Do a search in the forums. As 99% of the questions that you are going to ask. Has already been asked and answered, at least one time before.

But, this is what happens. When the players stop playing the game. And have the bots/AFK Scripts, that other players created, play the game for them. All because they are too freakin lazy, to play the game themselves. And too freakin lazy to learn the game.


BTW Zentock had posted a portion of this information back in 2002.

And you can find the whole post at Cabal's Secret Hideout. Look under the Tips section.

And yet, another site has to it up for view, TWGS Mirror + Stats. You can see it at:

http://www.twarchive.com/post.php/t/495_2824


And you can also see it the Knowledge Base that I had started:

http://swgs.dynu.com/kb

Read the 'Misc. Tips gleamed from various sources' topic, under the Tips section.


My knowledge base is open to all to read, and to add to. I only require that you register, before you can add to the KB.

Author:  Harley Nuss [ Mon Aug 23, 2004 5:32 am ]
Post subject: 

quote:
Hello, The WABBIT!

Welcome to twgs.org, your annoyance-free Trade Wars forum!


Bad idea to post a full URL from the twgs.org forums, you give out a link directly into your account :P You'll want to contact naz about clearing the login stuff so that link will no longer go directly to your account.

Author:  Rick Mead (teamEIS) [ Mon Aug 23, 2004 10:26 am ]
Post subject: 

quote:Originally posted by The WABBIT

Rick I remember this, and I have use it ever since you posted it to TWGS.org long ago. BTW you posted it on 2002-05-08 14:22:28, and direct link to the whole post is:


I had not wanted to reply to this topic. Mainly because, I did not remember who posted it in the first place. Secondly, because I knew that part of it was posted here. And the whole thing was posted else were.

As such I figured that if anyone really wanted to have this information. They could just do a search in the forums for it. Or look through all of the current TW websites out there.

Which means quite a few people, including a couple of EIS tech people. Have something to learn.

Do a search in the forums. As 99% of the questions that you are going to ask. Has already been asked and answered, at least one time before.

But, this is what happens. When the players stop playing the game. And have the bots/AFK Scripts, that other players created, play the game for them. All because they are too freakin lazy, to play the game themselves. And too freakin lazy to learn the game.


BTW Zentock had posted a portion of this information back in 2002.

And you can find the whole post at Cabal's Secret Hideout. Look under the Tips section.

And yet, another site has to it up for view, TWGS Mirror + Stats. You can see it at:

http://www.twarchive.com/post.php/t/495_2824


And you can also see it the Knowledge Base that I had started:

http://swgs.dynu.com/kb

Read the 'Misc. Tips gleamed from various sources' topic, under the Tips section.


My knowledge base is open to all to read, and to add to. I only require that you register, before you can add to the KB.




The original question was concerning a addition for gameOps to be able to change the odds of creating planets, I re-posted this simply so that it may help some people from reading replies to this post from going on false information like the possibility is determined by where the planet lists on the planet list, or that all stock planets have the same base odds of being created. I agree whole heartedly with you that most questions can be answered by doing a search and that it is an excellent tool for a player that wants to find information, and there are many sources on the web that information can be found as well for the person willing to look.

The problem is when people start posting replies that offer incorrect information, these will sometimes snowball into a group of people thinking that the incorrect information is the correct answer to a question and they will discontinue their search, we want to try and curb that as much as possible.

I removed the link to the other forum from your post because as Harley mentioned it contained your login info, also your link to your knowledge base seems to be dead, I would be interested in looking it over.

Author:  The WABBIT [ Mon Aug 23, 2004 4:30 pm ]
Post subject: 

quote:Originally posted by Rick Mead (teamEIS)
I removed the link to the other forum from your post because as Harley mentioned it contained your login info, also your link to your knowledge base seems to be dead, I would be interested in looking it over.


Thx about the twgs.org link. I ad forgotten about that.
As for the url to my Knowledge base. My DNS redirector has been having a lot of problems with their servers. That I know of almost 24 hrs of down time since last Friday. But, at the moment it is working.

I'm working on trying to fix this, so that it does not happen again.

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