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 Planet Creation 
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Gameop
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How can you control how frequently a planet is created. I want to create a planet that is VERY rare. I'd also like to find a way to control what type the new player planet is. Is this possible?

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Sun Oct 22, 2006 2:51 am
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From what I see the only way to control what planet a player gets is to manually change it via the editor, there is an active planet setting, but it seems from a recent pos by the Reverend and Velocity: ( http://www.tw-attac.com/TWForum/topic.a ... C_ID=20579 ) the stock planets have to be there no matter what though you can essentially make them all appear identical to one another, thus appearing as multiples of the same planet.

As for obtaining a specific planet once you overload the sector with planets it becomes very easy to obtain the gold planet you are looking to obtain, compared to trying to get the desired planet by popping one and then detonating it. Though there is not any actual ratio setting per say, that allows you to control how often a certain planet is to appear in relation to the others.

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Sun Oct 22, 2006 4:46 am
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You can't directly control the frequency of the creation for any type of planet, however, you can make some edits that will give you the desired results *most* of the time. Take the stock planets:

1) CLASS M, EARTH TYPE
2) CLASS K, DESERT WASTELAND
3) CLASS O, OCEANIC
4) CLASS L, MOUNTAINOUS
5) CLASS C, GLACIAL
6) CLASS H, VOLCANIC
7) CLASS U, VAPOROUS/GASEOUS

The planets towards the top off the list appear to have a higher percentage chance of occurance. The most common starting planet is by far the class M and I don't ever recall getting a class C, H, or U as a starter planet. So you should be able to edit the first 4 stock planets to all be clones of each other and then most of the starter planets should be the same.

As far as controlling the frequency of a special gold planet, you could try adding say 10 gold planets. Make the first 9 clones of the various stock planets and then make the 10th one your special planet. This should make it very difficult to obtain.


Sun Oct 22, 2006 8:14 am
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Heh, Mantis, see now that is a creative work around! Nice thinking! [:P]

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Sun Oct 22, 2006 8:29 am
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zoc users might try to locate new _planet_buster script that Rev released on his site....

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Sun Oct 22, 2006 10:20 am
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Gameop
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Doesn't seem to be working. I left the first 7 classes, and created an 8th planet. I did make sure it was enabled, went to a sector and crated 40 planets. It didnt' appear once. I then blew myself up on navhaz blowing up the planets. LOL I do know that different sectors seem to make different type planets as well, not sure how that influence works. But sofar, I've only tried once sector. Maybe in retrospect I'll try another, and try not to blow up again.

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Sun Oct 22, 2006 1:09 pm
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Well after doing a little more research, it appears that the frequency of the planet type is not a function of their order in the planet catalog. I banged 5000 planets at stardock using a macro and got the following results:

Planet Type...................Count..Percentage
-----------------------------------------------
Class M, Earth Type............1940....38.8%
Class K-BE, Desert wasteland....324.....6.5%
Class O-J, Oceanic..............472.....9.4%
Class L-E, Mountainous..........704....14.1%
Class C-EJ, Glacial.............245.....4.9%
Class H-KEJ, Volcanic...........805....16.1%
Class U-GJ, Vaporous/Gaseous....163.....3.3%
Class K-BE, Spice Dunes.........169.....3.4%
Class O-J, Swampland............178.....3.6%

Please note, these results are based on an edit with 2 gold planets and there was only 1 planet at a time in the sector. It would be interesting to see the results using 2, 3, 4 and more planets in a sector or using varying numbers of gold planets. Unfortunately I don't have a test server (or the resources in a live game) to test all these variables.


Mon Oct 23, 2006 8:08 pm
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ok for giggles i ran some tests on a stock game. as you can see from the figure below, the more planets you have in the sector, the less likely you are to get an M, more likely to get a U. the rest of the planet types maintain about the same probability compared to the changes in M/U. more testing needs to be done - for example, i'm not sure if the probabilities map to the type of the planet or the order the planet shows up in the CJ list. also, this does not evaluate gold planets.

Image



<A> Class M, Earth Type
<B> Class K, Desert wasteland
<C> Class O, Oceanic
<D> Class L, Mountainous
<E> Class C, Glacial
<F> Class H, Volcanic
<G> Class U, Vaporous/Gaseous

300 stock planets, first planet
# % type
124 41 M, Earth Type
15 5 K, Desert wasteland
35 11 O, Oceanic
40 13 L, Mountainous
18 6 C, Glacial
55 18 H, Volcanic
13 4 U, Vaporous/Gaseous

300 stock planets, second planet
# % type
91 30 M, Earth Type
28 9 K, Desert wasteland
32 10 O, Oceanic
43 14 L, Mountainous
14 4 C, Glacial
48 16 H, Volcanic
44 14 U, Vaporous/Gaseous

300 stock planets, third planet
# % type
70 23 M, Earth Type
28 9 K, Desert wasteland
29 9 O, Oceanic
53 17 L, Mountainous
15 5 C, Glacial
46 15 H, Volcanic
59 19 U, Vaporous/Gaseous

300 stock planets, fourth planet
# % type
38 12 M, Earth Type
21 7 K, Desert wasteland
31 10 O, Oceanic
51 17 L, Mountainous
24 8 C, Glacial
52 17 H, Volcanic
83 27 U, Vaporous/Gaseous

300 stock planets, fifth planet
# % type
16 5 M, Earth Type
26 8 K, Desert wasteland
35 11 O, Oceanic
48 16 L, Mountainous
15 5 C, Glacial
45 15 H, Volcanic
115 38 U, Vaporous/Gaseous

300 stock planets, sixth planet
# % type
19 6 M, Earth Type
7 2 K, Desert wasteland
13 4 O, Oceanic
37 12 L, Mountainous
16 5 C, Glacial
50 16 H, Volcanic
158 52 U, Vaporous/Gaseous

300 stock planets, seventh planet
# % type
10 3 M, Earth Type
10 3 K, Desert wasteland
5 1 O, Oceanic
28 9 L, Mountainous
20 6 C, Glacial
49 16 H, Volcanic
178 59 U, Vaporous/Gaseous

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Mon Oct 23, 2006 10:03 pm
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Sorry, Rev I be confuseded, what is that suppose to mean? I am not sure how that is to be read?

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Mon Oct 23, 2006 10:32 pm
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So the first couple strongly favor earth type or early list planets. Beyond that the odds of getting a planet further down the list increase? Such that by the 4th or 5th planet you have pretty good odds of getting a planet towards the end of the list? With a lighter distribution of planets in the middle remaining more or less constant for the first few then decreasing from there?

Seems to agree with the overload method. Since most sectors tend to overload and 3 or 4, popping to 4 or 5 would improve your odds of getting a gold planet.

I wonder how that works when you go beyond 6... say, to 20 planets per sector. If the odds roll back the other way or not.

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Mon Oct 23, 2006 10:34 pm
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300 stock planets, seventh planet
# % type
10 3 M, Earth Type
10 3 K, Desert wasteland
5 1 O, Oceanic
28 9 L, Mountainous
20 6 C, Glacial
49 16 H, Volcanic
178 59 U, Vaporous/Gaseous


header - 300 times i created and destroyed the 7th planet in a sector
first column - how many planets of that type were created out of 300
second column - percentage
third column - planet type

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Mon Oct 23, 2006 10:36 pm
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oHHH, ok, I am getting it now, your chart is great BTW.

Yea, Sing I was wondering to how it changes/if it changes if you yave say 10+ planets available.

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Mon Oct 23, 2006 10:51 pm
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So now to further the question,.. Rev. How would that work now if you had say 10 planet types. Would it still make it less frequent that say planet 8 or 9? I made a planet, but I want it to be rare and costly to aquire. Costly in you have to use lots of torps to get it, and rare in the same fashion. I made it planet type 8 and it appears almost every time you overload.

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Wed Nov 08, 2006 5:07 pm
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quote:Originally posted by Runaway Proton

So now to further the question,.. Rev. How would that work now if you had say 10 planet types. Would it still make it less frequent that say planet 8 or 9? I made a planet, but I want it to be rare and costly to aquire. Costly in you have to use lots of torps to get it, and rare in the same fashion. I made it planet type 8 and it appears almost every time you overload.


the only thing you can do to make it any rarer is to make 50+ planet types. then it won't matter if its planet type 8 or 25 or 50 - it will just be dumb luck to make one. i didn't do the math for gold planets, however, perhaps you could do a study of that and get back to me?

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Wed Nov 08, 2006 5:34 pm
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quote:

Seems to agree with the overload method. Since most sectors tend to overload and 3 or 4, popping to 4 or 5 would improve your odds of getting a gold planet.

I wonder how that works when you go beyond 6... say, to 20 planets per sector. If the odds roll back the other way or not.


Yes I have found the overload method to be the best method as well, assuming the planets you want are near the bottom of the list. In one particular game i was playing in where the last planet on the list started out with product on it... creation of planets in a overloaded sector yielded nice cash, cause 95% of the time every overloaded planet was of the last planet type ... regardless of planets in sector [some sectors made it over 100 planets in them] ....

In the above example it is noteworthy to say that navhaz affected the outcome. If you attempted to say det/torp in a overloaded sector you RARELY got the last planet type.. so for some reason navhaz appears to affect all this stuff as well, worth adding in as another factor to peoples charts..

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Sun Nov 12, 2006 4:18 am
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