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MOO (not another patch) patch

Wow - impressive! One more note on the factory bug(s) - you may be aware of this already, but the method used in Remnants of the Precursors follows the OSG ... maybe:

The Official Strategy Guide Wrote:The computer will start your fledgling colony using older Robotic Controls technology when it is beneficial for speeding that colony's development. This means that your colonies will build cheaper-model factories first (i.e., ones not equipped with the latest Robotic Controls technology) until they equal that old technology's maximum factory-to-worker ratio as based on the planet's current maximum population size. Once that many factories are built, the computer refits them by spending the difference required for those older factories to reach the next Improved Robotic Controls tier. It then builds factories at that cost level until it reaches that level's factory-to-worker ratio maximum, and so forth.

Because of this, when you have the option, you should terraform planets to their maximum size potential before you exceed their initial 2:1 factory-to-worker ratio. By doing so, you will get the cheapest factories as quickly as possible, and that is good business in Master of Orion. For example: a player with Improved Robotic Controls IV and Improved Industrial Tech 6 begins a fledgling colony on a planet with a population maximum of 10 million. Initially, the computer will build factories there using the player's old (at start) Improved Robotic Controls II technology level, building 20 factories at 6 BCs each. After that, it will pay the 50 percent cost difference (i.e., 3 BCs each or a total of 60 BCs) to refit them all to Improved Robotic Controls III factories, after which it will build 10 more factories at a cost of 9 BC (6+ 50 percent of 6) each. When that plateau is hit, the computer will upgrade all 30 factories there (again, at another 50 percent of the base cost to build each factory, or 3 BCs each - which would be a total of 90 BCs) to bring them up to the Improved Robotic Controls IV level. Once this refit cost had been paid, it would build the last set of 10 factories, which that technology allows at a cost of 12 BCs each(6 + 100 percent of 6 at Improved Robotic Controls IV).

Note however that this doesn't indicate how many factories each worker can actually use if the planet's actual pop is below its max pop. I could make an argument either way, based on different things they say here. Probably, "how it already actually works" is probably the best way to go, bugged or not, for this case.

On the patcher, note the patch we've been using for the last couple of OSGs (prior to trying out Remnants) is here. I believe it's identical to kyrub's 1.4M except for fixes to the display: A couple that you implemented, e.g. correctly displaying the third "special" system on ships in combat, plus one I learned how to apply from 1oom's original creator, removing the overrun on "Controlled Whatever Environment" on the spy screen.

(February 10th, 2025, 07:49)SDragon Wrote: Having looked at my Spy Cost fix, it actually doesn't work the way the MOO manual says it should so wanted to double check with the community.  

The initial default spy cost was definitely bugged; Spy Cost = Tech Level * 2 + 25 
My initial fix took into account the number of previous spies but also doesn't quite do what the manual says; Spy Cost = Tech Level * 2 * (# of spies +1) + 25
Apparently, if I'm understanding the manual, the actual Spy Cost should be = (Tech Level * 2 + 25) * (2^# of spies)

So cost would be 27, 54, 108, 216... ?    Can anyone confirm?

That matches what the OSG says, for what it's worth.
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