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View Full Version : SMAC cheats all your money (evil Firaxis)


Commy
June 1, 2004, 13:43
I was playing a game as Morgan last night. I build the Planetary Energy grid, so the energy bank in Morgan Industries brought me from 18 energy/economy per turn to 27. Then I built a tree farm. Normally, I'd calculate it as 50% (energy bank) of the original 18, then 50% of the new subtotal with the tree farm, making a grand total of 40 or 41, depending on how the game rounds it. Apparently not.

Instead, I got 36, or 100% or the original 18. So like, is the two bonuses added, or are they like multiplied of eachother? Is it supposed to be this way, or is my game screwed up.

Now that I think of it, how does the game treat all of the percents in combat? I never actually cared until now. So if you are attacking with a speeder in the field, and you have nerve gas pods, are the advantages added, or multiplied together?

Better yet, if you attack a mindworm, and you have -3 planet because of the Free market, are the percents added/subtracted, or are the multiplied? Say you had a unit with a power of 100, then because you attack (say you have empath song), then you get +50%, or power of 150. Now if the -30% was of the new subtotal, then your attack power would be 105, but if 30 was subtracted from 50, then the new percent applied to 100, your attack would be better at 120.

I can never tell since combat always goes too fast. For all you pros out there, how does the game do percents? Because I really don't like getting cheated out of a bunch of energy credits.

By the way (off topic) is this the way it's done in Civ 3?

Enigma_Nova
June 1, 2004, 14:15
%ages are generally added.
That's why the base with Nanoreplicators and Genejacks and Robotic Assemblies and The Bulk Matter Transmitter doesn't result in instant global warming.

Googlie
June 1, 2004, 14:24
Regarding combat - check the flag "confirm odds before attacking" then you'lll see exactly how combat odds multipliers work (In combat they are multiplicative, not additive)

(You'll find this from the left hand menu, "game" "advanced preferences", third option down)

Ogie Oglethorpe
June 1, 2004, 14:45
Commy did you account for maintenance costs of the tree farm?

Googlie
June 1, 2004, 15:09
More on combat odds

Go here (http://apolyton.net/upload/view.php?file=517_CombatTest2101.SAV) and download the test - use all your 3 scouts to attack Dee and the mindworm and see the odds before you attack

(and your assumption re psi odds in combat is correct - bonuses and penalties are multiplicative)

CEO Aaron
June 1, 2004, 15:24
Yes, Commy, all percentage modifiers to production from facilities are additive, not multiplicative, that's the way it's supposed to work.

Put simply, if you have an energy bank giving you +50% energy production, and a tree farm giving you +50% energy production, your energy production should be at 200%. So it is for all other production multipliers. Genejack factories, Network Nodes, you name it.

Googlie
June 1, 2004, 16:26
To see it in action, go here (http://apolyton.net/upload/view.php?file=517_facilites.zip) and unzip into your smac folder/scenarios file.

Open as "scenario" then "Edit Scenario" and load facstest,2101. Now click on The Hive and move from left to right clicking on the 4 Hive bases. You'll see the additive nature of the facilities quite clearly (all have the same 3 mins at the base site and 5 workers producing 1 min each - the progression is 8:12:16:20 for, respectively, 1,2 and 3 minerals enhancing facility)

G.

Commy
June 1, 2004, 16:35
Thanks about that combat thing. I actually always do "review combat odds" so that I can see what chance I stand in combat, but I never realized that you could see the details at the bottom of the screen too.

Chaos Theory
June 1, 2004, 16:47
Punishment spheres are an exception to the additive rule for facilities, right? IIRC, they multiply your base's labs by .5, rather than add -50%.

Also, the SPs that boost lab output add with each other, but multiply with lab boosting facilities. This is why Super Science Cities are powerful:

(1 + .5 (net node) + .5 (fusion lab) + .5 (research hospital)) * (1 + 1 (Supercollider) + 1 (Theory of Everything)) = 7.5 * normal labs!

Leon Trotsky
October 21, 2006, 03:13
Would the Bulk Matter Transmitter work the same way?

BlackCat
October 21, 2006, 07:41
BMT adds another 50 % of basic min to the pile.

Kataphraktoi
October 29, 2006, 15:11
Punishment sphere description certainly claims it halves all research, anyway.