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limits on social engineering values?

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  • limits on social engineering values?

    Are there hard limits on values for social engineering or do the values "wrap around"? Example: hypothetical faction has +3 planet, then gains green economy. Is the now +4 value of planet:
    a) treated like three
    b) wrapped around to -3
    c) ignored totally (planet zero)
    d) somthing I haven't thought of

    And do the other values behave similarly (industry, morale, etc etc).?

  • #2
    Some roll over, some apply as they show, and some wrap around.

    Green for instance doesn't go higher then +3, there's the probe morale bug when a faction gets +4 Probe, and there are a few more like that.
    I've no doubt that within a day some number cracker will offer you a list of them all or offers a link where that info can be found. I don't know either.
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

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    • #3
      "Cutlery confused Stalin"
      -BBC news

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      • #4
        7 minutes ... impressive !

        Planet seems to be fully effective at any value.
        So is it possible for a custom faction to get a 100% capture rate ? Or is it just the effect on ecodamage that is infinite ?
        Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

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        • #5
          Thank you very much Chaos Theory. I still haven't got the hang of the search engine, or I would have found that... I think.

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          • #6
            Planet definitely has an effect on psi combat over a wide range of values.
            I strongly suspect Planet has an effect on ecodamage (after the clean mins threshold) over a wide range of values.
            I don't know enough about capture chances to know what to expect from various Planet ratings.
            "Cutlery confused Stalin"
            -BBC news

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            • #7
              I strongly suspect Planet has an effect on ecodamage (after the clean mins threshold) over a wide range of values.
              Nope. It doesn't.

              In fact if my memory doesn't fail me, the benefit from positive planet caps at... +1. Yup.
              It's something like the (almost) final value is mutliplied by (2 - PlanetRating), bound by 1 and 6.

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              • #8
                Originally posted by Chaos Theory

                I don't know enough about capture chances to know what to expect from various Planet ratings.
                I fiddled with this and can say that anecdotally, plus1 to plus 3 planet seems to equate to the 25% to 75% capture chances cited but that the capture chance seems to be reduced by about 10% for every CAPTURED native in your forces. I do not know if there is a hard cap on the number of captured natives or if its simply a case that the chances of capture get so low.

                My thoughts are all anecdoatal since I haven't tested things thorougly but if you try captures with a high PLanet rating you will find that you fail on the capture many times in a row despite a +3 rating. If this happens, disband all your natives and start trying again . . . you should find your results getting a LOT better.

                I know my approach isn't completely accurate but it does serve as a decent approximation that seems to fit everything each time I applied it.
                You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                • #9
                  Yes, I've noticed that after capturing a few Isles I have a hard time capturing more of them.
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