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Messages - Ziggyny

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31
General Starfleet Discussion / Re: ARC net. Is it WORTH IT?
« on: February 05, 2010, 05:39:04 PM »
To speed up researching higher levels of arcnet you do need all your labs at 10. It's not critical of course (and I left myself at 10-9 for a long time) but it does help. It took me 20 hours to build the level 10 lab and it knocked 24 hours off of the time to research arcnet 2. Since I also needed to spend 20 hours leveling my 3rd lab up to 9 it was awesome. Again, this is because I have resources lying around waiting to get pumped into techs that it makes sense to do this. I saved short term time and long term time assuming I can keep my lab working.

32
General Starfleet Discussion / Re: Colonization
« on: February 05, 2010, 05:33:54 PM »
Quote from: "sfman"
Quote from: "Samiel"
when I am going for a planet slot with low field average I just accept that several fleet slots are going to be used up for a while. I like to build 3-4 gaias and then send them to colonize (arriving at a time that I can be on-line) right behind one another strung about 2-4 min out from each other and then I abandon any of the colonies that I dont like until I get one I do. its a little expensive though and it holds up those fleets slots for a good while.

You don't send any ships/resources with your Gaia?

If I'm colonizing a planet with the intent to grow it, absolutely not. There are 4 possible outcomes:

- planet has low fields and I sent ships/stuff with it: now I have to wait for the ships/stuff to get off the planet before I can try again. I'm definitely abandoning it because I'm intending to grow the planet and low fields means I can't
- planet has low fields and I sent nothing: abandon immediately and retry
- planet has high fields and I sent ships/stuff: party time!
- planet has high fields and I sent nothing: Send cargo ships with stuff now, I'm a little delayed on growing the planet but since cargo ships are much faster than gaias I'm not actually that far behind


The total time spent to start getting a colony up is (where G is the time for a Gaia to fly somewhere, C is the time for cargo ships to do so, and n is the number of tries)

If I send ships every time:
(Gc)^(n-1)G

If I only send ships to good planets
(G)^nc

Sending ships every time is faster when n = 0, is identical when n = 1, and is worse when n > 1. If it becomes worthwhile or not depends on what slot you're colonizing and what your acceptable point is. If you're only hitting slots 4-9 and you're happy with 140 fields then you should send ships with your gaias. Otherwise you're much better off sending your ships only when you hit a good planet.

One thing missing here is that you can actually speed up the second set appreciably by sending your gaias out in parallel. By staggering them every few minutes as suggested above you can get a good planet up and started in Gc+3n which is much better when n > 1, but uses more fleet slots at once.

33
General Starfleet Discussion / Re: ARC net. Is it WORTH IT?
« on: February 05, 2010, 05:22:29 PM »
I was running 10-9 until recently when I decided I wanted to get Arcnet2. To speed that research up I wanted to get my 9 up to a 10 first; I spent that time also leveling a new lab on another world. It takes almost exactly the same amount of time to level a naked planet to a level 9 lab as it does to level a 9 to a 10 (assuming equal capital levels) so I just built them up in parallel. 1 day on labs, 1 day on Arcnet 2 and now my research will take 33% less time. It'll make up for itself in less than a week.

Now, mind you, arcnet is only worth anything at all if you actually have enough resources to make use of the increased time. If you're going to spend 80 hours on the next level of warp and then research nothing for 60 hours it's not appreciably better than spending 140 hours researching warp since you could then spend the resources on arcnet and the lab on ships.

Basically, if you're sitting around with resources to turn into techs you want arcnet. If you're desperately scrambling to put together the mats for your next tech you don't want arcnet. (You want to spend those resources on the tech itself instead of on arcnet!)

34
General Starfleet Discussion / Re: Excel Equation for Resources
« on: February 05, 2010, 05:08:12 PM »
Quote from: "Laggynate"
Quote from: "Ziggyny"
In Excel the rounddown function takes two parameters. The first is the number to be rounded, the second is the precision to round to. If you're looking for a whole number you want to set that parameter to 0. For example:

rounddown(250.6, 0) = 250
If it's like the FLOOR function then it is the lowest common multiple.

I do not think that term means what you think it means. The lowest common multiple of any set of whole numbers is the smallest whole number into which all numbers of the set divide evenly. For example, the lowest common multiple of 4 and 6 is 12. LCM has nothing to do with rounding, and nothing to do with non-whole numbers.

ROUNDDOWN has the second parameter being precision, which is how many decimal places to round to. If you want a whole number (as was requested here) you want to round to 0 decimal places. If you wanted a more precise (but still rounded) number you would enter in a positive number as the precision. If you wanted a less precise number you would enter a negative number. For example:

rounddown(251.25, 0) = 251
rounddown(251.25, 1) = 251.2
rounddown(251.25, -1) = 250

FLOOR also has a second parameter, defined in the help file as significance which is which multiple you want to round to. rounddown forces you to stop at a specific decimal point, floor allows you to define where to stop. However, this is still not giving you an LCM. Most of the time the number returned isn't even a multiple of your initial number at all. For example:

floor(251.25, 1) = 251
floor(251.25, .1) = 251.2
floor(251.25, 10) = 250
floor(251.25, 15) = 240

The first three examples mirror rounddown, but the fourth lets you do something new by having a significance that doesn't line up with a power of 10.


These excel functions are nice and all, but most people who think of flooring a number tend to think of it as just getting the biggest whole number smaller than the input. (That's how it's defined in math, after all, but Excel gives you more general functions sometimes...) To accomplish that just use floor(X, 1) or rounddown(X, 0).

35
Battle Reports / Re: first 600k debris field in extreme?
« on: February 05, 2010, 02:46:42 AM »
I can't, he's (n) to me. I have a few build points...

36
Battle Reports / Re: first 600k debris field in extreme?
« on: February 04, 2010, 10:07:33 PM »
Aw, unlucky. I found that guy today and almost had enough to take him out.

37
General Starfleet Discussion / Re: Excel Equation for Resources
« on: February 04, 2010, 09:36:59 PM »
In Excel the rounddown function takes two parameters. The first is the number to be rounded, the second is the precision to round to. If you're looking for a whole number you want to set that parameter to 0. For example:

rounddown(250.6, 0) = 250

38
Battle Reports / Re: Quinn Hits KBF Again
« on: February 04, 2010, 03:48:45 PM »
People are launching IPMs already, eh? Good thing I invested in a silo already I guess!

39
Extreme Universe / Re: EXTREME colonization
« on: February 04, 2010, 03:14:15 PM »
You didn't want to be in 1:1 anyway, it's not a very friendly place.  :twisted:

40
General Starfleet Discussion / Re: Game Not Working?
« on: February 03, 2010, 06:20:57 PM »
Mine definitely have not changed. I was calculating out times for Arcnet 2 last night and they're still the same this morning.

41
Extreme Universe / Re: I'm new, Question, pls rate
« on: February 02, 2010, 06:38:21 PM »
Oh, and you can't transport to other player's planets if they're higher rank than you are. That's 'pushing' and not allowed by the game.

42
Extreme Universe / Re: New to Extreme-Question
« on: February 02, 2010, 04:36:46 PM »
Chances are you were within range of him when he attacked. The losses you incurred from the attack knocked you into (n) status for him and he cannot attack you anymore.

You're (n) to someone if you have fewer than 1/5th of their build points AND you aren't over 5000 build points. If a reasonable amount of your stuff is invested in ships and they all get blown up it's quite likely you'll drop enough points to get (n)'d.

43
Extreme Universe / Re: I'm new, Question, pls rate
« on: February 02, 2010, 04:17:02 PM »
I'd go for colony ships before harvesters. You can resource save by shipping stuff slowly between your colonies overnight and they'll drastically increase your income while harvesters really won't do much of anything on their own until you're attacking other players.

44
Battle Reports / Re: Inactives
« on: January 29, 2010, 09:53:20 PM »
All I'm getting out of these is that you need to send more cargo ships on your raids...  :P

45
General Starfleet Discussion / Re: Resource saving ship priority
« on: January 29, 2010, 03:27:14 PM »
1 dino + 1 herc = 45k, not 26k.

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