Decimal Complete Guide Per Sirp - Old news

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10 years 3 months ago - 10 years 3 months ago #978 by Ghosage
(there are math errors. Quark and I will edit this living document. But it's enough to be mega worthwhile)


I suggest browsing the Definitions at the end as it might help when reading the document.

1. Decimals

a. What is a decimal?
b. What are the ranges?

2. Alloying

a. Averages
b. what about 3 or more minerals?
c. Roll Sets / Directions
d. Controlled
e. Uncontrolled
f. Research Level, Special:AlloyBuilderImprovements, and Force
Last edit: 10 years 3 months ago by Ghosage.

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10 years 3 months ago #979 by Ghosage
Decimals
What is a decimal?
First off Decimals are not Decimals at all. This is a lie, misdirection, etc. Each component wants 0 through 10. We heard of decimals so we assume something like 5.1.. 5.2.. 5.20... etc.

After using Projectiles Payload to map Magnetic Projection we were able to determine the ranges, and extrapolated from this that it must be a byte (0 thru 255)

In fact All elements want 0 through 255. Broken into 23 to 24 blocks that are then displayed as 0 through 10.
What are the ranges?

1. Int: 0 Min: 0 Max: 22 (range 23)
2. Int: 1 Min: 23 Max: 45 (range 23)
3. Int: 2 Min: 46 Max: 68 (range 23)
4. Int: 3 Min: 69 Max: 91 (range 23)
5. Int: 4 Min: 92 Max: 115 (range 24)
6. Int: 5 Min: 116 Max: 139 (range 24)
7. Int: 6 Min: 140 Max: 163 (range 24)
8. Int: 7 Min: 164 Max: 186 (range 23)
9. Int: 8 Min: 187 Max: 209 (range 23)
10. Int: 9 Min: 210 Max: 232 (range 23)
11. Int: 10 Min: 233 Max: 255 (range 23)

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10 years 3 months ago #980 by Ghosage
Alloying
Alloying is the combination of two or more minerals. You then 'Control' certain properties hard setting them to a desired Integer location. All 'Uncontrolled' properties drop using a simple math formula that involves the Research 'Cut' level set, your empires Special number of 'Alloy Builder Improvements', and some math in relation to what you controlled.

Averages
Quite simply the decimal value of A + B / 2

what about 3 or more minerals?
Ok two minerals is easy. The Natrual Average is always A + B / 2

Rule: step 1 Of all your used minerals. Find the highest decimal.
Rule: if you controlled this property to a value greater then this highest value, take the highest 2 decimals, average them.
Rule: if you controlled this property to a value lower then this highest value, take the lowest 2 decimals, average them.


Roll Sets / Directions
Rule: If you SET a property below the Average, you will roll the High Side.
Rule: If you SET a property above the Average, you will roll the Low Side.
Rule: That means 0-11 and 244-255 are impossible 'Rolls' but can be averaged to.

Controlled
Controlled is when you set a particular property to a desired integer value. Depending on the natural average it might land on a particular Decimal, or it might Roll a random within that side of the integer set.

Rule: If you SET a property equal to the natural average, the result will be exactly the decimal average.
Rule: If you SET a property different to the natural average, the result will 'Roll'

Uncontrolled
Any uncontrolled property will fall. Even if you take two minerals that have Density 5, and set it to 5. getting +0 force. Setting your Reserach Lvl Cut to Empire, you will loose at least 38 to 69 decimal points based upon your Special:AlloyBuilderImprovements

Research Level, Special:AlloyBuilderImprovements, and Force
Ok this is where it gets REAL tricky.

Rule: Force is the total number of Integer points you hard moved an alloy.
Example two minerals have an average Density of 5. You set it to 4. Your force is +1
Example two minerals have an average Density of 5, and Mallability of 2. You set Density to 4, and Malleability to 2. Your force is +1
Example two minerals have an average Density of 5, and Mallability of 2. You set Density to 4, and Malleability to 3. Your force is +2
RuleAsCode: SumOfAllControlled(IntOf(NatAvg) = IntOf(SetPoint))

(English)
First we need to define the Offset. The Offset is how much loss we need to apply based upon our empires count of 'Alloy Builder Improvements.
Take the total count - 1. This is your Improvements value.
Take the Absolute vales of Average - Set.
Take the greater of that and 1. so avg=0 set = 0 Diff = 1 Avg=0, set=10, diff=10
Square that number.
Now.. Take that number - 'Improvements Value' -1
Take the greater of your final result, and 1.
This is your Offset.

(Gnomish)
Improvements=Count_Of_Specials - 1
Diff=max(abs(Set-Avg), 1)
DiffCalc = Diff * Diff
Offset = max(Diff - Improvements - 1, 1)

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10 years 3 months ago #981 by Ghosage
Definitions

• Controlled
o To set an alloy property to a desired value

• Uncontrolled
o Leaving a property unset, letting it fall, average, to a lower value.

• Cut
o The selection of Alloy Research Level (Gradient, Cutting Edge, Revolutionary, Epic, Empire)

• Roll
o When you set a property in such a way that it randomly rolls a decimal in a certain range.

• Roll Range
o A way to pass along which direction high-side low-side you expect your alloy to roll within.


________How to win the game without actually trying
Quark " 2 + 2 = 5"
Light " I rule, you suck" (Reality he has no concept)

Ok. So we all heard of "Micros" or "MC". For the record MC means Money Colony. Now that Cyrus has shipped to terrorist land we can reclaim MC is not micro but really Money Colony.

The real name for it is Crayola Stupidly Simple Imperfect Alloys. CSSI for short.

We all see the designer. Pick a compoent. It wants Density 5. Have you ever tried giving it 6?

Here is the flaw. The game expects pefect decimals. It wants 92 decimal, or INT: 4

Now from mapping decimals you know 92 is on the low side of 4. So lets give it the highest 3 we can possibly roll. What happens is the game client is decimal clueless. So when you give it 3 not 4 it allows you to supercharge that alloys cost. Instead of 3333 of a perfect 4. It allows you to throw in 5555. What do we know about the designer? The most cost you throw in the most cost we care about drops.

So as you raise the input minerals to their max, the more hull + power drops.

How to micro?
===
  1. Throw in +1 or -1 Int alloys in the proper direction.
  2. Increase the minerals until Poor Design.
  3. Ratchet the minerls down until you find the sweet spot.
  4. now either Reach Time.. Cost.. Etc.. Raise the cost. Try 100x1 research cost to prod cost.

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10 years 3 months ago #986 by SirParadox
Replied by SirParadox on topic Re: Decimal Complete Guide Per Sirp - Old news
:)

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10 years 3 months ago #1019 by Tyrant
Can you still do this in the game?

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