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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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quote:Originally posted by Harley Nuss (teamEIS)
Colos die off in TWGS.
I did not know that. Would you share the circumstances please.
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| Thu Mar 17, 2005 11:08 pm |
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Slim Shady
Gameop
Joined: Thu Jun 06, 2002 2:00 am Posts: 2371 Location: USA
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i swear i dun seen whut i seen. but i prolly dun seen long ago and wuz retarded.
and colos die. make a planet, set hazard to 255 and hability to 0.
i bet ya colos will die 
_________________ Ask Slim!
--==[The Outfit]==--
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| Fri Mar 18, 2005 12:16 am |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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I'm not really sure *when* they die, but they do. With stock planets, the average over time is positive growth.
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| Fri Mar 18, 2005 1:11 am |
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Animal
Gameop
Joined: Sun Sep 01, 2002 2:00 am Posts: 215
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Back in the old days if you filled up org on the H it significally cut down on the number of deaths
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| Fri Mar 18, 2005 1:36 am |
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Mantis
Warrant Officer
Joined: Sun Dec 12, 2004 3:00 am Posts: 97 Location: USA
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OK I did some testing and here's the results:
Control Group:
5 Planets 50M colos in fuel
4 die-offs in 10 days.
Split Population Test:
5 Planets 50M colos in fuel, 12.5M colos in equ
5 die-offs in 10 days.
Organics Test:
5 Planets 50M colos in fuel and 5K units of org on planet
5 die-offs in 10 days.
Equipment Test:
5 Planets 50M colos in fuel and 5K units of equ on planet
5 die-offs in 10 days.
Summary:
There was no significant difference in the number of die-offs for all test groups. The overall chance of a die-off was pretty close to 10%. The die-offs occur when the date changes.
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| Fri Mar 18, 2005 2:17 am |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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Thank you for the tests, Mantis.
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| Fri Mar 18, 2005 3:09 am |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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quote:Originally posted by Mantis
OK I did some testing and here's the results:
Control Group:
5 Planets 50M colos in fuel
4 die-offs in 10 days.
Split Population Test:
5 Planets 50M colos in fuel, 12.5M colos in equ
5 die-offs in 10 days.
Organics Test:
5 Planets 50M colos in fuel and 5K units of org on planet
5 die-offs in 10 days.
Equipment Test:
5 Planets 50M colos in fuel and 5K units of equ on planet
5 die-offs in 10 days.
Summary:
There was no significant difference in the number of die-offs for all test groups. The overall chance of a die-off was pretty close to 10%. The die-offs occur when the date changes.
Mantis, thanks for introducing this topic.
Based on your earlier suggestion re system date v running externs, I rechecked the ten (pers) 50M colo H's that I made yesterday, 25 hours after they had been made. I checked them using Tedit, did not log in as a player, scan/land etc.
3/10 planets lost 6% of colos, 7/10 gained 1.25%. I also noted the ore on hand on each planet. BUT here is the peculiarity:
I then logged as a player and did a pers planet scan:
864 . Class H, Volcanic No Citadel
--- (47M) 47T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (47M) 47T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (47M) 47T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
864 . Class H, Volcanic No Citadel
--- (51M) 49T 0 0 53T 0 0 1T 0
All the scan data agreed with tedit data. Note however, that all the planets have the same amount of ore. Colos could not have died local midnight. They were all started at 1600 approx yesterday and checked 25 hours later. Might be that Someguy's theory about "scanning, landing" or even tedit checking, causes the deaths.
Kav
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| Fri Mar 18, 2005 9:31 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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It would appear that colo deaths occur when you check the planets. The amount of the death (or growth) is probably dependant upon how long ago it was last scanned. Planets update when scanned based on the last time stamp.
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| Sat Mar 19, 2005 1:02 am |
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Mantis
Warrant Officer
Joined: Sun Dec 12, 2004 3:00 am Posts: 97 Location: USA
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quote:Originally posted by Harley Nuss (teamEIS)
It would appear that colo deaths occur when you check the planets. The amount of the death (or growth) is probably dependant upon how long ago it was last scanned. Planets update when scanned based on the last time stamp.
That would make sense - for test run I used the personal planet scan to check the population levels rather than TEdit.
This might also help to explain the bug where rogue planets suddenly recharge with fuel. (I just got nailed by this bug again last night. <grr>) If there is no one to perform a planet scan the planets never get updated. The other action that appears to cause planets to update is when someone lands on any planet in the sector. I'm fairly certain that this causes an update - I had drained a rogue L5 H down to about 5k sector damage (5% sector blast) then after landing on my planet in the sector to reload on shields, I warped out and back in and took a full 16.7k blast and a podding.
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| Sat Mar 19, 2005 2:35 am |
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Slim Shady
Gameop
Joined: Thu Jun 06, 2002 2:00 am Posts: 2371 Location: USA
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prolly why rogue planets gain a buncha ore after you try to land
there ya go JP, there is your trigger. fix it
"landing/scanning" doesn't cause the deaths persay, but they probably are triggered after tern or something. the first scan/land of the day updates the planets. (so you can safely land/scan repeatedly w/o killing all your colonists)
_________________ Ask Slim!
--==[The Outfit]==--
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| Sat Mar 19, 2005 2:37 am |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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quote: Originally posted by Slim Shady
prolly why rogue planets gain a buncha ore after you try to land
there ya go JP, there is your trigger. fix it
"landing/scanning" doesn't cause the deaths persay, but they probably are triggered after tern or something. the first scan/land of the day updates the planets. (so you can safely land/scan repeatedly w/o killing all your colonists)
Landing/scanning/checking using Tedit does trigger the deaths. If you look at the ore levels in my previous post, note that all the planets have 25 hours worth of ore production for 50M colos, including the 3 planets that were down 3M colos.
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| Sat Mar 19, 2005 2:27 pm |
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Slim Shady
Gameop
Joined: Thu Jun 06, 2002 2:00 am Posts: 2371 Location: USA
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ya, same thing.
the first time the planet is checked, in game or otherwise.
_________________ Ask Slim!
--==[The Outfit]==--
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| Sat Mar 19, 2005 5:30 pm |
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Psion
Ensign
Joined: Tue Jan 11, 2005 3:00 am Posts: 297 Location: USA
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quote:Originally posted by Kavanagh
Landing/scanning/checking using Tedit does trigger the deaths. If you look at the ore levels in my previous post, note that all the planets have 25 hours worth of ore production for 50M colos, including the 3 planets that were down 3M colos.
I would imagine that the deaths are not caused by landing/scanning/checking but that the colo populations are only updated when the planet is landed on/scanned/checked/whatever. It would be fairly easy to test though. Write a script to continuosly land, and let it run for a few hours, see what it does.
_________________ --==[The Outfit]==--
Member of The Foundation
Hereby it is manifest, that during the time men live without a common power to keep them all in awe, they are in that condition which is called war; and such a war, as is of every man, against every man. For WAR, consisteth not in battle only, or the act of fighting; but in a tract of time, wherein the will to contend by battle is sufficiently known.
--Hobbes, Leviathan
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| Sat Mar 19, 2005 11:15 pm |
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ElderProphet
Commander
Joined: Tue Oct 07, 2003 2:00 am Posts: 1134 Location: Augusta, GA
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Heh, this sounds remarkably like Schroedinger's Cat... whether it is alive or dead is determined at the moment it is checked.
This reminds me of another thread where Harley explained the time stamp somewhat. It seems that the server doesn't constantly perform updates to things like resource or fig production, but rather calculates them each time the info is needed based on the previous quantities and time stamp. To be really accurate, it would need to perform a compounding calculation, which it doesn't appear to do.
For anyone who is especially industrious, I imagine that there are some anomalies that you might be able to uncover. The idea that the population decrease doesn't occur until you make the server display the population makes me wonder if aborting the display on landing might postpone the population change. And to take that a step further, if you could then change the population level without displaying the planet, thereby updating the time stamp, and eliminate the risk of losing colos. Any takers?
+EP+
_________________ Claim to Fame: only guy to ever crack the TW haggle algorithm, and fig/shield/hold price formula, twice.
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| Sun Mar 20, 2005 12:55 am |
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