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  #31  
Old September 17th, 2003, 05:18 PM
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oleg oleg is offline
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Default Re: deadly conditions.

Hey ! I just past 2000 Posts mark !! New millenium
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  #32  
Old September 17th, 2003, 05:25 PM
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Alneyan Alneyan is offline
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Default Re: deadly conditions.

Quote:
Originally posted by oleg:
quote:
..BTW, did your HW start with good conditions, or is it now unpleasent
I have two -20 events in my game. One on HW with unpleasant and another on colony with good. Both went to deadly I lost that game because was not able recover HW.[/QB]
Yes, a -20 events is basically a -2.0, and since at best the conditions of the planet are of 1.5, you drop to Deadly and you are perhaps not even able to recover from this event.
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  #33  
Old September 17th, 2003, 05:52 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: deadly conditions.

Quote:
Originally posted by oleg:
quote:
..BTW, did your HW start with good conditions, or is it now unpleasent
I have two -20 events in my game. One on HW with unpleasant and another on colony with good. Both went to deadly I lost that game because was not able recover HW.[/QB]
Wow, you are really unlucky with the EVENTS Oleg

In the attachments from his email dated Last Friday 9/12/2003. 4.03 events BETA file the planet condition events are now only two and that is at se4 default -5 low with a +10 good event in high

3.02 was -5 -10 and +10.

I guess JLS knew about this condition already. In his note he says –10 event may be to tough and that +10 event to PC will often bring the planet up to optimal.

Would like to chat but back to work I must

[ September 17, 2003, 16:54: Message edited by: Grand Lord Vito ]
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  #34  
Old September 17th, 2003, 05:54 PM
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Alneyan Alneyan is offline
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Default Re: deadly conditions.

Thanks for clarifying the situation then GLV. Yes, -20 would be too harsh, and even -10 is rather strong. (You won't want this event to target your homeworld) So, I guess it settles this problem. (Now, let's try to understand how the conditions improvements facilities are working heh)
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  #35  
Old September 17th, 2003, 11:55 PM
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Fyron Fyron is offline
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Default Re: deadly conditions.

Running a test... after 2 cycles, a 1.40 planet is still good. If it multiplied, after one cycle you'd get:

1.40 * 1.03 = 1.442
1.442 * 1.03 = 1.48526
1.48526 * 1.03 = 1.5298...

So... it should get to Optimal in 3 cycles if it multiplies, or 4 cycles if it adds.

ROFLMAO! Turn 2404.6: Plasma instability detected in Ahnalt star! Admittedly, there are only 2 systems, one for my planets and the other for neutrals. But, this at least proves that star destroying events don't absolutely favor non-human systems.

Here is my result file:
Conditions Test.txt

It took only 3 cycles for planet 1.40 to hit Optimal, suggesting that it multiplies. Lets look at planet 1.20. It starts at Mild, and needs to hit 1.30 to be Good.

If we assume it adds, you have:
2401.1: 1.20 Mild
2402.1: 1.23 Mild
2403.1: 1.26 Mild
2404.1: 1.29 Mild
2405.1: 1.32 Good

40 turns to get Good.

If we assume it multiplies, you have:
2401.1: 1.20 Mild
2402.1: 1.236 Mild
2403.1: 1.27308 Mild
2404.1: 1.3112724 Good
2405.1: 1.33506105722 Good

30 turns to get Good.

From my results, we have planet 1.20 becoming Good on turn 2404.1. This, combined with planet 1.40, strongly suggest that Conditions modifying facility abilities do indeed multiply instead of add.

[ September 17, 2003, 22:56: Message edited by: Imperator Fyron ]
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  #36  
Old September 18th, 2003, 04:58 AM

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Default Re: deadly conditions.

Quote:
Originally posted by oleg:
Hey ! I just past 2000 Posts mark !! New millenium
Congrats Major General Oleg

[ September 18, 2003, 03:59: Message edited by: JLS ]
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