k so

Discussion in 'General' started by communism, Jun 6, 2012.

  1. communism

    communism poof

    Messages:
    4,095
    Likes Received:
    2
    Trophy Points:
    0
    you should break it again, infantry is even more pointless with unlimited tanks
     
  2. LordDz_2

    LordDz_2 Strange things happens here

    Messages:
    2,956
    Likes Received:
    93
    Trophy Points:
    0
    -10/15 people who refuse to build tanks.
     
  3. complete_

    complete_ lamer

    Messages:
    6,438
    Likes Received:
    144
    Trophy Points:
    0
    res multiplier is the shittiest shit thing in empires. too much when you have players, too damn little in a 6v6
     
  4. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    Which command? If you're talking about the player multiplier, use bots.

    Yeah, wages contributed a lot. I did want a changeable cvar for the scale-factor, but Beerdude said that it'd end up requiring a fuck tonne of work. I might risk it being hardcoded to like 1.5 and just hope that works out.

    Problem is that if I lower the boundaries, then you'll fit more "levels" in across 64 players. At the moment it's 12, so you get 0,12,24,36,48,60, which is 6 levels. If I lower it to 8, you'll get 0,8,16,24,32,40,48,56,64, which, as you can imagine, makes a big difference.

    I'd say that the scaling should go up half as fast, but maybe act more often, so I'll try and do some graphing in excel and see how res will increase, so that I can maybe find a sweet spot. Just remember that the actual fact at which it goes up, will probably be hardcoded, so once we set it, there's no going back. All I can change via cvar is the boundary level.
     
  5. Emp_Recruit

    Emp_Recruit Member

    Messages:
    4,244
    Likes Received:
    0
    Trophy Points:
    0
    the problem is the 2x multiplier. There are fixed costs that don't change with # numbers like research/buildings so when you double res you get way higher "disposable" income.
     
  6. CyberKiller

    CyberKiller Nyooks!

    Messages:
    1,107
    Likes Received:
    8
    Trophy Points:
    0
    What about the other cvars for controlling res rate? I havn't played on viper server for a while, but I never noticed any difference in res from epic server.
    Then we just need to adjust the server cvars to suit.

    emp_sv_player_refinery_multiplier
    emp_sv_player_resource_interval
    emp_sv_refinery_interval
    emp_sv_refinery_multiplier
    emp_sv_resource_multiplier_be
    emp_sv_resource_multiplier_nf

    I'm a bit confused as to what some of these actually do though...
    Can't we just set emp_sv_player_refinery_multiplier to 0.7 or something like that?
    EDIT: Fixed
     
    Last edited: Jun 13, 2012
  7. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    emp_sv_player_refinery_multiplier the other one increases the output even if theres only 1 player on the server (its whats used for tankwars if im not mistaken)
     
  8. CyberKiller

    CyberKiller Nyooks!

    Messages:
    1,107
    Likes Received:
    8
    Trophy Points:
    0
    It would be nice it *all* the empires commands had descriptions in the console when you do cvarlist like most console commands do.
    As it is now a lot of them are missing.
    Empires console command cvarlist.
     
    Last edited: Jun 13, 2012
  9. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    cant be that hard only a bit of typing?
     
    Last edited: Jun 13, 2012
  10. CyberKiller

    CyberKiller Nyooks!

    Messages:
    1,107
    Likes Received:
    8
    Trophy Points:
    0
    Would probably need to be done in the source code I would imagine.
     
  11. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    still cant be more then adding a description somewhere ...
     
  12. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    None of those are the 2x multiplier Simon is referring to. What he means is that, every time you pass a player boundary, at 12, 24, 36 players, it raises the resource count by the original value. 4 ref becomes 8, then 12, then 16. Ideally, we can get a multiplier factor that, instead of raising it by the original value, it does it to a factor of that, so maybe 0.5. So instead of 4, 8, 12, 16, it goes 4, 6, 8 and 10.
     
  13. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    make it a cvar too.

    does emp_sv_player_refinery_multiplier set the limit for the mulits - like 10 means, for each 10 players double res?
     
    Last edited: Jun 13, 2012
  14. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    Yeah, the idea is to make it something that can be changed. And yeah, that sets the limits. By default it's 12, so every 12 players it goes up by the original value. Obviously the first jump is double, but it doesn't go 2, 4, 8, 16, it goes 2, 4, 6, 8. The whole point is that we could pull it down further to like 2, 3, 4, 5. This also means that we could lower the boundaries on the player multiplier from 12 to like 6 or 8, but have it rise in much smaller increments, allowing the amount of resources to much better match the player count.
     
  15. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    and if you think this further you can leave out the limit at all bc you add a small percentage per player?
     
  16. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    I'm sorry, I have no idea what that sentence meant.
     
  17. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    He meant to add a small income increase for each player instead of jumping ahead every x players.
     
  18. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    what destroyer said ...
     
  19. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    You could set the boundary for 1 sure, but it's honestly easier to just use small boundaries. 12 is way too large, 6 is more appropriate. Remember, this is on a basis of both teams, not your single team, so every 3 extra members of your team.
     

Share This Page