res multiplier is the shittiest shit thing in empires. too much when you have players, too damn little in a 6v6
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.
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.
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
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)
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.
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.
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?
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.
and if you think this further you can leave out the limit at all bc you add a small percentage per player?
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.