Refinery output

Discussion in 'Game Play' started by -=SIP=-, Mar 30, 2009.

  1. -=SIP=-

    -=SIP=- Member

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    How many ressources does one refinery produce in a certain time?
    And is this value fixed or can the mapper decide?

    (Just want to calculate some strategies)
     
  2. Omega_K2

    Omega_K2 Member

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    mapper can deceide.
    depends on servervars aswell.
     
  3. -=SIP=-

    -=SIP=- Member

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    Is there a default value?
    And can the ref output be checked somehow? (Console)
     
  4. flasche

    flasche Member Staff Member Moderator

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    also the income gets increased when many players are on a server ... cant remember the values out of my head ...
     
  5. -=SIP=-

    -=SIP=- Member

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    Found some server variables:
    (http://www.game-monitor.com/GameSearch/empires2/Teamplay.html)

    VIPER, Napalm's, Nachos, Jekotian:
    emp_sv_player_refinery_multiplier 12
    emp_sv_refinery_interval 1
    emp_sv_refinery_multiplier 1
    emp_sv_resource_multiplier_be 1
    emp_sv_resource_multiplier_nf 1

    WARFACTORY:
    emp_sv_player_refinery_multiplier 12
    emp_sv_refinery_interval 1
    emp_sv_refinery_multiplier 2
    emp_sv_resource_multiplier_be 1
    emp_sv_resource_multiplier_nf 1

    Ass-kicking Noob Server:
    emp_sv_player_refinery_multiplier 11
    emp_sv_refinery_interval 1
    emp_sv_refinery_multiplier 1
    emp_sv_resource_multiplier_be 1
    emp_sv_resource_multiplier_nf 1


    Can someone explain them?
     
  6. Chris0132'

    Chris0132' Developer

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    I would have thought it obvious.

    Refinery multiplier multiplies the base res output, player refinery multiplier controls how the output scales when more players join.
     
  7. thaile

    thaile Member

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    emp_sv_refinery_interval: Number of seconds between refinery resource generation. (Default = 1)
    emp_sv_refinery_multiplier: Refinery output is multiplied by this (both teams). (Default = 1)
    emp_sv_player_refinery_multiplier: Number of players that cause an increase in resources produced via refineries. (Default = 12)

    For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.
    emp_sv_player_resource_interval: Number of players that cause an increase in resources produced via refineries. (Default = 12)

    For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.
    emp_sv_resource_multiplier_nf: Number of resources at map start is multiplied by this (Northern Faction). (Default = 5)
    emp_sv_resource_multiplier_be: Number of resources at map start is multiplied by this (Brenodi Empire). (Default = 5)

    Straight from the server Cvar page of the wiki :
     
  8. -=SIP=-

    -=SIP=- Member

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    Now I just need the formula how resources are calculated.
     
  9. flasche

    flasche Member Staff Member Moderator

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    what you try to do anyway?

    /deleted stuff because it was nonsense ^^

    i dont really get why you need exact values?
     
    Last edited: Mar 30, 2009
  10. thaile

    thaile Member

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    well it would be something like this

    ((base ref res gen + bonus from emp_sv_player_refinery_multiplier) * emp_sv_refinery multiplier) for each refinery.

    add all the refinery together since each can have a different base res generation.

    Then the team will get that amount every emp_sv_refinery_interval
     
  11. flasche

    flasche Member Staff Member Moderator

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    oh the bonus isnt a multiplier? good to know ^^
     
  12. -=SIP=-

    -=SIP=- Member

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    Thanx to all. I think now I have all informations.

    I just want to plan some strategies.
    Example:
    Is it better to get one additional refinery if you plan an APC rush?
    How long must I wait till there are 400 resources for ninja barracks?
    VF->Ref->APC->Rax
    or
    Ref->VF->APC->Rax
    or
    VF->APC->Rax


    It's also important for research. When your team has low resources you have to decide, if you research cheaper items or wait for the resources.
     
  13. flasche

    flasche Member Staff Member Moderator

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    planning that on plain number is really hard, id aim more for experience ...

    ... means ask your team if they are ok with that and try it out. if it doesnt work out, try another strategy. as long most of the players agree, you should be fine ...
     
  14. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I Knew That Warfactory Has More Res!!!
    Haha I Win.
     
  15. -=SIP=-

    -=SIP=- Member

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    ... and the refinery base output is set by the mapper? So there is no way to get this value?
     
  16. -Mayama-

    -Mayama- MANLY MAN BITCH

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    All my maps have 1x and the "special" refs 2x
     
  17. blizzerd

    blizzerd Member

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    refs should go on minimap automatically, and have a color code for the amount

    red <= 1
    yellow = 2
    green > 3

    or something like that, 1 2 and 3 are the most used values anyway
     
  18. flasche

    flasche Member Staff Member Moderator

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    decompiling should work, but why all that, imo useless, work?

    test, fail, test, fail, test, fail, test, success ...

    also you might have a very wise plan for a rush but in the end it fails only because of one evil grenadier that dropped a mine in the wrong place. or one newbie that thoughts walls help and in this case he was right ...

    ... its almost impossible to preplan a game of empires. "normal" rts rules apply, but not in their full extend. in any rts the rifleman would pwn an engineer. in empries he could have been mashav and meleed you :p
     
  19. ScardyBob

    ScardyBob Member

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    I think this is the standard, but some maps don't follow it. You either have to ask the map maker, decompile the maps and read the values, or test the results on a listen server (build a ref, time it for 10 sec, see how much res you get).
     
  20. -=SIP=-

    -=SIP=- Member

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    Another question for emp_sv_player_refinery_multiplier:

    Does it count all players on a server or is there a different multiplier for every team?

    If it would be for every team, then 23 vs. 24 seems to be unfair.

    server.cfg:
    //number of players that cause an increase in resources produced via refineries (default: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output
     

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