VPA: random numbers in score chart

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Hello,

I wonder if others experience this problem as well:
when I start a new game (or just open an rst where there is no
VPA-database) using VPA 3.62b, then the score chart shows nearly
everywhere ++++ as number of ships, planets, bases, frighters and total
score where +++ must denote numbers in a range >> 10000 (or << 5000) so
that afterwards in subsequent the scorechart is nearly useless as the
graphs are all flattened out. From turn two on though the displayed
number of ships etc will be the correct one, but the funny values of the
first processed turn will prevail.

What do I miss?

Regards,
Ingo
--
Ingo von Borstel <newsgroups@planetmaker.de>
http://www.planetmaker.de

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Archived from groups: alt.games.vga-planets (More info?)

> I wonder if others experience this problem as well:
> when I start a new game (or just open an rst where there is no
> VPA-database) using VPA 3.62b, then the score chart shows nearly
> everywhere ++++ as number of ships, planets, bases, frighters and total
> score where +++ must denote numbers in a range >> 10000 (or << 5000) so
> that afterwards in subsequent the scorechart is nearly useless as the
> graphs are all flattened out. From turn two on though the displayed
> number of ships etc will be the correct one, but the funny values of the
> first processed turn will prevail.
>
> What do I miss?

It happened to me also, but not only 3.62b. The previous version also has
this problem
Stefan, do you know something about it?

Regards,
Dacian
 
Archived from groups: alt.games.vga-planets (More info?)

Salve,

> It happened to me also, but not only 3.62b. The previous version also has
> this problem
Yes, at least 3.62a as well - that's why I looked at sourceforge and
found a new version (3.62b) as of end of August. I am quite sure that in
the 3.61x versions, at least the early ones, this error did not happen.
But I didn't do a test regarding this so far.

Also I noted that the maximum population that survives on an arctic or
desert planet is not displayed correctly (anymore?): I got for 92° a
maximum population of 81 - whereas it should be 169. And on another 191
clans survive nicely while VPA tells me that each round 5 should die
down to 113.

Cheers,
Ingo
--
Ingo von Borstel <newsgroups@planetmaker.de>
http://www.planetmaker.de

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Archived from groups: alt.games.vga-planets (More info?)

Op 2004-09-23, Ingo von Borstel schreef <newsgroups@planetmaker.de>:
> Also I noted that the maximum population that survives on an arctic or
> desert planet is not displayed correctly (anymore?): I got for 92° a
> maximum population of 81 - whereas it should be 169. And on another 191
> clans survive nicely while VPA tells me that each round 5 should die
> down to 113.

For Phost the formula is:
1 + Trunc((100-Temperature) * MaxColTempSlope / 100)
...if Temperature > 84

The default for MaxColTempSlope is 1000.

For your 92 degree planet:
1 + ((100-92) * 1000/100) =
1 + (8 * 10) = 81

In host it might be different. And your MaxColTempSlope can be set to
a different value. But at the default, vpa is correct in saying 81 is
the max for that planet.

So: what's the MaxColTempSlope in your game? Host or Phost?

Case 2: I think we need to drop some amorphs on that planet to help
vpa be correct again. ;-)

Do you have a race that defies certain climatological rules, like
being able to survice better on desert or arctic planets? Or simply
being a Crystal? Settings for AllowEatingSupplies and ClimateDeathRate
may be interesting to know as well. That may shed some light on this
strange tale of the surviving colonists...

--
Maurits van Rees | planets.maurits@xs4all.nl
http://maurits.vanrees.org/ [Dutch/Nederlands]
"The question of whether computers can think is like the question of
whether submarines can swim." - Edsger Wybe Dijkstra
 
Archived from groups: alt.games.vga-planets (More info?)

Sorry,

I was imprecise. This game is a thost game, version .46 (or .47?).
ClimateDeathRate = 10%
OverpopulationEatSupplies = No
>
> Do you have a race that defies certain climatological rules, like
No, it is a normal race like Fed, Lizard, Romulans, Privateers.

> may be interesting to know as well. That may shed some light on this
> strange tale of the surviving colonists...

Anyway, that's strange (again 92°):
Next turns colonist prediction is correct (no decrease from 191).
Maximum Colonist sais <113, if I switch the view using Shift+J
In the planets-planer (F6) it sais a decrease by 5 each turn.

A bit inconsitent, I think. Am I just too dump to configure the vpa.ini
or is there some bug in the new version?

Regards,
Ingo


--
Ingo von Borstel <newsgroups@planetmaker.de>
http://www.planetmaker.de

If you need an urgent reply, replace newsgroups by vgap.
 
Archived from groups: alt.games.vga-planets (More info?)

Ingo von Borstel wrote:
> I was imprecise. This game is a thost game, version .46 (or .47?).
> ClimateDeathRate = 10%
> OverpopulationEatSupplies = No

[PCC, compat.doc]
+ other race, planet 85°F or hotter, THost:
-> 2 * (100-Temp$) + 1

Makes 2*(100-92)+1 = 16 clans maximum population.

Take that x10 (=100/CDR) for the amount which will not die.

> Anyway, that's strange (again 92°):
> Next turns colonist prediction is correct (no decrease from 191).
> Maximum Colonist sais <113, if I switch the view using Shift+J
> In the planets-planer (F6) it sais a decrease by 5 each turn.
>
> A bit inconsitent, I think. Am I just too dump to configure the vpa.ini
> or is there some bug in the new version?

Might be a bug, of course. The source is there to read for everyone.
There have been many changes related to more precise predictions and
stuff, but I cannot keep my eyes everywhere, so I do not know what
exactly was changed. (But I know we had a few PHost-only and THost-only
developers in the circle.)

Anyway, VPA uses the formula
maxc:=Trunc((20099.9-200*temp)/ClimateDeathRate)
which is approximately the same as mine, and yields 16.9 clans.

But if you can find a bug in screen.pas, WriteMaxPop, go ahead and fix
it :->


Stefan