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Topic: Star Control II fact (#1) (Read 19742 times)
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meep-eep
Forum Admin
Enlightened
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Posts: 2847
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When working on the source, sometimes some interesting things show up. Here's one (I'll share more in time):
Even though the Shiva Furnaces are more advanced than your standard Dynamo Units it's not always a good idea to replace all your dynamos by them. Shiva Furnaces and Dynamo Units actually don't do quite the same thing.
Dynamo Units affect the delay between recharge of your energy, while Shiva Furnaces affect the amount of energy gained each recharge. The energy regeneration counter starts at 10, and every DU adds -2, to a minimum of 4. (so more than 3 DU's is never useful).
The energy regenerated per recharge starts off at 1, and every SF adds +1. There's no maximum other than the amount of SF's you can carry on your ship.
Put into a formula: energy per time unit = (#furnaces + 1) / (10 - 2 * (min(#dynamos, 3))
To get the fastest recharge rate, follow this guideline: - If you have less than 4 slots available, choose all furnaces. - If you have 4 or more slots available, choose 3 dynamos and the rest furnaces. (If you have exactly 4 slots available, the configuration doesn't matter for the recharge rate, but as the recharges come in smaller portions when using dynamos, you can often make use of it sooner then).
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“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
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Fwiffo
Zebranky food
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Posts: 0
I love YaBB 1G - SP1!
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Hmm, yeah, that's a sweet bit of info.
I can't exactly remember (obviously need to play again) but i think my ship had 2 hellbore cannons, one crew pod, one fuel tank, one ATS system, and one point defense module. Everything else was Shiva Furnaces. That'd be, um, ten furnaces right? Fuel was never a big problem but I suppose very occassionally I had to wait for a recharge. Now I want to go home and try adding dynamos as well.
-Fwiffo
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Parker
*Many bubbles*
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Posts: 122
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I look forward to future revelations of the inner workings of Star Control II. Very neat stuff. Mika, if you're reading this, perhaps you could publish this somewhere on the main website?
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Nic.
Guest
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I believe he meant that it is *frumpy* to be *dancing* without the *sauce*
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Captain Smith
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Thanks for this informative fact. I didn't realize this and always loaded up on Shiva Furnaces.
Now death star (what I call my ship config since it blows away all life in the game in 4 seconds tops when within range) will devastate twice as fast as before.
8 spots for dynamos/Furnaces in my config once you get the hellbores, point defense, tracking modules, fuel tank, and crew pods out of the way. 16 available spots total for those who are keeping track.
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lalaw
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What I am interested in is what the impact of multiple point defense/tracking units does.
The Melnorme said the more defense units, the stronger the laser. Also, he said tracking gets better up to 3 units..
Anyone know the algorithm that controls this?
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Captain Smith
Guest
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I thought I'd go ahead and run some numbers on the formula that was given to help explain things.
Some statements I can make out of seeing the numbers (if my calcs were all right) This is assuming plugging in the appropriate numbers and following the formula out:
1) It is useless to have more than 3 dynamos. 2) The system acts in this way. The dynamos increase the factor. The furnaces doubles this factor for each furnace added. 3) For 8 spots, doing the math, the presence of the 3 dynamos really add up, almost doubling the power refresh rate. This is really an impactful change.
The stats - dynamo factors (assuming no furnaces installed): 0 = .1 1 = .125 2 = .166 3 or greater .25
The stats - furnace effects: 1 furnace on it's own is .2, 1 furnace and 1 dynamo is .25, 2 furnaces is .3 (should be enough samples for you to get the general idea).
This is cool...and as the orz say "jumping peppers it's smiley time" (add the *'s)
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