Pconfig Discussions

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Pconfig Discussions

Post#1 » Thu Mar 01, 2007 1:37 pm

Lets have some discussions about some changes to the Default settings in the Pconfig.scr file.
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Post#2 » Thu Mar 01, 2007 1:42 pm

First off:
B A N E wrote:
B A N E wrote:
If that benefit is going to exist, there must be a counterbalance.
Options:
A: Improved sweeping
B: Reduced minefield Radius
C: Mines destroy webs
D: Fighters sweep webs
E: Improved websweep range
F: ???
F: Minefield Decay
(Just occurred to me while getting to work on dinner)

Cherek or E#1, (or whoever knows Phost)

Does pconfig allow variable(racial) minefield decays?

I don't like options:
A, B, C, D, E due to them greatly affecting the tholians too much
and other races to different degrees.

Minefield decay, if it can be set so that Tholian WEBS only decay much
faster than normal minefields, it would be good IMO counterbalance.
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Post#3 » Thu Mar 01, 2007 1:49 pm

B A N E wrote:Minefield decay, if it can be set so that Tholian WEBS only decay much
faster than normal minefields, it would be good IMO counterbalance.
You can change the decay rates by mine type, WEB or regular.
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Post#4 » Thu Mar 01, 2007 2:09 pm

By default, both mines decay at a rate of 5% per turn. What were you thinking of changing the WEB decay rate to? If you are thinking about increasing the WEB decay rate, what about decreasing the number of mines the Robot can lay? Currently, th Robots lay 400 mines per mk8.
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Post#5 » Thu Mar 01, 2007 2:17 pm

I see no reason for that.
Bot fields are subject to countermining, sweep and fighter sweep.

Only in a high minefield limit would I even consider increasing web
decay.

As stated in other thread, from ~1000 down, i see no reason to play
with the rates.

Above 1000? (not sure where I would set the line) would be were
an increased decay would come into play.

As for the bots, if super minefield counts became an issue, then
the diminished mine per torp production would be a good idea.
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Post#6 » Thu Mar 01, 2007 2:24 pm

Decay rates:
Roughly:
100,95,90,85,81,77,73,69,66,63... 10 turns @ 5%.
100,90,81,73,64,58,53,48,44,40... 10 turns @ 10%.
100,80,64,52,42,36,29,23,19,16... 10 turns @ 20%.


IMO, 20% is too aggressive.
It would become prohibitively expensive to try to maintain any
webs when the decay is superior to most beamsweeps on big fields.

10% looks interesting.
It's ~50% faster decay than 5% over 10 turns.

I'll fiddle some this afternoon with rates and post.
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Post#7 » Thu Mar 01, 2007 3:32 pm

I could almost live with the 10% decay rate. I need more time to think it.

I’m rethinking the maximum number minefields in the game. In an extreme case, the maximum number of minefields should not exceed 3000, with a more realistic number being between 1000 and 1500.

I may be wrong but I fell that the biggest minelayers in the game are the Tholians and Robots. The Robots tend to lay the bigger minefields, which cuts down on the number they can lay. The Tholians tend to lay more of the smaller WEBfields causing a higher minefield count.
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Post#8 » Thu Mar 01, 2007 4:37 pm

Commodore Cherek, IRJTN wrote:I could almost live with the 10% decay rate. I need more time to think it.

I’m rethinking the maximum number minefields in the game. In an extreme case, the maximum number of minefields should not exceed 3000, with a more realistic number being between 1000 and 1500.

I may be wrong but I fell that the biggest minelayers in the game are the Tholians and Robots. The Robots tend to lay the bigger minefields, which cuts down on the number they can lay. The Tholians tend to lay more of the smaller WEBfields causing a higher minefield count.
I really wish I had an rst or db from the last time I played a tholian solo.
My territory, both homespace and where I was invading looked like a
bubble bath. Hundreds of little webs. I don't care if they fade, I'll
reload them later as needed.

E#1 tells me he's never seen the minefield limit hit in a normal game.
When I play tholians, hitting the limit is not hard!

No question on the Bots & Tholians being the mine layer leaders.
Bot usually tend fewer big fields and tholians lots of little ones.
It is really a matter of economics.

22500 to max a field = 225 mk8 torpedos = ~$11250 normal.
Same field costs the bots ~$2812.
For a race that doesn't have to purchase fighters, that is cheap.

The two races that can compete with the bot output are Lizard and Fed.

For the Fed, relatively speaking due to 2x tax, the cost is $5625
which is comparable to the bots, but at the added economic cost
of .7 mining (until merlins become primary mineral production).

For the Lizard, Hiss equalizes the field and 2x mining makes access
to the minerals early easier until merlins become primary.

The Rest? Big mines are an expensive endeavour.

Honestly, I like the idea of between 1000-1500 mines.
Run with 1500 and see if it causes a problem.
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Post#9 » Thu Mar 01, 2007 4:42 pm

Alpha Quadrent has several races that can't lay anymore minefield.
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Post#10 » Thu Mar 01, 2007 4:46 pm

If the CofM slot is still active & relatively strong...
I can see the minefield limit lasting a long while.

Otherwise,
I'd expect the minefield limit to get hit around T75-T100.

Over T100, I'd be surprised to see the limit NOT hit.
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Post#11 » Thu Mar 01, 2007 4:50 pm

B A N E wrote:Honestly, I like the idea of between 1000-1500 mines.
Run with 1500 and see if it causes a problem.
I don't think changing the settings to 1500 minefields and a WEB decay of 7% will make that much of a difference. Now to find someone to play the Tholians (I really feel like kicking some butt).

Maybe later, could try a setting of 3000 max minefields, Web decay 10% and mine decay 7%.
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Post#12 » Thu Mar 01, 2007 6:06 pm

:? alas, I cannot.
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Post#13 » Sat Mar 03, 2007 3:37 pm

There are a few other default settings in PHost I would like to get some opinions on.

1. BeamHitFighterRange – Default is 100,000, I find this a little hard to understand since the BeamFiringRange is 20,000 to fire at a ship or planet.

2. BeamHitOdd – Default is 100, in another words, beam weapons always hit their target, no matter if the target is a fighter or a planet.

3. FireOnAttckFighter – Default is NO. Do you think gunners are smart enough not to shoot at outbound fighters when there is inbound fighters coming at them?

4. TorpHitOdd – Default is 65.


I have sent an email to the Phost support to clarify if they can arrayed by weapon type or by race.
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Post#14 » Sat Mar 03, 2007 7:08 pm

Here is Stefan reply.

Arrayisation is always by player (NOT by race: if player 3 plays race 9,
he still uses slot 3 of an array option, not slot 9).

To get different values for different weapon types, you can use
BeamHitBonus and TorpHitBonus (essentially: weapon has more bang, so it
has better hit odds with this bonus). No comparable mechanism exists for
the hit ranges.


Stefan
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Post#15 » Sun Mar 04, 2007 11:48 pm

Commodore Cherek, IRJTN wrote:There are a few other default settings in PHost I would like to get some opinions on.

1. BeamHitFighterRange – Default is 100,000, I find this a little hard to understand since the BeamFiringRange is 20,000 to fire at a ship or planet.

2. BeamHitOdd – Default is 100, in another words, beam weapons always hit their target, no matter if the target is a fighter or a planet.

3. FireOnAttckFighter – Default is NO. Do you think gunners are smart enough not to shoot at outbound fighters when there is inbound fighters coming at them?

4. TorpHitOdd – Default is 65.


I have sent an email to the Phost support to clarify if they can arrayed by weapon type or by race.
I guess I'm the only one that has an issue with these items.
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