Forged Alliance Forever Forged Alliance Forever Forums 2014-12-15T00:18:36+02:00 /feed.php?f=2&t=9009 2014-12-15T00:18:36+02:00 2014-12-15T00:18:36+02:00 /viewtopic.php?t=9009&p=88487#p88487 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]> Statistics: Posted by Anaryl — 15 Dec 2014, 00:18


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2014-12-14T23:58:59+02:00 2014-12-14T23:58:59+02:00 /viewtopic.php?t=9009&p=88486#p88486 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]> Wrecks on land 81%
On water 40.5%
ASF on land 40.5%
ASF on water 20.25%

Statistics: Posted by ZLO_RD — 14 Dec 2014, 23:58


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2014-12-14T17:49:30+02:00 2014-12-14T17:49:30+02:00 /viewtopic.php?t=9009&p=88441#p88441 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
partytime wrote:
Anaryl wrote:Then reclaim time is 81% (or whatever %age of original masscost the wreck is) of the original buildtime. Easy!


It looks to me like reclaim speed has nothing to do with build time but just is based off amount of mass (or sometimes energy) in the wreck. Should be able to test your theory pretty easily.


Yeah well I didnt see all those modifiers in the code - just a simple inference - - i figured buildpower would be your vector for getting the mass back into your storage - and buildpower functions the same across the board more or less. But yeah all that stuff about the E cost I wasn't aware of. Zep had said in the past that the way mass gets divvied up by your whole eco is actually based on a whole lot of stuff though. I dunno it's 3am here bit hazy right now.

Statistics: Posted by Anaryl — 14 Dec 2014, 17:49


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2014-12-14T16:06:48+02:00 2014-12-14T16:06:48+02:00 /viewtopic.php?t=9009&p=88436#p88436 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]> a - reclaiming a complete building - you have to kill it then it turns into a wreck
b - reclaiming an unfinished building - you reclaim it and get stuff straight away
c - reclaiming a wreck

so i guess the first part of code was for (b) then? and second part of code is for (c) and the killing via reclaim for scenario (a) must be done somewhere else... ?

Statistics: Posted by nine2 — 14 Dec 2014, 16:06


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2014-12-14T15:28:28+02:00 2014-12-14T15:28:28+02:00 /viewtopic.php?t=9009&p=88432#p88432 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
reclaim per second is wreck value / time taken

so you manipulate that and end up with what I got...

Looks like the code has other ideas.

Also, it's the second part of that code which applies to unit wrecks. The first is for live units.

Statistics: Posted by IceDreamer — 14 Dec 2014, 15:28


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2014-12-14T14:15:41+02:00 2014-12-14T14:15:41+02:00 /viewtopic.php?t=9009&p=88425#p88425 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]> Statistics: Posted by nine2 — 14 Dec 2014, 14:15


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2014-12-14T13:57:24+02:00 2014-12-14T13:57:24+02:00 /viewtopic.php?t=9009&p=88422#p88422 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
And what about airplanes? They give less too right? What about airplanes who fell into the water?

Statistics: Posted by Vee — 14 Dec 2014, 13:57


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2014-12-14T13:39:27+02:00 2014-12-14T13:39:27+02:00 /viewtopic.php?t=9009&p=88417#p88417 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
Anaryl wrote:
Then reclaim time is 81% (or whatever %age of original masscost the wreck is) of the original buildtime. Easy!


It looks to me like reclaim speed has nothing to do with build time but just is based off amount of mass (or sometimes energy) in the wreck. Should be able to test your theory pretty easily.

Statistics: Posted by nine2 — 14 Dec 2014, 13:39


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2014-12-14T13:36:04+02:00 2014-12-14T13:36:04+02:00 /viewtopic.php?t=9009&p=88416#p88416 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
Vee wrote:
I don't think that formula is right because according to it reclaiming a destroyer ...


underwater wrecks only leave 50% mass

Statistics: Posted by nine2 — 14 Dec 2014, 13:36


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2014-12-14T11:09:48+02:00 2014-12-14T11:09:48+02:00 /viewtopic.php?t=9009&p=88409#p88409 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
Edit:

> so to capture a unit instead of building it, takes none of the mass, all of the energy and half of the time

Yep, this confirms what I tested previously. Also interesting is that when you are stalling power a certain amount, the capture pauses entirely like tml/nuke production (so not proportionally to your power stall, like everything else).

> reclaim time is (the target's m or e cost, whichever is greater) / (reclaimers build rate) x (reclaimers ReclaimTimeMultiplier)

Nice!

Statistics: Posted by Vee — 14 Dec 2014, 11:09


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2014-12-14T11:09:00+02:00 2014-12-14T11:09:00+02:00 /viewtopic.php?t=9009&p=88408#p88408 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
Spoiler: show
Code:
    -- Return the total time in seconds, cost in energy, and cost in mass to reclaim the given target from 100%.
    -- The energy and mass costs will normally be negative, to indicate that you gain mass/energy back.
    GetReclaimCosts = function(self, target_entity)
        local bp = self:GetBlueprint()
        local target_bp = target_entity:GetBlueprint()
        if IsUnit(target_entity) then
            #LOG('Reclaim Target Is Unit')

            local mtime = target_bp.Economy.BuildCostEnergy / self:GetBuildRate()
            local etime = target_bp.Economy.BuildCostMass / self:GetBuildRate()
            local time = mtime
            if mtime < etime then
                time = etime
            end
           
            time = time * (self.ReclaimTimeMultiplier or 1)
            time = math.max( (time/10), 0.0001)  -- this should never be 0 or we'll divide by 0!
            return time, target_bp.Economy.BuildCostEnergy, target_bp.Economy.BuildCostMass

        elseif IsProp(target_entity) then
            local time, energy, mass =  target_entity:GetReclaimCosts(self)
            #LOG('*DEBUG: Reclaiming a prop.  Time = ', repr(time), ' Mass = ', repr(mass), ' Energy = ', repr(energy))
            return time, energy, mass
        end
    end,

    GetCaptureCosts = function(self, target_entity)
        local target_bp = target_entity:GetBlueprint().Economy
        local bp = self:GetBlueprint().Economy

        local time = ((target_bp.BuildTime or 10) / self:GetBuildRate()) / 2
        local energy = target_bp.BuildCostEnergy or 100
        time = time * (self.CaptureTimeMultiplier or 1)

        return time, energy, 0
    end,


capture time = (target build time) / (capturer build rate) / 2 x (capturer CaptureTimeMultiplier)
capture energy cost = (same as cost to build target)

so to capture a unit instead of building it, takes none of the mass, all of the energy and half of the time

some units have an extra multiplier to speed/slow capture but i couldn't be bothered seeing which units actually have a value here

reclaim time is (the target's m or e cost, whichever is greater) / (reclaimers build rate) x (reclaimers ReclaimTimeMultiplier)

Statistics: Posted by nine2 — 14 Dec 2014, 11:09


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2014-12-14T10:03:09+02:00 2014-12-14T10:03:09+02:00 /viewtopic.php?t=9009&p=88404#p88404 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
ZLO_RD wrote:
ok i may look at shield regen and more closely at reclaim capture speed, and reclaim wrecks speed



Reclaim speed should be absolutely a cinch to figure out. Let us assume for the sake of neatness that the reclaimer has the same buildpower as the factory that built the wreck & that the wreck has no unusual damage. Then reclaim time is 81% (or whatever %age of original masscost the wreck is) of the original buildtime. Easy!

Statistics: Posted by Anaryl — 14 Dec 2014, 10:03


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2014-12-14T09:44:28+02:00 2014-12-14T09:44:28+02:00 /viewtopic.php?t=9009&p=88402#p88402 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]> Statistics: Posted by ZLO_RD — 14 Dec 2014, 09:44


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2014-12-14T07:51:28+02:00 2014-12-14T07:51:28+02:00 /viewtopic.php?t=9009&p=88388#p88388 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
IceDreamer wrote:
So can someone confirm, then, that reclaiming a wreck is:

Mass income per second = (Mass value of wreck * Build power assigned to the task * 10) / Energy value of wrecked unit)

If so, this is valuable data


No E cost... not sure where you got that from. Let me just quickly check the rest.

Okay so - first of all - the mass value is directly related to the HP of the wreck - yes wrecks have HP and can be destroyed. This can be acheived either by groundfire or overkill. So it's something like MassValue/BuildPower(reclaim power?) - wreck damage. So if memory serves 81% is your standard dead wreck value of original unit price. So the engy reclaims mass at a rate proportional to it's build power - the total value of the mass depending on how much damage it took in it's former life - or as a wreck.

That's quickly how i understand it to be although that formula is a bit rank.

Statistics: Posted by Anaryl — 14 Dec 2014, 07:51


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2014-12-14T07:17:51+02:00 2014-12-14T07:17:51+02:00 /viewtopic.php?t=9009&p=88387#p88387 <![CDATA[Re: Learning basics: Capturing/Repairing/Building speed]]>
Mass income per second = (Mass value of wreck * Build power assigned to the task * 10) / Energy value of wrecked unit)

If so, this is valuable data

Statistics: Posted by IceDreamer — 14 Dec 2014, 07:17


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