Outpost Universe Forums

Projects & Development => Outpost 2 Programming & Development => Topic started by: Leviathan on April 24, 2005, 01:55:40 PM

Title: Ore Mines
Post by: Leviathan on April 24, 2005, 01:55:40 PM
Made a map with all 18 mine variants on to have a look at different types. Without mineing from them I cant work out the max and min value yields they give out, but they start with:
Code: [Select]
Starting Yield
Common
All 1 Bars: 100
All 2 Bars: 300
All 3 Bars: 500

Rare
All 1 Bars: 50
All 2 Bars: 150
All 3 Bars: 250
Each bar has 3 variants, so 2 (1bar) with variant 0 is the lowest mine you can have, and 0 (3bar) variant 2 is the highest you can have.

The mines.txt shows this:
Code: [Select]
YIELD	VARIANT	INITIAL_YIELD_%	PEAK_TRUCK	PEAK_YIELD_%	MIN_TRUCK	MIN_YIELD_%
High 1 50 14 60 50 30
High 2 50 20 55 60 30
High 3 50 10 55 50 35
Med 1 30 10 40 40 20
Med 2 30 12 40 35 20
Med 3 30 20 35 40 25
Low 1 10 10 25 40 15
Low 2 10 14 30 45 10
Low 3 10 20 20 50 10
Title: Ore Mines
Post by: BlackBox on April 24, 2005, 02:34:08 PM
I think I figured out the scheme from mines.txt to the game.

Take INITIAL_YIELD_% times 10 (for a common), times 5 (for a rare) to get the actual initial yield.

PEAK_TRUCK - # of truck fuls to reach the PEAK % (same scheme).

MIN_TRUCK - # of truck fuls (from where? beginning? or from the peak, IDK) to reach the MIN % (same scheme).

So for a High, 1 Common mine:
Initial Y- 500
Peak Y- 600 (after 14 loads)
Min Y- 300 (after 50 loads)

High, 1 Rare:
Initial Y- 250
Peak Y- 300
Min Y- 150

Yep, that must be the way it converts values.
Title: Ore Mines
Post by: Leviathan on April 24, 2005, 06:30:59 PM
Ok.. heres the 18 mine types code:
Code: [Select]
 //Common Mines
//1 Bars
{ XYPos( 10, 17), mapMiningBeacon, 0, 2, 0},
{ XYPos( 13, 17), mapMiningBeacon, 0, 2, 1},
{ XYPos( 16, 17), mapMiningBeacon, 0, 2, 2},
//2 Bars
{ XYPos( 19, 17), mapMiningBeacon, 0, 1, 0},
{ XYPos( 22, 17), mapMiningBeacon, 0, 1, 1},
{ XYPos( 25, 17), mapMiningBeacon, 0, 1, 2},
//3 Bars
{ XYPos( 28, 17), mapMiningBeacon, 0, 0, 0},
{ XYPos( 31, 17), mapMiningBeacon, 0, 0, 1},
{ XYPos( 34, 17), mapMiningBeacon, 0, 0, 2},
//Rare Mines
//1 Bars
{ XYPos( 37, 17), mapMiningBeacon, 1, 2, 0},
{ XYPos( 40, 17), mapMiningBeacon, 1, 2, 1},
{ XYPos( 43, 17), mapMiningBeacon, 1, 2, 2},
//2 Bars
{ XYPos( 46, 17), mapMiningBeacon, 1, 1, 0},
{ XYPos( 49, 17), mapMiningBeacon, 1, 1, 1},
{ XYPos( 52, 17), mapMiningBeacon, 1, 1, 2},
//3 Bars
{ XYPos( 55, 17), mapMiningBeacon, 1, 0, 0},
{ XYPos( 58, 17), mapMiningBeacon, 1, 0, 1},
{ XYPos( 61, 17), mapMiningBeacon, 1, 0, 2},
Question is, what variant is which? Is the high variant 2 ? Was I right in my first post?
Title: Ore Mines
Post by: Eddy-B on April 24, 2005, 06:32:56 PM
Is this question what i think is is ?!

YIELD    "high", "med" or "low"
VARIANT  "1", "2" or "3"

INITIAL_YIELD_%   "50" means 500 initial ore yield
PEAK_YIELD_%
MIN_YIELD_%

PEAK_TRUCK   number of truck loads it take to get to PEAK_YIELD_%
MIN_TRUCK   number of truck loads it take to get to MIN_YIELD_%


So, the first variant type is: High   1   50   14   60   50   30

so this is Hight yield mine (shows as 3bar), with a yield of 500 to start with. Then it takes just 14 truckloads to get to 600 ore yield, divided over equal steps. Then finally it takes another 50 truck loads (again equally stepped down) to get to the minimal yield of 300.
 
Title: Ore Mines
Post by: Eddy-B on April 24, 2005, 06:35:40 PM
Quote
Question is, what variant is which? Is the high variant 2 ? Was I right in my first post
Use the VarientX definitions :)

Varient1, Varient2 and Varient3

They are correct! if you use Varient1 in your code, it refers to the one called "1" in the mines.txt
Title: Ore Mines
Post by: Leviathan on April 24, 2005, 06:38:29 PM
VarientX definitions ? That instead on numbers? So:
Varient1 = 0 ?
e.g
Code: [Select]
{ XYPos(  9,  7), mapMiningBeacon, 0, 1, 0},
or
{ XYPos(  9,  7), mapMiningBeacon, 0, 1, Varient1},
Title: Ore Mines
Post by: Eddy-B on April 24, 2005, 06:42:42 PM
yes - but Varient1 = 2; Varient2 =1 and Varient3 =0  (dont ask , thats just the way it is)
Just use Varient1 if you like to use the first varient-type in the mines.txt; the one that says High 1
use Varient2 if you like to use the second varient-type in the mines.txt; the one that says High 2
use Varient3 if you like to use the third varient-type in the mines.txt; the one that says High 3

etc...
Title: Ore Mines
Post by: Hooman on April 24, 2005, 07:54:05 PM
Umm, you spelt Variant wrong.

And yeah, it just uses linear interpolation to step from one yield to the next over that number of trucks. And there is no real "high" variant. They are just simple variants. Heck, you could even define a 1 bar mine to give more ore than a 3 bar mine. It just depends on how it related the numbers back to what's in the file. If you look at the last column, some variants have higher long run yields than others. And they're not always of the same variant for ear bar yield. (Sometimes it's the first one listed that is highest, sometimes it's the last one). Same sorta thing with the peak yield.

 
Title: Ore Mines
Post by: Leviathan on April 25, 2005, 03:07:45 AM
With out editing the mines.txt...

Why wont 3 bar (0) and variant 3 (2) allways be the highest ?
Title: Ore Mines
Post by: Hooman on April 25, 2005, 09:57:47 AM
Not quite what I meant. But never mind. Judging fromthe question, it was never an important point to bring up.
 
Title: Ore Mines
Post by: Eddy-B on April 25, 2005, 02:28:17 PM
don't make it more difficult for the "coding n00bs" then it already is, hooman :P
Levi: without touching mines.txt: YES ur rite! :)