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SharpBlue
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Score is actually pretty easy to understand, and extremely accurate. It's the square root of your total worth. Just take all the worth of your cargo, planets, colonists, ship components, etc and square root it for the score.
Efficiency rating is your score divided by the number of turns you used to get there. Quick hack, but it's a good indication of your performance.
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SharpBlue
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Osweld, no you didn't destroy my ship, though the sector defenses you left in the sector came very close... I had only 7,000 armor points when I was done with them, out of 225,000. Your planets would have destroyed my ship too, if you hadn't made the mistake of not supplying them with energy. Planets need energy to fire their beams and power up their shields. Without energy, only the fighters/torpedoes can defend it, and it's much easier to take.
The "ship destroyed" log message is a bug... A good way to know if you actually destroyed the ship is that the % of salvage will be non-zero.
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General Ludd
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Minion of the Dominion
Aug 2001 time: 05:23
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quote: Originally posted by SharpBlue
Osweld, no you didn't destroy my ship, though the sector defenses you left in the sector came very close... I had only 7,000 armor points when I was done with them, out of 225,000. Your planets would have destroyed my ship too, if you hadn't made the mistake of not supplying them with energy. Planets need energy to fire their beams and power up their shields. Without energy, only the fighters/torpedoes can defend it, and it's much easier to take. |
No, the mistake I made was putting to many fighters in there. Judging by the logs a third of them had decade before you logged on, and they had sucked up all the energy on the planets.
I got a bit carried away and put a million fighters in there before I bothered to look up how much energy they used. (speaking of which... there should really be alot more in-game help) I tried stocking the planets with energy but I didn't have enough turns, credits, or energy storage to do much good.
Last edited by General Ludd on 12-11-2002 at 05:15
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SharpBlue
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Wooo, I've been promoted from my rank of settler. Nice! 
Planet selling is mostly useless in the current game. It used to allow other players to buy stuff from your planet, but now enabling it is suicidal, as any player could just buy all the energy from your planet and take it. The problem is that the game is modified rather often, so there's always some quirks that creep up. It used to be a good way to make money, as buying from a planet was cheaper than from a port, so for players it was a win-win situation.
It's also the same problem with documentation. It's a universal flaw of all Open Source projects. Writing documentation takes time. The game changes often. And coders are always terrible doc writers, we tend to assume everyone is as technical as we are. So it ends up that, even when we DO have some good documentation, it's 30% obsolete 4 months later, and the guy who originally wrote it isn't available for updating it, etc.
As for fighters, yeah they do drain up energy fast. I think the default is 1 energy for every 10 fighters you have patrolling a sector. Btw, there were still 580,000 fighters when I destroyed them. What you should have done, is make only ONE planet, instead of the three, then stock it up with your 900,000 fighters that you split up between the three planets. No way I could've taken a planet with 900,000 fighters on it. With slightly more colonists, and 100% energy production, you could've sustained your fighters fleet, stopping me from ever coming back to that sector. Then you'd have been able to take my best planet later, at your leisure. Someone else actually did that to me in a previous game. 
So anyway, the problem with BNT is that it's fun in small doses. When you get down to it, the game is pretty basic, and once you've mastered it, it grows dull. There's only one viable strategy/build up order that gives the best results. We're working on it though. Next version is going to be... well, totally new. Ship classes. Planet facilities. It should look more like a cross between MOO and TradeWars.
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Xentropy
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Well, the game looks interesting, but getting a popup ad in a separate window for DirectTV *every g'd time I look at a new sector* is getting old fast.
I mean, jesus, there's advertising and there's freakin ADVERTISING. What does this site cost you, Mark, $1 billion a month?
Game advances too fast for my taste, too. I mean, calculating net worth into the billions on day one (or the trillians if you know all the secrets like SharpBlue) isn't my kinda thing. A slower pace would be cooler, because it seems like joining even two days late basically leaves you in the cold for good.
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Xentropy
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Oh, and Mark, or Sharp, dunno whether this is a game bug or a game settings bug, but organics production seems to be working wrong. At the same % production as goods and ore, I'm producing 0.2% as much organics. As if org is 1 per 400k colonists per turn vs. ore/goods 1 per 800 colos per turn.
Since org should be 1 per 400, not 1 per 400k, it looks like an erroneous divide or multiply by 1000 in there somewhere.
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Kassiopeia
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Jyväskylä, Finland
Jul 2001 time: 07:23
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Umm... I created an alliance, but can't seem to be able to invite people into it.
The Invite button on the Co-ordinating screen puts me on the Login page. I've read my messages and there was nothing about this (in case I had to accept an invitation as well, even if I was the Co-ord).
Edit - never mind, tried and succeeded on another browser (Opera -> Mozilla).
Liity Sisu-liittoon!
Last edited by Kassiopeia on 13-11-2002 at 23:37
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