| 06-25-2003, 12:35 AM | #1 |
I'm pretty dang sure I'm at least within 1/100 or 1/1000 with this... but can't be sure. Norbo's War v2.5 is going to have a curve to the economy. 2.4 and below had the ability to have economies that start slow.. go up fast.. then start going up infinitely fast, from 11k per economic tick, to 30k, to 100k.. and so on. v2.5 edits the formulas so they keep players from doing that so soon, yet I want to add a further aforementioned curve. The more money you get per "economic tick," the more it takes off in percentage. What I have so far is: 0 Money Added per Tick = 1 multiplier (100%). 6000 Money Added per Tick = .1 multiplier (10%). Seems simple. Now to get the desired results listed above, I came up with this equation. y = .0000000249999x^2+1, where x = money added and y = multiplier. Basically what I'm asking is-- do you see anything stupid that I did in that equation? I don't want to go off and implement it into the map and find out I messed it up beyond belief afterward. Thanks in advance.. (Note: I know the multiplier will go negative, I plan on "capping" the .. multiplier at 10% so that no one will be gaining crap for gold.) |
| 06-25-2003, 03:35 AM | #2 |
Errm... Maybe if you tell us what "exactly" you are looking for it would be easier.... Like.. What do you mean an economy system in your map... Econmy as in... Prices rise as the game progresses due to inflation? Or.. Economy can rise or lower depending on the generla mass pool of player's money generation? |
| 06-25-2003, 03:34 PM | #3 |
The economy thing was basically some backround information on what it was used for. I just wanted to know if I had or had not screwed up my equation there, and that it would work when x=6000 and y=.1, which I stated (I suppose) a bit obscurely. Well anyway, I've been checking on it and I'm almost 100% positive this will work.. if you think there is something wrong though, just tell me. I've done stupider stuff. |
| 06-25-2003, 05:03 PM | #4 |
I wouldn't say stupid.. I'd say the equation is a little far fetched.. That's an incredible mass of .00000's I'm trying to figure out whether you are trying to find how much money to add to the player and why you have the multiplier there.. I can somewhat see it's purpose.. But I'd use a better name to identify it.. That's what threw me off.. [percentage] would be a better term And you should cap it at 100% not 10%.. That will yield an easier equation for you... The most likely needed situation is that you need to know how much money you need to add to the player.. Well the easiest way to figure that out is by putting that first then.. money = money added to player. money = percentage(6000*multiple) This way.. It'll take a certain percent of the base money 6000 after that 6000 has been multiplied with your desired multiplier or multiple. So.. if you said the multiple was 1.. And percentage was 50... Then the money added would be 3000 gold... Hope this helps :) |
| 06-25-2003, 05:37 PM | #5 |
It's a bit confusing, and I'd have to go through the page and half of non-jass triggers to show you what I really mean.. The reason I "capped" it at 10% is to keep people from going from 100% (the Y, or percentage, or multiplier... whatever you want to call it) down to -394% or something ridiculous and thus making them have no chance at getting gold after a certain point. The multiplier is on a curve... 0 Money Added (money added is determined by a crapload of other equations and military values) has a 100% multiplier, so that 0 is pretty much unaffected. 3000 or so would have something like.. hrm.. a 77.5% multiplier. 6000 would have a 10%. It becomes exponentially harder to get higher as you go up in money added. Egh. It is very hard to explain. emote_sweat *edit* 0= 1 (100%) 500= .99375 (99.4%) 1000= .975 (97.5%) 1500= .94375 (94.4%) 2000= .9 (90%) 2500= .84375 (84.4%) 3000= .775 (77.5%) 3500= .69375 (69.4%) 4000= .6 (60%) 4500= .49375 (49.4%) 5000= .375 (37.5%) 5500= .24375 (24.4%) 6000= .1 (10%) To get an actual 6000 real income, you'd have to have 60000 unaltered income. *edit again* That would also mean, because it "caps" at 10%, that 7000 would require 70000 and so on. *some more edits* Now I just have to figure out how to put this in the game since WE likes rounding to the nearest 1/100. Guess I'll be modifying it a bit. |
| 06-25-2003, 06:11 PM | #6 |
Forgot to attach wonderful little graph. |
| 06-26-2003, 12:39 AM | #7 |
Ohh.. Okay I get you... Yeah.. That would work then.. But just one note.. I always think in programming terms.. So don't mind me.. when I seen your equation I was like.. So money =... But it should be.. money = money + Allright.. it's cool.. Good Job Man |
