Author Topic: Analyzed Procedures and Flags  (Read 10841 times)

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Offline Dio

Re: Analyzed Procedures and Flags
« Reply #45 on: December 18, 2015, 03:58:49 AM »
I also noticed that the faction bonus Interest, 0 actually increases the number of energy credits a faction has by 1 per base per year. This differs from the description in the Alphax file that states it increases the interest rate for the by 1% per base. This bonus also has a subtle influence on several AI diplomatic responses that include the AI loan request, AI bribe demand, and AI response towards the Salvage Unity Core Proposal. This value increases by 1 for each base the faction controls.

Offline Dio

Re: Analyzed Procedures and Flags
« Reply #46 on: December 20, 2015, 06:00:32 PM »
The prerequisite conditions to activate the Askforloan script remain complicated. The procedure to determine the number of energy credits and payment per year that the AI requests in a loan remains simpler. The AI always requests a number of energy credits that equals 1/2 the energy credits reserves of the faction. The first portion of the formula to determine the number of energy credits per year they pay equals (AI Faction Reputation Values + (AI Faction Commerce Rate - Human Faction Commerce Rate) * 2 + 10). If the factions have a pact with each other, subtract 10 from the sum. Then the second portion of this formual appears as (10 - AI Faction Reputation Values) * 10. This then goes into the procedure as the [(first expression + 100) * the number of energy credits they request in the loan * 1,374,389,535 / 2^36] / the value from the first expression + 100. This procedure seems more complicated for some reason than the formula given above. I remain uncertain about the reason for this phenomenon.

Offline Mart

Re: Analyzed Procedures and Flags
« Reply #47 on: December 20, 2015, 09:12:48 PM »
I also noticed that the faction bonus Interest, 0 actually increases the number of energy credits a faction has by 1 per base per year. ...
Actually, what I read in alphax.txt Yitzi 3.3:
Code: [Select]
;   INTEREST    = Energy reserves interest.
;                 Non-zero = constant percentage per turn (including negative)
;                 Zero     = +1/base each turn
So it is indicated now (Maybe some exe coder has put it there?)

What would be interesting, how -0 works (minus zero)
Some languages do recognize minus  or plus zero

Offline Dio

Re: Analyzed Procedures and Flags
« Reply #48 on: December 20, 2015, 10:07:31 PM »
I also noticed that the faction bonus Interest, 0 actually increases the number of energy credits a faction has by 1 per base per year. ...
Actually, what I read in alphax.txt Yitzi 3.3:
Code: [Select]
;   INTEREST    = Energy reserves interest.
;                 Non-zero = constant percentage per turn (including negative)
;                 Zero     = +1/base each turn
So it is indicated now (Maybe some exe coder has put it there?)

What would be interesting, how -0 works (minus zero)
Some languages do recognize minus  or plus zero
I remain certain that the procedure remains unchanged by any .exe coder. The alphax file remains ambiguous on the actual terms. I only realized the difference between the code and the alphax file after I looked at the code for this bonus. This bonus provides + 1 Energy Credits per turn per year.
« Last Edit: December 20, 2015, 10:36:44 PM by Dio »

Offline Mart

Re: Analyzed Procedures and Flags
« Reply #49 on: December 21, 2015, 12:33:21 AM »
You mean, that the alphax.txt says "= Energy reserves interest." and not "energy credits"?
The bonus working on energy credits is more like what it is expected. It is 'interest' after all, and not raw energy source. It seems like alphax.txt does not say it right.

Offline Dio

Re: Analyzed Procedures and Flags
« Reply #50 on: December 21, 2015, 03:02:28 PM »
You mean, that the alphax.txt says "= Energy reserves interest." and not "energy credits"?
The bonus working on energy credits is more like what it is expected. It is 'interest' after all, and not raw energy source. It seems like alphax.txt does not say it right.
That is correct. The bonus simply provides +1 energy credits per turn per base. If the faction, for example, has 10 bases and 1000 energy credits at the end of a turn, than they will have an additional 10 energy credits the next turn that equals 1010 + Net Income as seen in the social engineering window.

 

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