tag:blogger.com,1999:blog-6448153.post113617257118269232..comments2024-01-08T19:48:21.818+01:00Comments on Master of Orion II Online: The MOO2 map generatorsironhttp://www.blogger.com/profile/08532906301180970881noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-6448153.post-78512218887907634042013-08-06T17:42:19.448+02:002013-08-06T17:42:19.448+02:00blue-white: 20%
white: 15%
yellow: 23%
orange: 25%...<br />blue-white: 20%<br />white: 15%<br />yellow: 23%<br />orange: 25%<br />red: 15%<br />brown: 15%<br /><br />This can't be right. If the numbers were correct there would be an average of less than one planet per star. Could you have mixed up the probabilites for getting 'something' with something else?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6448153.post-43149044802329695112012-12-02T02:10:19.003+01:002012-12-02T02:10:19.003+01:00Thanks for the helpful information about number of...Thanks for the helpful information about number of stars and planet composition. I used it to help make a galaxy reflector to give everyone the same planets for fair games where no one gets an extra lucky start<br /><br /><a href="https://github.com/danielrh/masteroforion2" rel="nofollow">Save game galaxy reflector</a>Danielhttps://github.com/danielrh/masteroforion2noreply@blogger.comtag:blogger.com,1999:blog-6448153.post-65085793707281150672009-01-11T17:12:00.000+01:002009-01-11T17:12:00.000+01:00Nyphur,if you want, you can mail me your map gener...Nyphur,<BR/>if you want, you can mail me your map generator. We have far more details now, how the map is generated, so I can correct some of your probabilities.sironhttps://www.blogger.com/profile/08532906301180970881noreply@blogger.comtag:blogger.com,1999:blog-6448153.post-44875654848781719172008-09-21T23:51:00.000+02:002008-09-21T23:51:00.000+02:00If you numbers are right, it is a nice (and probab...If you numbers are right, it is a nice (and probably almost never seen) touch, that the older galaxy (organic rich) has a higher probabilty of black holes.Erichttps://www.blogger.com/profile/04687669768611674465noreply@blogger.comtag:blogger.com,1999:blog-6448153.post-74164363751588464732008-09-07T23:26:00.000+02:002008-09-07T23:26:00.000+02:00I tested the assumptions in this article and found...I tested the assumptions in this article and found some of them to be faulty. I implemented the map generation tables described in this article and planetary distribution did not turn out like systems generated in-game.<BR/><BR/>It is more likely that the planet distribution in MOO2 is the product of a more complex set of rules and using only the final aggregate probabilities to generate planets is not sufficient. For example, constraints on empty star systems aren't taken into account.<BR/><BR/>I implemented a new set of rules making sure that certain system colours are never empty and certain ones always have at least one habitable planet. The results more closely resemble those in the game. That said, large parts of the post are spot-on and were very helpful. Thanks for taking the time to do it.Nyphurhttps://www.blogger.com/profile/14337744203432793617noreply@blogger.comtag:blogger.com,1999:blog-6448153.post-85411053253631774542007-03-25T17:45:00.000+02:002007-03-25T17:45:00.000+02:00Interesting hypothesis. I will try to test this in...Interesting hypothesis. I will try to test this in the next weeks (but currently no idea how to do this efficiently).sironhttps://www.blogger.com/profile/08532906301180970881noreply@blogger.comtag:blogger.com,1999:blog-6448153.post-71901242923777533442007-03-16T00:32:00.000+01:002007-03-16T00:32:00.000+01:00cxi might have a comment on the spy system. as a g...cxi might have a comment on the spy system. as a general rule spies seem to need an "insertion time" which seems to vary highly and depend on your techlevel and number of deployed spies. If this is true, that means the hide switch in the races screen DOES give you a benefit if you use it for some time. i am quite sure that it does give your offensive agents a roll bonus when the enemy defending agents try to catch them. Also i had better results efficiency-wise using few spies on the offense, even only 1 on many turns. the Darlocks used to be my favorite race in moo1 and i still like to use spies in moo2. too bad the sending of agents into specific colonies of the enemy didnt make it into the final version of moo2. the moo1 spying model is superiour to that of moo2.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6448153.post-1141676536996558062006-03-06T21:22:00.000+01:002006-03-06T21:22:00.000+01:00I disabled haloscan since they delete old comments...I disabled haloscan since they delete old comments. Some old comments:<BR/><BR/>Many thanks for your contribution, TrixX.<BR/><BR/>(There is already feedback of his work in this thread.)<BR/><BR/>We play mainly large galaxy on kali (1vs1 or 4ways) but I agree that there should not be significant differences in the results.<BR/>siron | 01.03.06 - 1:16 pm | #<BR/><BR/>I always thought planet gravity was directly related to planet size and mineral abundance (and no other factors):<BR/><BR/>Tiny planets are low-G for U-poor, poor, normal, and normal-G for rich and U-rich.<BR/>Small planets are low-G for U-poor and poor, and normal-G for normal, rich, and U-rich.<BR/>Medium planets are low-G for U-poor, normal-G for poor, normal, and rich, and heavy-G for U-rich.<BR/>Large planets are normal-G for U-poor, poor, and normal, and heavy-G for rich and U-rich.<BR/>Huge planets are normal-G for U-poor and poor, and heavy-G for normal, rich, and U-rich.<BR/><BR/>If put in table form it has a nice symmetry to it.<BR/><BR/>There are some exceptions. Of course, Orion is always normal-G depsite being huge and U-rich. Planets with other planet specials can have arbitrary gravity regardless of size and mineral abundance. Also, both random events that change a planet's mineral abundance (+2 and -1) does not change that planet's gravity. Finally, artificial planets always have normal-G.<BR/>hoserboy | 01.11.06 - 5:39 pm | #<BR/><BR/>Gravatar Welcome hoserboy,<BR/>many many thanks for your post. I assumed that there was some correlation between the variables size class, minerals and gravity, but I was also unaware that the gravity is actually determined by the other both variables. I just watched some galaxies with an omni race (Planets Screen) and by using the button ?no enemy presence? it is quite easy to see that your statement is true. Amazing. I guess many play this game almost a decade....and they are unaware of this relationship.<BR/>I was going to ask trixx for the exact data to calculate these correlations....you have saved me a lot of work. Thanks!<BR/><BR/>With respect to the variables gravity, size class and minerals we have now just 25 different types of planets when we exlcude Orion and monsters. This could be interesting for trixx: When he could modify his tool (exclusion of Orion and monsters) we could better analyze if climate is independent of the other 3 above-mentioned variables. Or he could use his tool (which already excludes homeworlds) and generate a new sample of galaxies with the monsters=0 and noorion switches.<BR/><BR/>I hope we see a nice extension of this work!<BR/><BR/>Best regards<BR/>siron<BR/>siron | 01.12.06 - 7:26 am | #<BR/><BR/>hoserboy: That's cool. As I said I took some assumptions about independence of variables, so some relations were lost.<BR/><BR/>I posted an update mentioning your information. Thanks a lot<BR/>trixx | 01.12.06 - 11:07 am | #<BR/><BR/>Sorry for the off topic post, Siron, but it's high time you turned your great powers of analysis towards spying! No one seems to know what the formula is, or therefore what the optimal solution to spy allocation. Basically, how does the spying percent differential relate to the number of spys/defenders? I'm seeing games turn on these questions, so I'm surprised no one's answered them yet! Please help!<BR/>HooverDamned | 01.16.06 - 8:08 pm | #<BR/><BR/>Gravatar Hello Hoover,<BR/>I have no real clue about the spying system. About 1 year ago I started to build a hotseat save, where one race had all techs except spy techs and the other races were spying with a different number of spies....but you need several saves...and thats really work...because you have to play 100 turns or so to gain some useful information. So you need some weekends not playing moo2 online :P.<BR/>These map issues are really interesting and there are still a lot of questions...<BR/>...see also this new post by LordBrazen.<BR/>siron | 01.17.06 - 4:33 am | #sironhttps://www.blogger.com/profile/08532906301180970881noreply@blogger.com