Player base intake
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Player base intake
looks like the base's are eating more of every thing just filled up Monday an Tuesday now reinforced alloy jump form 100k to 18k in 5 days. food an oxygen an water dropped for 75 k to 40 k .
[ICE]Rev- Posts : 202
Join date : 2015-08-14
Age : 61
Location : spring Tx
Re: Player base intake
In the moment my core 10 base use abt. 5000 food, water and oxygen per day (looks like the old standards).
Reinforced alloy up to abt. 9000 per day.
Kenzo
Reinforced alloy up to abt. 9000 per day.
Kenzo
Kenzo- Posts : 60
Join date : 2015-09-08
Age : 74
Location : Bavaria / Germany
Re: Player base intake
I tried to measure Reinforced Alloy and Hull Segments use on my Level 4 and Level 10 bases, respectively.
I found to my astonishment that both bases used these at the exact same rate.
Since HS is twice as costly as RA, and takes up twice the cargo space, I think it is not fair and it would be nice to change the use so that the bases use Hull Segments at half of the rate of Reinforced Alloy.
[Or, is it possible that a L10 base uses exactly twice as many repair commodities compared to a L4?]
What do you think?
Wind
I found to my astonishment that both bases used these at the exact same rate.
Since HS is twice as costly as RA, and takes up twice the cargo space, I think it is not fair and it would be nice to change the use so that the bases use Hull Segments at half of the rate of Reinforced Alloy.
[Or, is it possible that a L10 base uses exactly twice as many repair commodities compared to a L4?]
What do you think?
Wind
Windwyrm- Posts : 137
Join date : 2015-09-07
Re: Player base intake
This is the game file:
[general]
debug = 0
set_holiday_mode = 1
status_path_html = C:\stats\base_status.html
status_path_json = C:\stats\base_status.json
status_export_type = 2
tick_time = 20
damage_per_tick = 100
construction_shiparch = dsy_lifter
construction_item = commodity_plasfoam, 70
construction_item = commodity_industrial_hardware, 70
construction_item = commodity_reinforced_alloys, 50
construction_item = commodity_high_performance_alloys, 70
construction_item = commodity_optronic_arrays, 25
construction_item = commodity_heatsinks, 25
construction_item = commodity_diodes, 15
base_repair_item = commodity_reinforced_alloys, 2
base_repair_item = commodity_robotic_hardware, 2
base_repair_item = commodity_hull_segments, 2
base_crew_item = commodity_crew
base_crew_consumption_item = commodity_oxygen, 1
base_crew_consumption_item = commodity_water, 1
base_crew_food_item = commodity_alien_organisms, 1
base_crew_food_item = commodity_food, 1
base_crew_food_item = commodity_food_ga, 1
base_crew_food_item = commodity_food_br, 1
base_crew_food_item = commodity_luxury_food, 1
base_crew_food_item = commodity_rice, 1
base_crew_food_item = commodity_gaianlife, 1
base_crew_food_item = commodity_synthpaste, 1
shield_power_item = commodity_h_fuel, 14
shield_power_item = commodity_deuterium, 18
shield_power_item = commodity_mox_rh, 9
shield_power_item = commodity_mox_fuel, 9
shield_power_item = commodity_gallic_fuel, 9
shield_power_item = commodity_helium3, 9
As you can see, the consumption items are set for the minumum. Repair items are at 2 each and fuel is a little higher than it used to be to offset the low consumption items.
Unfortunately, there's n o way to set the limits per level, just overall.
[general]
debug = 0
set_holiday_mode = 1
status_path_html = C:\stats\base_status.html
status_path_json = C:\stats\base_status.json
status_export_type = 2
tick_time = 20
damage_per_tick = 100
construction_shiparch = dsy_lifter
construction_item = commodity_plasfoam, 70
construction_item = commodity_industrial_hardware, 70
construction_item = commodity_reinforced_alloys, 50
construction_item = commodity_high_performance_alloys, 70
construction_item = commodity_optronic_arrays, 25
construction_item = commodity_heatsinks, 25
construction_item = commodity_diodes, 15
base_repair_item = commodity_reinforced_alloys, 2
base_repair_item = commodity_robotic_hardware, 2
base_repair_item = commodity_hull_segments, 2
base_crew_item = commodity_crew
base_crew_consumption_item = commodity_oxygen, 1
base_crew_consumption_item = commodity_water, 1
base_crew_food_item = commodity_alien_organisms, 1
base_crew_food_item = commodity_food, 1
base_crew_food_item = commodity_food_ga, 1
base_crew_food_item = commodity_food_br, 1
base_crew_food_item = commodity_luxury_food, 1
base_crew_food_item = commodity_rice, 1
base_crew_food_item = commodity_gaianlife, 1
base_crew_food_item = commodity_synthpaste, 1
shield_power_item = commodity_h_fuel, 14
shield_power_item = commodity_deuterium, 18
shield_power_item = commodity_mox_rh, 9
shield_power_item = commodity_mox_fuel, 9
shield_power_item = commodity_gallic_fuel, 9
shield_power_item = commodity_helium3, 9
As you can see, the consumption items are set for the minumum. Repair items are at 2 each and fuel is a little higher than it used to be to offset the low consumption items.
Unfortunately, there's n o way to set the limits per level, just overall.
Re: Player base intake
OK thanks, I thought for some reason that it was level-dependent.
Funny though I did not know base crew would happily chew on alien organisms!
Wind
Funny though I did not know base crew would happily chew on alien organisms!
Wind
Windwyrm- Posts : 137
Join date : 2015-09-07
Re: Player base intake
Hello together,
from time to time, I control the consumption of materials on my level 10 bases.
An example
June 14th: food, oxygene, water 2000 per day - reinforced alloy 3580 per day (this was a standard consumption)
August 3rd: food, oxygene, water 4000 per day - reinforced alloy 8512 per day
Now it gets harder to feed the bases.
- Kenzo -
from time to time, I control the consumption of materials on my level 10 bases.
An example
June 14th: food, oxygene, water 2000 per day - reinforced alloy 3580 per day (this was a standard consumption)
August 3rd: food, oxygene, water 4000 per day - reinforced alloy 8512 per day
Now it gets harder to feed the bases.
- Kenzo -
Kenzo- Posts : 60
Join date : 2015-09-08
Age : 74
Location : Bavaria / Germany
Re: Player base intake
GC might have changed the timing used to determine the base consumption rates. It's 1 unit per timing unit. If the timing units were changed then it would use more, even though it's still 1 unit per timing unit. I'll see if I can find the info
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