2.3 Beta 7 released!

The projects speaking tube.
Add your two cents if you want to.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: 2.3 Beta 7 released!

Post by Zarel »

yamar wrote:One gripe: why did you limit the power at 100,000? I'm probably never going to get it that high with out a cheat like superpower when I'm in a skirmish game, but it was kind of ice to know that the power could go super high almost without limits. IDK, its probably just me....
It still can go super high almost without limits. Just not all at once. Remember, your oil is constantly regenerating. If you can let it get to 100,000 in the first place, you probably won't be able to use it faster than it regenerates.

Which, if you actually read the post, is exactly what kenalcock points out here:
kenalcock wrote:I played a T1 skirmish last night on a 4P high power map with 30 oil wells in each base area. Using a turtle strategy I pegged the power meter at 100,000. When I finally researched to the tech level at which I wanted my expeditionary units to be (and all the manufacturing upgrades) I started cranking out and army or borgs and an air force of VTOLs. The power level dropped considerably, but no where near anything close to anemic. If I wanted to, I could've still built a whole new base
User avatar
KenAlcock
Trained
Trained
Posts: 198
Joined: 25 Nov 2009, 03:50
Location: Detroit, Michigan, USA

Re: 2.3 Beta 7 released!

Post by KenAlcock »

yamar wrote:my point exactly, raise it to 500,000 at least! please!!! :D
No, I was not making not your point at all! I was affirming Zarel's assertion!

The number 100,000 is just the highest strategic power reserves that you can have at any one moment. It is not the total power you can spend during a game (that number is actually infinite). As long as you have an oil derrick and a power generator, you are converting oil to power, which causes your strategic power reserves to grow.

You spend power when you: build buildings or structures, fund research, or produce units, which drains your strategic power reserves. But the amount of power you have at any one time is in a constant fluid state.

Taking into account the maximum number of units and base buildings that Warzone currently lets you have, Zarel is quite correct that 100,000 is a high enough ceiling for any one player's strategic power reserve.

Once a player has amassed a strategic power reserve of 100,000, they simply cannot spend enough power at once to bring their reserve down anywhere close to 0. Even if try to produce 50 double-turret Dragon VTOLs (which by the way fly dreadfully slow), 50 Super Cyborgs, and 50 double-turret Dragon Ground units all at the same time, while continuing to research everything left in the tech tree, you will still have enough surplus power left in your strategic power reserves to have all 15 of your trucks keep building Missile Fortress after Missile Fortress (which I believe is the most expensive structure in Warzone that you can build an unlimited number of).

Without a game mod, only 35 things can actually spend power at the same time: 5 Factories, 5 VTOL factories, 5 Cyborg Factories, 5 Research Facilities, and 15 Trucks. Eventually, the factories will run out of things to spend power it on because the game limits you to a certain number of units. I believe structures are unlimited, so you could just start building Missile Fortresses everywhere. For each structure you build, you will see a dip in your power reserve as power is allocated to construction. But once the structure is fully funded, and construction actually starts, you will see your power reserve grow again because no more power is being drained. And if you had all 15 trucks build one Missile Fortress each at the same time, it would take so long for each construction to finish that your power reserve would likely climb back up to where it was during the construction.
My game handle is Cosmic Raven or Cosmic Raven 68
User avatar
yamar
Trained
Trained
Posts: 68
Joined: 10 Aug 2009, 01:27

Re: 2.3 Beta 7 released!

Post by yamar »

ok... fine you win :)

Cheers, Yamar

(P.S. glad to see the forums are back up!)
KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: 2.3 Beta 7 released!

Post by KukY »

kenalcock wrote:Missile Fortress (which I believe is the most expensive structure in Warzone that you can build an unlimited number of).
Actaly, most expensive defense is Mass Driver Fortress.
Mabsterone
Trained
Trained
Posts: 38
Joined: 13 Apr 2009, 12:33

Re: 2.3 Beta 7 released!

Post by Mabsterone »

13KukYNexus666 wrote:
kenalcock wrote:Missile Fortress (which I believe is the most expensive structure in Warzone that you can build an unlimited number of).
Actaly, most expensive defense is Mass Driver Fortress.
No. The most expensive defense is to have none. :D
KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: 2.3 Beta 7 released!

Post by KukY »

Mabsterone wrote:The most expensive defense is to have none.
True.
User avatar
Tenoh
Trained
Trained
Posts: 359
Joined: 18 Nov 2008, 15:06

Re: 2.3 Beta 7 released!

Post by Tenoh »

T_T i want to see oil wells in skirmish again pls! its only single player and i am sure ai wont mind,they they can see it clearly anyway !
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
crux
Trained
Trained
Posts: 139
Joined: 16 Jan 2010, 03:21

Re: 2.3 Beta 7 released!

Post by crux »

will there be a beta 8 or is the next one a release?
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: 2.3 Beta 7 released!

Post by Zarel »

We'll probably have a few RC's.
crux
Trained
Trained
Posts: 139
Joined: 16 Jan 2010, 03:21

Re: 2.3 Beta 7 released!

Post by crux »

is there a timeframe for the RC's?

what was the logic behind the 100k cap anyway?
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: 2.3 Beta 7 released!

Post by lav_coyote25 »

O_o who has used over that amount? (100,000) screen shot as proof...and not photoshopped please.... xD
crux
Trained
Trained
Posts: 139
Joined: 16 Jan 2010, 03:21

Re: 2.3 Beta 7 released!

Post by crux »

I haven't gotten over 50K unless it is one of those crazy maps wit tons of oil.
wakeup
Greenhorn
Posts: 14
Joined: 06 Dec 2009, 18:56

Re: 2.3 Beta 7 released!

Post by wakeup »

What about ordering another truck before the building has started?

Zarel wrote:
wakeup wrote:I am still waiting since the previous 2 betas, but it still was not solved.

When we order a truck to build something. A semi-transparent image of the building is shown. But if the first ordered truck has not started building the same building, the other trucks cannot be ordered to the same building.

Is it a bug?
No, it's intended behavior (although we may change it).

To order two trucks to build at once, select both of them, then click Build.
crux
Trained
Trained
Posts: 139
Joined: 16 Jan 2010, 03:21

Re: 2.3 Beta 7 released!

Post by crux »

it is a ghost building, since it hasn't started then how is the other truck going to know to help build? Just send it to that area.
wakeup
Greenhorn
Posts: 14
Joined: 06 Dec 2009, 18:56

Re: 2.3 Beta 7 released!

Post by wakeup »

No, there is no hammer symbol on it.