karmina said:Thanks -- and no (unless Physics count)
Wait until I finish the spectral analysis of the random number generator. I have the strong suspicion that the chances of getting a "lucky result" is not independent of previous battles...
(just kidding...about the spectral part)
totororo said:I haven't read through all your work, but i think there is a mistake at the very beginning. I guess you already know it, in that case, please don't mind my message: I'll give two examples.
Example 1:
Let's imagine i am to build a 75 hammers building, with a s bonus of 50% (i don't care about the g bonus).
My base production is 100 hammers.
So:
BP = 100
s = 50%
NP = 75
TO = BP*(1+s) - NP = 150 - 75 = 75
O (expected) = 100 - 75 = 25 (since i am not supposed to benefit from the s bonus)
In that case, C = 50.
Example 2:
BP = 100
s = 50%
NP = 85 (the building costs now 85 hammers)
TO = 150 - 85 = 65
O (expected) = 100 - 85 = 15
C = 50
As you can notice, C and s are still the same, but TO as changed. That's enough to prove that C cannot be calculated as a percentage of TO.
Actually, C should be BP * s (which is 50), and
O = Max{TO - BP*s;0} (max because it shouldn't be below 0)...
But maybe i am wrong, since my formulae is quite simple and both firaxis and you are calculating it otherwise.
Krikkitone said:Well the update supposedly has changes in it, maybe they caught this bug (which also appears in research)
Zombie69 said:The very first thing i noticed while playing under the new patch yesterday was that they fixed this. It's now exactly as was suggested in this thread.
Zombie69 said:No.
Nor do you get a reward anymore for an overflow with a big bonus if the next thing you make doesn't have the bonus.
Like i said, it's been made exactly as it was suggested in this thread that it should have been in the first place.
Wow, that's interesting. Thanks for finding this.DaviddesJ said:I checked out the claims about production overflow being fixed in v1.52, and there's one oddness. Overflow appears to be what it should be (in the cases that I checked), except that there's a cap on the possible overflow equal to the production cost of the last thing you built. So, e.g., if you are building a warrior (cost 15), and you're at 10/15, and you chop a forest for +30, and you add another 2 hammers from regular city production, you would expect overflow of 10+30+2-15 = 27, but instead the overflow is capped at 15.
This may be a "feature" rather than a "bug", but, in any case, it's important to be aware of.
LordTerror said:I have one question though. You said "...equal to the production cost of the last thing you built", but in your example, you only have the current production (a Warrior). Did you mean to say "...equal to the production cost of the thing you are currently building", is your example wrong, or do I not understand what you are trying to say?
carn said:Was the loss of overflow due to anarchy affected by 1.52?
Carn