@team:
I just found a
big problem in balancing of
Wind and Storms.
It is simply the way these tags are interpeted.
(I will focus on
iAppearance and
iDisappearance and ignore
iGrowth for simpler explanation.)
iAppearance
This tag is related to all
Plots, where the feature is valid.
In this case all Ocean plots.
iDisappearance
This tag is related to all
Features of that Type
already placed.
In this case all our Wind and Storm features already on map.
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So let us imagine the following Numbers:
(And take a look at only one of our 3 Wind and Storm Features.)
Ocean Plots: 1000
iAppearance: 10 %
iDisappearance: 10 %
Round 1:
0 Storms from previous round
0 Storms deleted
100 Storms placed
------
Total:
100 Storms
Round 2:
100 Storms from previous round
10 Storms deleted
90 new Storms placed (because less free plots available)
------
Total:
180 Storms
Round 3:
180 Storms from previous round
18 Storms deleted
82 Storms placed (because less free plots available)
------
Total:
254 Storms
....
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So if we generate new Storms every round and only delete a few of them, we will slowly but surely reach a max amount of Storms of:
Max_Storms = Ocean_Plots * (100 - iDisappearance)
(This is an
approximation.)
In this example, we would have 90% of all ocean plots full of Storm in the end.
And we additionally also have
iGrowth !
And I was talkint only about 1 Wind and Storm feature.
But we have
3 of them !!
So I guess you get the problem here.
Also see
Screenshots.
(By the way, the amount of Storms is generated is much smaller than in the version currently in
SVN.
Still the result was first shocking until I checked the source code.)
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But this Problem can be solved:
We really delete all Storms every round (before generating new ones).
(Just as I wanted to do in the beginning.)
Thus we will really have a
constant amount of these features throughout the game.
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Edit:
New balancing uploaded to
SVN.
Problem solved.