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Gamer Warfare (Public Beta)

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Re: Gamer Warfare (Public Beta)

Postby flatzibar » Tue Mar 09, 2010 8:57 pm

Viluin wrote:
flatzibar wrote:Twigz,how long should a production run take,I set up 3 yesterday when I started and two of em aren't finished.
I've either lazy bastard workers or I did something wrong,please advise.


If you have more than 1 production run in a city your industry is spread out across all of them.


So does that mean it takes a lot longer for a run to finish.
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Re: Gamer Warfare (Public Beta)

Postby Viluin » Tue Mar 09, 2010 9:20 pm

flatzibar wrote:
Viluin wrote:
flatzibar wrote:Twigz,how long should a production run take,I set up 3 yesterday when I started and two of em aren't finished.
I've either lazy bastard workers or I did something wrong,please advise.


If you have more than 1 production run in a city your industry is spread out across all of them.


So does that mean it takes a lot longer for a run to finish.


Parallel runs make all the productions take longer. In the end it doesn't REALLY matter but there's no reason to order more than 1 (or 2 to catch spare ind) production run per city.
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Re: Gamer Warfare (Public Beta)

Postby Starcraftmazter » Tue Mar 09, 2010 11:30 pm

Then what's the point of 3 slots.

Also, someone sent me a NAP, how do I accept it? A link to the page where I can do so in the NAP would be nice.
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Re: Gamer Warfare (Public Beta)

Postby Twigz » Wed Mar 10, 2010 8:06 am

Viluin wrote:
flatzibar wrote:If you have more than 1 production run in a city your industry is spread out across all of them.


How does production work?
^ This. Go to the production page. Under every city is a quantity labled "WORKING IND". Is is how many levels of industry (after modifiers) is used to produce stuff every update. So if you have 72.54 working ind, that means that city can make 72.54 levels this update. These levels are split evenly between runs. Any leftover levels flow over to other runs in that city.

How do I manage production?
+ You already know how to order runs.
+ You can pause runs with the pause button (that means that any levels that would be contributed to that run would be given to other runs).
+ The X button cancels production runs. You'll be refunded manpower but not money.
+ The fast-foward-looking button is the Force Completion (FC) button. If you have enough industry this update to finish the run, it will divert industry from other runs to finished this run this update. If you don't have enough industry, it does nothing.

Also remember that production is localised per city.

I know this game has a steep learning curve, but it makes it all the better once you get it. :awesome:

Cheers,
Twigz
Play Gamer Warfare - it is so much better than CN.
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Re: Gamer Warfare (Public Beta)

Postby Twigz » Wed Mar 10, 2010 8:08 am

Starcraftmazter wrote:Then what's the point of 3 slots.

Also, someone sent me a NAP, how do I accept it? A link to the page where I can do so in the NAP would be nice.


Bring up the country info, click Accept Non-Agression Pact

You get a production slot for every 20 levels of BASE industry in a city.
Play Gamer Warfare - it is so much better than CN.
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Re: Gamer Warfare (Public Beta)

Postby Starcraftmazter » Wed Mar 10, 2010 9:53 am

So viluin wasn't right? If you have 3 slots, and you're producing 2 things - it will be no faster than producing 3 things?
[22:53:47] <%draov> Butt sex is like spinach. If you were forced to have it as a child you won't enjoy it as an adult.
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[15:30:48] <@Viluin> can javascript call to a java application?

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Re: Gamer Warfare (Public Beta)

Postby Twigz » Wed Mar 10, 2010 1:09 pm

Starcraftmazter wrote:So viluin wasn't right? If you have 3 slots, and you're producing 2 things - it will be no faster than producing 3 things?

Viluin's knowledge of the game engine is only second to mine.

I'll answer with a crude model.

Say you have a city with 60 working ind. That'll mean thant 60 levels of production are done on update, which are split amongst runs in the city.

BEFORE UPDATE
CITY A (WORKING IND: 60)
Run A1 [0/100]

CITY B (WORKING IND: 60)
Run B1 [0/100]
Run B2 [0/100]

CITY C (WORKING IND: 60)
Run C1 [0/100]
Run C2 [0/100]
Run C3 [0/100]

AFTER UPDATE
CITY A (WORKING IND: 60)
Run A1 [60/100]

CITY B (WORKING IND: 60)
Run B1 [30/100]
Run B2 [30/100]

CITY C (WORKING IND: 60)
Run C1 [20/100]
Run C2 [20/100]
Run C3 [20/100]

Get it?
-----------------------------------------------------------------------------------------------------------------------------------
But what is the point of having multiple slots?
When a run finishes, extra levels flow onto other runs. So other slots are there to catch levels, or if you like things being built similtaniously.

BEFORE UPDATE:
CITY A (WORKING IND: 60)
RUN A1 [0/20]
RUN A2 [0/50]

AFTER UPDATE:
CITY A (WORKING IND: 60)
RUN A1 [20/20] ==> Completed
RUN A2 [40/50] <- this catches the extra 10 from Run A1

-----------------------------------------------------------------------------------------------------------------------------------
And this Force Completion Thing? (Advanced)
Force completion pioratises a run if it can be completed.

Before Update:
CITY A (WORKING IND: 60)
RUN A1 [0/100]
RUN A2 [0/50] - Marked for Force Completion
RUN A3 [0/100]

After Update:
CITY A (WORKING IND: 60)
RUN A1 [5/100]
RUN A2 [50/50] => Completed
RUN A3 [5/100]

Before Update:
CITY A (WORKING IND: 60)
RUN A1 [0/100] - Marked for Force Completion
RUN A2 [0/50]
RUN A3 [0/100]

After Update:
CITY A (WORKING IND: 60)
RUN A1 [20/100]
RUN A2 [20/50]
RUN A3 [20/100]
The run marked for Force Completion couldn't be forced, so the production proceeded as usual.
Play Gamer Warfare - it is so much better than CN.
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Re: Gamer Warfare (Public Beta)

Postby Starcraftmazter » Wed Mar 10, 2010 1:13 pm

Twigz wrote:Viluin's knowledge of the game engine is only second to mine.


Aww man - no, don't encourage him!!!


And yes, I get it now thanks.
[22:53:47] <%draov> Butt sex is like spinach. If you were forced to have it as a child you won't enjoy it as an adult.
[22:46:09] <@Viluin> I wish I could suck my own dick
[15:30:48] <@Viluin> can javascript call to a java application?

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Re: Gamer Warfare (Public Beta)

Postby Viluin » Wed Mar 10, 2010 2:33 pm

Basically, serial vs parallel makes no difference in total time, but serial means some units will be done sooner, which is generally beneficial.
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Re: Gamer Warfare (Public Beta)

Postby flatzibar » Fri Mar 26, 2010 12:41 am

I think it would be a fantastic idea to increase the amount of units allowed from 15 to loads, and I think it should be done fairly urgently. 8-)
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Re: Gamer Warfare (Public Beta)

Postby Viluin » Fri Mar 26, 2010 1:07 am

Command centres, nub.
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Re: Gamer Warfare (Public Beta)

Postby flatzibar » Fri Mar 26, 2010 1:27 am

Viluin wrote:Command centres, nub.

Eh, I said loads, not just 1
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Re: Gamer Warfare (Public Beta)

Postby Twigz » Sat Apr 03, 2010 8:07 am

Bump for additional players.
Play Gamer Warfare - it is so much better than CN.
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Re: Gamer Warfare (Public Beta)

Postby Viluin » Sat Apr 03, 2010 6:12 pm

Lol @ SCM allying himself with people all the way across the globe.. again. Don't worry though this time we'll pick someone else to steamroll. ;)
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Re: Gamer Warfare (Public Beta)

Postby Starcraftmazter » Sun Apr 04, 2010 2:09 am

You're going down Viluin
[22:53:47] <%draov> Butt sex is like spinach. If you were forced to have it as a child you won't enjoy it as an adult.
[22:46:09] <@Viluin> I wish I could suck my own dick
[15:30:48] <@Viluin> can javascript call to a java application?

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