Does anyone know formula for hp and exp?

Anyone know how to calculate the hitpoint bonus for a certain level of experience, or how much experience a ship gets from a battle, any of that?
4,370 views 6 replies
Reply #1 Top
Give Richrf a while, i'm sure he'll come up with something very close to actuality (is that a word?).
Reply #2 Top
I have noticed you gain much more experience when the enemy has a high attack strength. I gained more XP taking out single Dread Lord fighters (that never got to fire back) than Drengin fighter fleets (which got to fire back because they could not be taken out in the first strike).
Reply #3 Top
Why do people want to know these things? Its completely pointless you know.
Reply #4 Top
Kanaric, if I knew the formulae for how much experience a ship gains for a given battle and how much hitpoints are gained for a given amount of experience, I could incorporate these into my simulator. This would let me accurately model this behavior. Then, when trying to computationlly find something like the ideal balance between weapons and defenses, I could include the hitpoints gained as one of the spoils of victory. This would place a higher value on ships with high survivability, and would make my simulator's results more relevant--the model would more completely reflect the game.

Now, why I'm doing this all in the first place, that remains a good question. The answer, basically, is that the game is too easy for me right now. I've tried a variety of galaxy configurations and victory types on Suicidal and there isn't a challenge; the AI is too weak, too predictable, too exploitable. So instead, while waiting for the next patch that will hopefully make it better, I spent my free time trying to "solve" the game instead of play it. The short-term goal is to better understand the game and to quantitatively answer questions about what constitutes accurate play when designing ships; the long-term goal is to get results that can be applied towards improved AI or game mechanics, if they ever let us mod those.
Reply #5 Top
"If its worth playing to death its worth Analysing to death" - anonymous

Laudable sentiments Veblen. I've read a lot of your posts so I know that what what you wrote is not far off the mark. But dude writing in generalities is never going to sway people. Lets be specific about the AI weakness and the exploits. otherwise, well, it either sounds like a grudge, a whine...whatever. I'm going to be specific

Its already been stated elsewhere, myself included, that the AI planet build is really really poor, and that contributes hugely to the weakness of the overall AI. All the races are guilty, and each race manages to have one good planet and about 15 piss poor planets. Such a waste of potential production/research. If this was rectified the AI wouldn't need any strategy, they'd swamp us completely - Okay that may be a slight exaggeration, but with more than a shred of truth.

AI ships are very powerfull, but, still killable due to the lack of decent defences and speed. The speed is going to be less important soon, but you can't beat a decent defence.

Tech trading - What keeps us poor players alive. I wouldn't even know where to begin in how to make AI tech trading better, maybe I don't want it to get better?

Tactics - My god. The obvious one is unescorted transports. Some people also say unarmed defenders, but its a strategy i use, theyre cheap, expendable and they prevent a sudden rush. Aother classic is "Your territory is mine!" The AI should really add " But I'll give you a few turns to get ready because we are so nice and well you could use the help". The AI also refuses to use big Armadas for invasions, instead sends a steady stream of ships to feed your Fleet HP, ridiculous.

BTW they seem to have fixed the whole Planet embassy thing, but the new problem is Farm planet deluxe .

Reactionary AI is another of my pet dislikes. I normally play a custom race, so I never really noticed it much before as I have a broad tech strategy, but recently as the Yor, before I'd even blinked the other AI had teched up to advanced miniturization. While this seems like a good idea, too much of a good thing - is just not good. (sorry, a bit cliche, but very appropriate). The Ai seem to throw out their own strategy - losing them the game. in favour of a game of follow the leader.

Which brings me round to probably the the most successfull improvement. It does exactly what it says on the tin, and then to the nth power. "Aggressive AI's will no longer be able to conquer as they please because the other AIs will gang up on them" which is the spirit of the message if not the actual words. This improvement is so good that the AI players refuse to go to war!. Its impossible to start wars from safety anymore, all my tech most of my planets and all my ships couldn't get the drengin to attack a weaker Altairian civilisation. The tech had finally got to doom lasers before a war started in my present game.

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Enough! If I carry on people will say I don't like the game....Its not true, GC2 is still the only game for me at the moment. Its a good game with an excellent premise, which can - thanks to the fact that stardock listen - only get better in the long run.

Thanks for listening



Reply #6 Top
Now, why I'm doing this all in the first place, that remains a good question. The answer, basically, is that the game is too easy for me right now. I've tried a variety of galaxy configurations and victory types on Suicidal and there isn't a challenge; the AI is too weak, too predictable, too exploitable. So instead, while waiting for the next patch that will hopefully make it better, I spent my free time trying to "solve" the game instead of play it.


But 'solving the game' makes the game even easier.

AI ships are very powerfull, but, still killable due to the lack of decent defences and speed. The speed is going to be less important soon, but you can't beat a decent defence.


Nah, i doubt the AI's lack of love for defense is really a big problem, the AI likes defense a lot more than me, I still crush it