What if you have to move 2 or more different commodities from the same
sector that's not the center of the network during the update beside
moving them manually?
In my dreams, deliver would cost less mobility than half - maybe 1/5
or 1/10. I don't see why distribution has a .10 "packing bonus" and
delivery has .5, but that's the world we live in. It costs more
mobiity to move something across the street than it does all the way
across the country.
The other command that is useful for deliver that he didn't mention is
cutoff. It shows you your delivery levels and other things.
Something is wrong with my dos prompt and it doesn't display route
correctly. Same thing with survey. Oh well. It's dos/windows.
One of the best things about Star Wars Empire was that he implemented
the area delivery system; That was such a great concept. I don't know
why it wasn't adopted and implemented in to the standard server code.
Ciao,
=GMK=
Garry:
I think the bonus for deliver is 1/4 and distribute is 1/10 - at
least according to info Mobility. Unless you're referring to something else.
Which Star Wars was that - the first one; New Bys? I don't recall
an area delivery system, but, I was a noob in a major way during that game... :)
Scott
Garry:
Thank you for pointing out that the survey and route weren't displaying
properly. This led to a discovery that encinding was set to UTF-8 - which is
Windows unfriendly - even *nix unfriendly, as most terminals and curses don't
support it.
I have changed the encoding for the server - you should now have characters
rendered properly on your screen. I did a before and after test, and there is a
difference; let me know if you don't show properly.
Scott C. Zielinski
Gemini
Meant Bidders' War
What is "area delivery"?
Gemini
a) you no longer had to do things in multiples of 8
b) you could deliver commodities from one sector to several others
that don't necessarily have to be adjacent to the starting point and
still have a different distribution point/system.
On Oct 4, 8:23 am, Markus Armbruster <arm...@pond.sub.org> wrote:
> Gemini <sco...@websagacity.com> writes:
> > On 2009-10-03, Markus Armbruster <arm...@pond.sub.org> wrote:
> >> Garry Moorer <gmoo...@gmail.com> writes:
>
> >> [...]
> >>> One of the best things about Star Wars Empire was that he implemented
> >>> the area delivery system; That was such a great concept. I don't know
> >>> why it wasn't adopted and implemented in to the standard server code.
>
> >> Brilliant concept, worked well. I didn't merge it because I felt the
> >> implementation was too slow for general use. Fixable, but somebody
> >> needs to find the time.
>
> > What is "area delivery"?
>
> Here's "info deliver" from that game. It's a bit unpolished in places.
> Search for "local delivery".
>
> Command : DELIVER
>
> NAME
> deliver - Establish delivery routes for shells, ore, etc
>
> Level: Expert
>
> SYNTAX
> [##:##] Command : deliver <COMM> <SECTS> <CUTOFF> <DIR/RADIUS>
>
> [##:##] Command : deliver <COMM> <SECTS> +<CUTOFF>
>
> [##:##] Command : deliver <COMM> <SECTS> q
>
> There are two modes by which commodities are moved around during an update.
> Delivery, which occurs first, and Distribute, which occurs after all deliveries
> are made. See 'info distribute' or 'info Distribute' for infomation about the
> distribute command or distribution in general.
>
> The deliver command allows every sector to stipulate how each item should be
> moved during the delivery phase of the update. In the delivery command line
>
> <COMM> identifies the commodity to be moved
>
> <SECTS> specifies the sectors that are to move that particular commodity
>
> <CUTOFF> specifies the amount of the commodity that the sector requires at the
> end of the delivery phase of the update
>
> <DIR> specifies the deliver-to sector, as one of the six direction characters,
> (usually `y' `u' `j' `n' `b' or `g') or the no-direction character, (usually
> `h'). If a direction is used, all items in excess of the cutoff value will be
> moved to the adjacent sector toward the <DIR>. during the update. If the
> no-direction character is specified, that item will not be moved during the
> update, irrespective of the cutoff value. If <DIR/RADIUS> is not given on the
> command line, you will be prompted to enter a <DIR> or <RADIUS>.
>
> <RADIUS> specifies the deliver-to radius, specifically '0', '1', '2', '3', '4',
> '5', '6', or '7'. If a radius is specified, the sector will try to deliver items
> in excess of the cutoff value to a nearby sector (less than or equal to <RADIUS>
> sectors away) that has a deficit of <COMM> items (with respect to the target
> sector's <CUTOFF> value).
>
> If 'q' is specified rather than a cutoff value, then the delivery directions and
> cutoff values will simply be listed. You can also use the "cutoff" command to
> list delivery information.
>
> If you do not want to change the direction or radius that a sector delivers to,
> then put a '+' before the number <THRESH>.
>
> Note that delivery cutoffs are NO LONGER stored as multiples of 8. If you
> specify a cutoff that is not a multiple of 8, it will NOT be rounded down.
>
> If a <DIR> is used, the delivery mode is called 'Standard Delivery'. If a
> <RADIUS> is used, the delivery mode is called 'Local Delivery'.
>
> At the update during the delivery phase (after commodities are produced or
> populations are grown), deliveries are made for every sector. For each sector,
> the quantity of each item is checked against the cutoff value for that item. If
> there is a surplus (items > cutoff), the surplus is delivered according to the
> mode of delivery.
>
> If the Standard Delivery mode is specified (with a <DIR>), the surplus items, if
> any, are delivered to the adjacent sector that is located in the <DIR>
> direction.
>
> If the Local Delivery mode is specified (with a <RADIUS>), the surplus items, if
> any, are delivered in a more intellegent manner. The sector first scans all
> sectors that close are within <RADIUS> sectors away, looking for the closest
> sector (in terms of the path mobility cost) that has a deficit of the item
> (items < cutoff). If a deficit is found, items are moved to try to meet the
> deficit such that the surplus in the originating sector is never less than zero.
> The process is repeated until (1) the surplus is exhausted, (2) the "available
> mobility" in the delivery sector is exhausted or (3) the deficit in all of the
> sectors within <RADIUS> of the delivery sector is met.
>
> "Available mobility" is either (1) the delivery sector's starting mobility (as
> of before the start of the update) subtract half of the delivery sector's
> starting mobility or (2) the delivery sector's starting mobility subtract half
> of the half of the mobility gained during the update, which ever value is
> larger.
>
> For example, if the delivery sector's mobility was 10 at the start of the
> update, the "available mobility" for deliveries would be 5. If the delivery
> sector's mobility was 100 and the update mobility gain was 50, the "available
> mobility" for delivery would be 75. This helps to ensure that some mobility is
> available for the Distribution phase of the update.
>
> There are a number of conditions that apply to both modes of delivery.
>
> - If, during an update, the destination sector of a Standard Delivery is not
> owned by you, the message delivery walkout between x,y & x,y will be printed and
> nothing will be delivered.
>
> - Military control is required in the delivery sector (even to move military!!)
>
> - Conquered populace cannot be moved. Free citizens cannot be moved to a sector
> with conquered populace.
>
> - Local Delivery will not deliver items unless you own a path to the target
> sector (<RADIUS> is as the murder of crows flies).
>
> Deliver may be used to extra-fine tune a distribution network. In fact, deliver
> can greatly improve the performance of a distribution network if used properly.
> An example of using deliver in addition to distribute is where you may have a
> mine which uses distribute to get its food from a warehouse, but uses deliver to
> export its iron to the adjacent hcm factory.
>
> [##:##] Command : deli f 0,0 0 j
> Will deliver all food from 0,0 to 2,0.
>
> [##:##] Command : deli i * +87 ?des=m
> Will set iron delivery cutoff to 87 in all mines without changing the
> <DIR/RADIUS>..
>
> [##:##] Command : deli l * q
> Will list all lcm delivery specifications. (Sectors with no delivery cutoff or
> direction will not be listed).
>
> [##:##] Command : deli i 2,0 0 7
> Will deliver all iron from 0,2 to any sectors within 7 sectors of 0,2 if that
> sector has a deficit of iron.
>
> [##:##] Command : deli i 10,0 500 0
> Will not deliver any iron (because <RADIUS> = 0). This is useful if 10,0 were a
> j or k sector, because it will set up a deficit, such that surplus iron from
> mines will be delivered to 10,0.
>
> [##:##] Command : deli i * 0 7 ?des=m
> [##:##] Command : deli i * 500 0 ?des=j
> [##:##] Command : deli i * 500 0 ?des=k
> This is an effective way to set up an iron delivery network. All mines have a
> cutoff of zero and delivery radius of 7. Therefore, all mines will attempt to
> deliver all of the iron produced during the update. All j/k sectors have a
> cutoff of 500 (the radius is not important, but zero will keep any iron from
> being delivered out from the j/k sectors under unusual circumstances), and as
> the j/k sectors will consume iron during the update, they will have a deficit.
> The net result is that the each mine will attempt to deliver iron to any j/k
> sectors that are 7 or fewer sectors away.
>
> Delivery routes may also be mapped out with the route command.
>
> See "info Mobility" for an explanation of mobility costs.
>
> SEE ALSO
> cutoff, census, commodity, route, distribute, Distribution