Hi!
I'm new to this game, but played quite a lot of promisance-ish games....
I wanted to ask if there's any place I could read the exact formulas/values for......everything. Is it open-source? I could see the QM-Promisance code, but I don't know which values are the same and which are different....
Thank You!
See you in the game! :)
Hi and welcome!
We're based on nearly 16 year old QMT and sorta diverged on our own from there.
tbh I don't mind sharing the code, my only concern is that a bad actor could find some vulnerability.
Yeah, security through obscurity is no security at all, but /shrug.
Aint nobody got time for that, we're mostly coasting here.
A past admin got permission from the original author(s) to not release the code.
Anyways.
I'll pull some values for you, need them for the game guide redo that's on my list anyways.
Troops - (attack / defense)
Rats: 2 / 1
Weasels: 3 / 5
Stoats: 5 / 3
Skiffs: 6 / 8
(same for all eras)
Attack types -
Standard Attack: Attack with all troops
Surprise Attack: Std attack with +25% attack power, cost +3 additional health, no allies (clan members can 'share defences', brings a small percent of their troops in for ally defense)
Guerilla Strike: Just battles Rats
Bombardment: Just battles Weasels
Frontal Assault: Just battles Stoats
Naval Assault: Just battles Skiffs
Attack modifiers (does not apply to Std attack) -
Drive: +20% attacker losses, +10% land taken
Chaos: +15% enemy losses, -20% land taken
Capture: +15% attack losses, -15% enemy losses, -10% land taken, takes a small percent of the enemy's leaders
Sack: -20% land taken, takes a small percent of the enemy's food and cash based on how many leaders you have (the more leaders you have the less you get)
Flank: a 1 in 6 chance (random) for +20% attack power & +30% attacker losses
Leaders -
Generals Hut (self-spells) -
ratio = Leaders / Huts * RaceMod
Spells: (req. ratio)
Feast: 30
Loot: 30
Raise Defense: 15
Prepare Raiders: 75
Recall Raiders: 80
Move North: 90
Move South: 90
Heal (+10 health): 95
[Magpie] Tax Break: 50
[Marten] Goldmine (extra powered loot): 80
[Ferret] RainDance: 50
[Wildcat] Pressgang (converts workers into troops) : 90
[Painted One] Pay Tribute (weaker Loot + weaker Feast combo): 30
[Stoat] Academy (converts workers to leaders): 90
[Lizard] Fortify (Extra long raise defense): 50
[Wolf] Enrich (You make more food): 50
[Fox] Cloak/Uncloak (Each cast decreases your shown networth by 1%; only affects scores, info page, and search) : 50
[Rat] Battlefield Healers (10% less losses while attacking):50
Warlords Hut (attack-spells) -
(u = user, e = enemy)
$uratio = uLeaders / ((uLand + eLand) / 2) * uRaceMod;
$eratio = ($eLeaders / $eLand * 1.05 * $eRaceMod)*(1+($eTowers/($eLand*2)));
Spells:
Espionage: $uratio > $eratio
Murder: $uratio > $eratio * 1.15
Poison: $uratio > $eratio * 1.21
Steal: $uratio > $eratio * 1.75
Incite Uprising (destroy loyalty): $uratio > $eratio * 1.3
Sabotage (destroy buildings): $uratio > ($eratio * 1.7)
Leader Attack: Req ratio of 50, $uratio > $eratio * 2.2
Take City: Req ratio of 50, offpts > $defpts * 1.50
Make Attack Opportunity (allows you to attack a maxed enemy): Req ratio of 50, $uratio > $eratio * 1.8
That's the basics
Lemme know if you want somethin' else
Thank you very much
Didn't know towers could defend attack spells.....interesting, very interesting ;)
Could you please post also the differences between eras and the Magpie and Ferret spells? I'm sorry for the trouble
Nah, no trouble.
All this stuff should be documented in the game guide, hoping to have time to fix it soonish..
Knew I was forgetting something,
Locations -
Southsward: +80% scouting bonus, +20% worker production
Mossflower: -20% troop production, +20% loyalty production
Northlands: +20% troop production, -20% loyalty production
Ferret's ability gives a chance of an extra heal while foraging (not leader feasting), based on how many foragers you have built.
$chance = ($users[farms] / ($users[land] * 2)) * 100;
if(mt_rand(0,100) <= $chance)
$users[health]++;
Magpie works the same way, except for looting (not leader loot) and it's based on how many markets.
Magpie it is! ;)
Taxes modify max workers, or only Immigration/Emigration?
Immigration/emigration, but functionally it's the same thing. Higher taxes mean more money and food, but less workers will come, or even start to leave, lower taxes opposite.
Quote from: Gen. Volkov on March 30, 2018, 07:06:31 PM
Immigration/emigration, but functionally it's the same thing. Higher taxes mean more money and food, but less workers will come, or even start to leave, lower taxes opposite.
Why should they leave? I mean, if max is not reached...
Taxes affect max worker population and gain/lose rates.. here
$popbase = round((($users[land] * 2) + ($users[freeland] * 5) + (($users[homes] + ($users[cities] * 1500)) * 60)) * (1-$users[tax]/75));
$popbase *= $uera["t_peasants"]; //location modifier
if ($users[peasants] != $popbase)
$peasants = $popbase - $users[peasants];
if ($peasants > 0)
$peasmult = (250/20)/($users[tax]*$users[tax]-$users[tax]+5);
else
$peasmult = (($users[tax]-70)*($users[tax]-70)*($users[tax]-70) + 65*65*65)/(40*65*65*65)+(1/100);
$peasants = round($peasants * $peasmult);
...I have no idea why things are being cubed
cubes add legitimacy
Quote from: windhound on March 30, 2018, 11:12:09 PM
Taxes affect max worker population and gain/lose rates.. here
$popbase = round((($users[land] * 2) + ($users[freeland] * 5) + (($users[homes] + ($users[cities] * 1500)) * 60)) * (1-$users[tax]/75));
$popbase *= $uera["t_peasants"]; //location modifier
if ($users[peasants] != $popbase)
$peasants = $popbase - $users[peasants];
if ($peasants > 0)
$peasmult = (250/20)/($users[tax]*$users[tax]-$users[tax]+5);
else
$peasmult = (($users[tax]-70)*($users[tax]-70)*($users[tax]-70) + 65*65*65)/(40*65*65*65)+(1/100);
$peasants = round($peasants * $peasmult);
...I have no idea why things are being cubed
Quite ingenious this formula, even though magic numbers...thank you!
Last question lol
Can I have the formula for leaders immigration? I've seen games using only Huts for it, and I've seen it as a function of huts and workers....
Sure, we're pure hut-based, scaled on your leader/huts ratio.
They load fast, then taper off.
if ($users[wizards] < ($users[labs] * 25))
$wizards = round($users[labs] * 0.45);
elseif ($users[wizards] < ($users[labs] * 50))
$wizards = round($users[labs] * 0.30);
elseif ($users[wizards] < ($users[labs] * 90))
$wizards = round($users[labs] * 0.15);
elseif ($users[wizards] < ($users[labs] * 100))
$wizards = round($users[labs] * 0.10);
elseif ($users[wizards] > ($users[labs] * 175))
$wizards = round($users[wizards] * -.05);
$users[wizards] += $wizards;
Seriously though, 's not a big deal for me to grab code snips
How exactly does worker count affect Foraging/Looting/general resource production? Is it ratio-based or raw numbers-based?
Trying to figure out the worker-tax combination.
As a method of producing cash and food workers are pretty much useless in this version of the code regardless of tax. I wouldn't bother.
Quote from: Shadow on April 02, 2018, 10:19:10 AM
As a method of producing cash and food workers are pretty much useless in this version of the code regardless of tax. I wouldn't bother.
Well.......poo XD
I have 2 other questions....
1 - In this formula of worker population
Quote from: windhound on March 30, 2018, 11:12:09 PM
$popbase = round((($users[land] * 2) + ($users[freeland] * 5) + (($users[homes] + ($users[cities] * 1500)) * 60)) * (1-$users[tax]/75));
homes = weighted average of the different types of constructions (since each type can host a number of workers)? or just Tents?
2 - What happens with bank earnings when total reached the max allowed? Does bank cash counts towards total net value?
The game's code uses the default promi names and displays our custom Redwall related theme.
'shops' = Markets
'homes' = Tents
'industry' = Barracks
'barracks' = Camps
'labs' = Huts
'farms' = Foragers
'towers' = Towers
Also lol I forgot about the Barracks/Camps thing, blame Boze our founder.
Food production: (not worker related)
$foodpro = round((($users[freeland] * 10) + ($users[farms] * 100)) * $urace[farms]);
Food use:
$foodcon = ($users[peasants] * .01) + ($users[wizards] * .25);
reset($trplst);
while (list($key, $val) = each($trplst))
$foodcon += $users[$val] * $config[$val][cost][food];
$foodcon *= $urace[food];
$foodcon = round($foodcon);
Cash production:
$size = calcSizeBonus($users[networth]);
$income = round(((pci($users, $urace) * ($users[tax] / 100) * ($users[health] / 100) * $users[peasants]) + ($users[shops] * 1000 * $urace[pci])) / $size);
Cash use:
$expenses = ($users[land] * 8) + ($users[wizards] * .5) + ($users[cities] * 750000);
reset($trplst);
while (list($key, $val) = each($trplst))
$expenses += $users[$val] * $config[$val][cost][cash];
$expenses = round($expenses);
$expbonus = ($urace[costs] - (($users[barracks] + ($users[cities] * 500)) / $users[land]));
if ($expbonus < 0.5) // expenses bonus limit
$expbonus = 0.5;
$expenses *= $expbonus;
where pci = round(60 * (1 + $user[shops] / (3*$user[land])) * $race[pci]);
Normal (not leader) Loot / Feast adds +25% to production.
Normally I'd agree with Shads that Casher/Farmer don't really work with the way reg is currently, but Sevz did manage to run Farmer with Ferret for like half of last round and seemed to do well with it..
So yeah, Homes = Tents
And once you exceed your bank cap the excess cash leaks out at 3% per turn cycle. You don't lose anything.
iirc this was implemented when we started having proceeds from market sales go directly to the bank. Some players were buying troops then immediately stealing the cash back.
Banked cash counts half as much as normal cash towards networth, a loan deducts double. But cash is worth so little it doesn't make much of a diff.
Here's the full net calc
$networth = ($user[wizards] * 2) + ($user[peasants] * 3) + (($user[cash] + $user[savings]/2 - $user[loan] * 2) / (5 * $config[armtrp][market])) + ($user[land] * 500) + ($user[freeland] * 100) + ($user[cities] * 750000);
reset($tplst);
while (list($key, $val) = each($tplst))
$networth += $user[$val] * ($config[$val][market] / $config[armtrp][market]);
Cash and Troop net are calced based on how much rats (armtrp) are worth.
Hi! Me again!
I'm trying to create an excel file to calculate stuff...I wanted to know:
1 - calcSizeBonus formula
2 - What exactly is and the difference between:
$race[pci]
$urace[pci]
I guess I made some people angry today, and Asmodeus very happy.....but then, I have no idea what the teams are, so I guess I can't be blamed XD
Many many thanks! :)
function calcSizeBonus($networth) {
if ($networth <= 100000)
$size = 0.524;
elseif ($networth <= 500000)
$size = 0.887;
elseif ($networth <= 1000000)
$size = 1.145;
elseif ($networth <= 10000000)
$size = 1.294;
elseif ($networth <= 100000000)
$size = 1.454;
else
$size = 1.674;
return $size;
}
And no diff between $race[pci] and $urace[pci]
The pci function is just:
function pci($user, $race) {
return round(60 * (1 + $user[shops] / (3*$user[land])) * $race[pci]);
}
Which can be used to determine pci for the user's race ($urace) or enemy's race ($erace)
The two main cliques at RWL at the moment are Sevs/Shoot/Disl/Snare/+ and Volkov/Briar/Firetooth/Sharptooth/+
There's a handful of independent players and some who float closer to one side than the other.
Those are more or less the teams, but generally there aren't any problems with merely taking land provided you're not online hitting (attacking people who are actively playing turns). 20+ attacks to grab land is normal and generally nothing to be alarmed at here, especially if you have a relatively high amount of land. When things change from merely grabbing land to directly messing with your opponent's progress (standard attack, sacking, damaging missions, online hitting, etc.) then people tend to take that as an act of war, teamed or not.
How does the 'available mercenaries' work? Does it recharge over time, or over turns spent? Is it capped per your Networth?
Also, what is the ratio for determining mercenary prices? What's the golden ratio for best possible prices?
It recharges over time based on the amount of land you have. Its capped by how much land you have. As for the ratio, I assume you mean camps? If so, 40% camps is the ideal ratio for the best merc prices.
Quote from: Gen. Volkov on April 18, 2018, 06:26:08 PM
40% camps is the ideal ratio for the best merc prices.
Well, darn. I was doing 30%....I kinda thought the public market were somewhat too cheap but didn't think much of it lol
I've stopped playing, but maybe someone would appreciate the spreadsheet I made.
It's mainly about Income and Magic....one interesting finding is that taxes are pretty much irrelevant, at least in production.
https://files.fm/u/npumef5y
Neat.
Thanks!