Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: scient on March 08, 2013, 07:16:19 PM

Title: Perihelion initial year
Post by: scient on March 08, 2013, 07:16:19 PM
I was talking to Guv in IRC about this earlier but thought I'd post in here.  According to manual, this event is suppose to occur 80 years.

Quote
Once every 80 years, as Alpha Centauri B reaches perihelion (its closest
approach to Alpha Centauri A), it generates enough heat to increase Planet’s
average temperature by 0.3° C.

There are also a number of references to this fact in Prima strategy guide.  However, this is how game works for following script.txt events.

Quote
#PERIHELION
#xs 440
#caption Chief Planetologist
Hercules (Alpha Centauri B) is approaching perihelion!
For the next 20 years, we expect native life activity to
increase dramatically.

1. check if current_turn_number is greater than 50 ; so minimum for this to pass in normal game is 2051
2. if ((mission_start_year + current_turn_number - 2190) % 80) == 0 ; mission_start_year is defined in alphax as 2100 under "normal starting year"

So it triggers with turn 90, 170, 250, ... (+80) are first three but it will continue on. This means that 2190 will be the first year it can be triggered.

Quote
#PERIHELIONENDS
#xs 440
#caption Chief Planetologist
Hercules has receded from perihelion. Native life activity
should return to normal levels.

1. check if #PERIHELION game state flag is active
2. if ((mission_start_year + current_turn_number - 2210) % 80) == 0

So the first time this triggers is on turn 110 which is 20 "years" after event started.

...

The logic for this is correct except for the initial year.  In this case, the Planet took 90 years to get close to Alpha Centauri A and then after that the cycle becomes 80 years.  So, either this is bug or perhaps game balance?  If it were to be changed, it would mean that mind worm activity would increase 10 turns earlier then it currently does.

Thoughts?
Title: Re: Perihelion initial year
Post by: Buster's Uncle on March 08, 2013, 07:28:14 PM
Well, the story is important in AC, so a fix to the internal logic makes sense...
Title: Re: Perihelion initial year
Post by: scient on March 08, 2013, 08:11:52 PM
Yah, I agree.  It could of been typo/mistake and weight is towards having it always be 80.  By 80 turns, I don't think starting perihelion is going to make much difference 10 turns earlier.  And having it out of sync 90 then rest being 80 is odd.  Unless someone puts up some kind of objection, I'm leaning toward correcting it to start at 2180.  Just a matter of modifying the constant subtraction values.
Title: Re: Perihelion initial year
Post by: Yitzi on March 08, 2013, 09:13:34 PM
Even if it's 80, wouldn't that mean that the first 20 years should be perihelion years?
Title: Re: Perihelion initial year
Post by: Guv’ner on March 08, 2013, 09:29:59 PM
It’s easier to think of it as a perihelion starts every 80 years and each one lasts 20. So there is a sixty year gap between perihelions. That should be clear as mud.

The 50 year exclusion is, presumably, to give players a chance to get established. It does create an issue of the missing first perihelion though, unless the first one starts in 2150-2160.

I can rewrite the script and datalinks to imply the first perihelion is being predicted or is only now having an effect, but moving it to 2150ish would be a more elegant solution.
Title: Re: Perihelion initial year
Post by: scient on March 08, 2013, 11:27:52 PM
Ah, maybe I wasn't clear enough.  Excluding the initial starting point which is abnormal from logic, it works like this.

80 years -> outside perihelion range
20 years -> inside perihelion range (perihelion toggle active)
80 years -> outside perihelion range
20 years -> inside perihelion range (perihelion toggle active)
...

So it's a cycle of 100 years, 20 of which are where it's closest to Alpha Centauri B triggering Perihelion event.  Then it takes another 80 years to get back to this point again.


@Yitzi: The way I'm thinking with it starting in 2180 is that it would mean that Perihelion "trigged" in 2080 and ended in 2100 just as you land (perfect timing!).  I can't think of how to logically explain why Perihelion starts in 2190, 90 years after last time, but then every other cycle is 80 years.  I guess the only way would be if the first 10 years of game starting, Perihelion is active.  But if that was case, everyone would prob die from mindworms.  The way it currently is just seems  inconsistent.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 09, 2013, 12:18:09 AM
Hey, scient! :waves:


Manual p.213 says: "Alpha Centauri A and B have ... one of the quickest revolutions (80 years) of all binary stars.  (Period of 79.91 +/- 0.011 yrs per Wikipedia (http://en.wikipedia.org/wiki/Alpha_Centauri).)  So in actuality it seems to me it should be 20 yrs near, 60 far, as Guv'ner said.


Maybe it was changed for gameplay, but a 100-yr cycle is wrong.


I like the idea of a random start in 2151-60.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 09, 2013, 12:27:11 AM
I decided to update the perihelion entry in the datalinks because it looked easy. Then I realised the first event is skipped, and I wasn't sure whether "every 80 years" meant started every 80 years, or there was an 80 years gap between perihelions. Lord Avalon pointed out what the intention was; question is, can it be fixed through code by Scient or does it require a lot of creative writing to explain what actually happens.

I favour rewriting script.txt, the datalinks, and redoing the manual from scratch with all new artwork from Buster. But that's just because I've got lots of free time at the moment and can't do anything on the code front.
Title: Re: Perihelion initial year
Post by: scient on March 09, 2013, 01:06:36 AM
Hey Lord Avalon! It's been awhile.  :D

Ok, 20 near and 60 far makes sense.  And actually, that's what code is doing.  My initial post about game logic is correct.  Juggling a lot of stuff so my follow up is incorrect.  So based on current logic the dates work as follows:

2110 - start (ignored)
2130 - end (ignored)
2190 - start
2210 - end
2270 - start
2290 - end
2350 - start
...

Having it start that early wouldn't be good from gameplay stand point however it leaves you with cycle being inconsistent for initial value.  I think a better solution would be to assume that 2100 is ending period for one of cycles and then have it start 2160.  That means it will start 30 years earlier than it currently does however I don't see that as a problem.  By 60 turns you should be able to defend against mind worms.  New dates would be as follows:

end - 2100
start - 2160
end - 2180
start - 2240
...

Does this seem like a good solution?  Modifying constant values to adjust date is simple enough.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 09, 2013, 01:10:36 AM
Well that certainly has my vote. If this is a voting type thing; if not, I’ll differ to the largest hat as usual.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 09, 2013, 02:51:51 AM
I like my random idea, but I guess I could live with 2160.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 09, 2013, 04:49:21 PM
Random does appeal but I think it’s a coding issue
Title: Re: Perihelion initial year
Post by: scient on March 09, 2013, 05:27:46 PM
I've modified it to start in 2160 now.  I like the random idea too, it makes it more variable but it does require some more coding work.  I'd need to create new random variable that gets generated at start of new game.  Then I'd add this value to all calculations in actual Perihelion code.  I can't just do this on execution of perihelion otherwise you'd end up with every instance of perihelion being randomish.  My understanding is that it should be fixed once you decide on start date.

It's something I could look into in the future, I want to try and get out an update as soon as possible.  Unlike last few times where I got sidetracked then ended up never posting work I've done few years ago.  I like the idea to because it adds a bit of variability to game play rather than knowing start date be it 2160 or 2190.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 09, 2013, 05:59:12 PM
Variability is just a nice to have; wouldn't want it to prevent you from getting your update out.

Is there a latest bug fix only version, which includes everybody's fixes (if there are such from others besides scient [which off the top of my head I don't recall right now])?
Title: Re: Perihelion initial year
Post by: scient on March 09, 2013, 07:15:57 PM
This is off topic, but I spoke to ete about this.  Both kyrub and Yitzi use my 1.0 patched exe as base for their patches.  I'm not sure if there are any other projects that have popped up since I was last active?  There is a plugin for installer I'm using that lets you create small file with different changes between exe versions.  So, idea was that for future releases of their patches could be rolled in as component of unofficial patch installer.  That way you'd have option to apply AI or other changes forked from my bug fixes.  It would be up to them if they want to do this.  Otherwise, I can provide some C++ source code to make small CLI utility with ability to apply patches on top of my updated exe's.
Title: Re: Perihelion initial year
Post by: kyrub on March 10, 2013, 12:32:55 AM
It sounds good if I understand it. Yes.
Right now I don't need it since all I am trying are "test platforms", no finished good.

I'll inform you when I am done with this. Could be early or never, who knows.



EDIT:
Personnally, I would prefer if all of things that are "bug fixes" from my patch went into that (your) part of the patch. That means those that are confirmed as bugfixes. Energy stockpile thing and creche defense bonus come to mind. Some of the others are not correct, base exchange fix is wrong f.i.
Title: Re: Perihelion initial year
Post by: Yitzi on March 10, 2013, 01:00:09 AM
Not true.  Kyrub used yours, but I used Kyrub's.  So mine includes Kyrub's (as well as a bunch of other stuff.)

Quote
There is a plugin for installer I'm using that lets you create small file with different changes between exe versions.  So, idea was that for future releases of their patches could be rolled in as component of unofficial patch installer.  That way you'd have option to apply AI or other changes forked from my bug fixes.  It would be up to them if they want to do this.

I'm fine with it, the only concern is that if both yours and mine affect the same piece, it could run into problems.  (Also, mine changed a lot, and is going to change a lot more, and that's on top of Kyrub's, so it might make more sense to add your changes to mine instead of the other way around.)

base exchange fix is wrong f.i.

How so?  (And what does f.i. stand for?)
Title: Re: Perihelion initial year
Post by: Guv’ner on March 10, 2013, 01:15:41 AM
There is quite a nice buglist on Apolyton: http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list-READ-ONLY-PLEASE (http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list-READ-ONLY-PLEASE)!

It's creakingly old but there was at least one text file only bug on there that was unfixed till now. Maybe we need to coalesce around the bug fixes and then divide into fact finding groups on the AI and option expanding improvements.

We could wiki a current list of bugs but it needs experienced game players to vet them.
Title: Re: Perihelion initial year
Post by: Yitzi on March 10, 2013, 01:31:54 AM
There is quite a nice buglist on Apolyton: http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list-READ-ONLY-PLEASE (http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list-READ-ONLY-PLEASE)!

It's creakingly old but there was at least one text file only bug on there that was unfixed till now. Maybe we need to coalesce around the bug fixes and then divide into fact finding groups on the AI and option expanding improvements.


I'm currently working on making the option-expanding stuff not need a hex editor to use with old maps; I'm making progress but it'll still be a while.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 10, 2013, 02:13:39 AM
I'm currently working on making the option-expanding stuff not need a hex editor to use with old maps; I'm making progress but it'll still be a while.

Well if Scient can include all the bugfixes in his update and we can patch over other updates on top that's great. I'm still stuck on D&D rivalling cooperative games so can't change map. It would be easier though if we could combine all the unofficial updates into one ‘unauthorised unofficial update’. Just so we had an easily referenced base.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 10, 2013, 02:20:19 AM
There is quite a nice buglist on Apolyton: http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list-READ-ONLY-PLEASE (http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list-READ-ONLY-PLEASE)!

It's creakingly old but there was at least one text file only bug on there that was unfixed till now. Maybe we need to coalesce around the bug fixes and then divide into fact finding groups on the AI and option expanding improvements.

We could wiki a current list of bugs but it needs experienced game players to vet them.

There is also the SMAC Annotated Bug List, 2nd Edition (http://www.civgaming.net/forums/showthread.php?t=7725) over at Civ Gaming Net.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 10, 2013, 02:25:03 AM
I'm not a member of those boards, but paste it over, that could be a start. We have three people active at the moment who are Big Bang Theory enough to look at the code, If bugs are still going to be splatted it'll probably be here.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 10, 2013, 03:09:14 AM
Can't really do that:  first couple posts are long and have many links to discussion threads.  I see the fifth post from ete mentions the Apolyton thread.

Last post is "chuft slaps scient around a bit with a large trout."  :D
Title: Re: Perihelion initial year
Post by: scient on March 10, 2013, 03:51:07 AM
@kyrub: Yah, I'd be cool with adding the bug updates. I actually wanted to do that before.

Title: Re: Perihelion initial year
Post by: scient on March 10, 2013, 06:18:49 AM
Er, I guess my phone posted my incomplete reply before I gave up trying to type out response.

@Yitzi: What I meant was, you use kyrub's and kyrub's is based off of mine.  Right now, I have about double the patches currently in v1.0 fixing various things.  But I haven't had a chance to have a look at what you've done so I don't really know if we've crossed code wise.  I just know kyrub's was outside areas since I never touched AI.  I might be able to make it easier to apply my patches but personally, I'll always want bug fixes only for myself.

Back on topic, I was thinking about the random bit earlier today and thought out a solution.  Basically, what I would do is split the variable for storing the starting date in half.  Currently, it's a DWORD which is really unnecessary so making it a WORD you wouldn't lose anything.  This would mean I'd have to go through 5-6 instances where it's called and modify how data is accessed.  Once it's been split, I now have two bytes I can work with.  One for creating a random perihelion start date from 2151 to 2160 (0-9) and another I can use at some future date.
Title: Re: Perihelion initial year
Post by: Yitzi on March 10, 2013, 12:12:56 PM
Er, I guess my phone posted my incomplete reply before I gave up trying to type out response.

@Yitzi: What I meant was, you use kyrub's and kyrub's is based off of mine.  Right now, I have about double the patches currently in v1.0 fixing various things.  But I haven't had a chance to have a look at what you've done so I don't really know if we've crossed code wise.  I just know kyrub's was outside areas since I never touched AI.  I might be able to make it easier to apply my patches but personally, I'll always want bug fixes only for myself.

Back on topic, I was thinking about the random bit earlier today and thought out a solution.  Basically, what I would do is split the variable for storing the starting date in half.  Currently, it's a DWORD which is really unnecessary so making it a WORD you wouldn't lose anything.  This would mean I'd have to go through 5-6 instances where it's called and modify how data is accessed.  Once it's been split, I now have two bytes I can work with.  One for creating a random perihelion start date from 2151 to 2160 (0-9) and another I can use at some future date.

That is essentially what I'm currently in the middle of doing for almost all the alphax RULES variables (to each its own required length), in order to allow me to put in new RULES variables somewhere where it'll be convenient (e.g. loaded each time you load the game but not loaded with a new map/savegame).  Starting date actually should remain DWORD, though, as it's allowed to go up to a fairly high number (far more than 64,000), but there are plenty of other ones that can be reduced in size.
Title: Re: Perihelion initial year
Post by: scient on March 10, 2013, 03:40:14 PM
Ah nice! I didn't actually look at code just thinking it out.  I'm surprised nothing breaks with very high start dates.
Title: Re: Perihelion initial year
Post by: Yitzi on March 10, 2013, 04:12:58 PM
Ah nice! I didn't actually look at code just thinking it out.  I'm surprised nothing breaks with very high start dates.

Well, it does still have a maximum, just one that's higher than a word can handle.  (Dword can handle it fine, though.)
Title: Re: Perihelion initial year
Post by: ete on March 10, 2013, 07:40:22 PM
Both of the linked collections of bugs are part of the wiki's bug page (http://alphacentauri2.info/wiki/Bug_list/Nevill%27s) (the Aploy one is linked, and the one Lord Avalon linked was copied onto wiki with Nevill's permission and is based off the apoly one). I'd like some help moving bugs onto the wiki's bug tracker so the programmers have an easier time keeping track of bugs, especially with so many of them around these days.

As for the perihelion initial year.. I think the original system is probably a balance decision. Having it hit 30 turns sooner is pretty major, you've got 60 rather than 90 turns to prepare. Having it be consistent with the lore would be great, but maybe this is something which should go in as an alphax option rather than a bugfix, at least for testing (maybe the AI will handle it badly and get even more crippled by MWs than usual or something)?
Title: Re: Perihelion initial year
Post by: Guv’ner on March 10, 2013, 07:51:51 PM
That list is certainly a long one, where is the bug tracker located? My last two datalinks rewrites have ended up revealing bugs and it would make sense if I wrote them up at the same time as the entry.
Title: Re: Perihelion initial year
Post by: ete on March 10, 2013, 08:55:12 PM
The bug tracker is here http://alphacentauri2.info/wiki/Category:Bugs (http://alphacentauri2.info/wiki/Category:Bugs) and info on how to use buginfobox are here http://alphacentauri2.info/wiki/Buginfobox (http://alphacentauri2.info/wiki/Buginfobox)

Bugs are created on new pages, just type the exact name of the page you want into search and hit create page (remember the Bug: prefix).
Title: Re: Perihelion initial year
Post by: Geo on March 16, 2013, 09:21:33 PM
Hi all.
Perhaps a bit late to the discussion, but in case you had thought of putting the real perihee (or perihelion) between Alpha and Beta Centauri ingame, the next one is in 2035 (which makes 2115 the first one at when the colonists have established themself on Planet). So, give or take a few (Earth/Mission) years, a decade or so before the real perihelion would occur wouldn't be a bad year to mark as the initial "increased native life" event.

On the same note, I wonder if it wouldn't be possible to have a one/two-turn randomizer in the onset of the event, as Planet might be just moving away from the approaching 'Hercules' in its orbit around Alpha Centauri A, thus increasing its distance between Alpha Centauri B and itself for the next half planetary year...  ;zak;

Edit: Oh, almost forget, here's where I got the info from: http://en.wikipedia.org/wiki/Rigil_Kentaurus#Binary_system (http://en.wikipedia.org/wiki/Rigil_Kentaurus#Binary_system). Last sentence of the paragraph.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 16, 2013, 10:23:27 PM
It would be ideal to have it be the correct year except the increased native wildlife and there added could finish off a couple of factions if it came that early. It would certainly hamper the AI controlled factions.

My reading is probably wrong but it looked to me as though perihelion for Chiron would occur when Alpha Centauri B was closest to it which might not be when Alpha A and B are closest to each other. I may well need to explain it to myself with a miniature planetarium.

The first missing perihelion could still be explained away in the text popup but I personally prefer moving it to at least make it consistent within the game.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 16, 2013, 10:27:47 PM
"Real" year by what measurement?  How much time dilation would there be between a terran clock and Unity's?
Title: Re: Perihelion initial year
Post by: Geo on March 16, 2013, 10:40:57 PM
Well, in the scope of this 20 Mission years event, Planet would move about 20 times more or less 2 astronomical units away from B over the cause of the event since it orbits A during this time. That's why I mentioned a slight randomizer for the onset of the event (or perhaps even the duration, say 18-22 Mission Years), so the minimum distance between Planet and B would be between 10-12 AU's for about 5 Mission Years when B really comes to its closest point to A.
But to explain away the early onset of the event, you could just think that there are so few colonists initially that Planetmind is simply unaware of them that early in the game. So the next perigee after 2115 would be 2195, which is pretty close to when the event starts now ingame IIRC?

"Real" year by what measurement?  How much time dilation would there be between a terran clock and Unity's?

Earth years. Which is, incidently, the same as Mission Years as I recall. I thought the factions kept using the Earth calendar because Planet's seasons were almost indistinguistable due to the lower axial tilt of the planet. At least, I recall that it was mentioned like this in one of the interludes files (or perhaps the planets file).
Title: Re: Perihelion initial year
Post by: Guv’ner on March 16, 2013, 11:17:43 PM
This is my last foray into this because I’m clearly treading water with rapidly deflating water-wings, but I thought Planet was orbiting the combined centre of mass of Alpha A and B so perihelion would depend on Planet’s own orbit and where that put it closest to Alpha B? I’m now going to go and lie down.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 17, 2013, 12:14:05 AM
"Real" year by what measurement?  How much time dilation would there be between a terran clock and Unity's?

Earth years. Which is, incidently, the same as Mission Years as I recall. I thought the factions kept using the Earth calendar because Planet's seasons were almost indistinguistable due to the lower axial tilt of the planet. At least, I recall that it was mentioned like this in one of the interludes files (or perhaps the planets file).

It seems to me you are missing what I meant by time dilation.  Unity may use the same time measurement as Earth, but due to time dilation, less time will pass on the Unity clock than on Earth.  Therefore you probably can't put the "real perihee" year in the game.

There are too many unknowns to know how much the time difference will be.  Unity is a slowship, having no FTL drive, but how close can its fusion drive approach lightspeed?  How long does it take to reach maximum velocity, and how long is its travel time to Alpha Centauri?

For gameplay purposes, it is reasonable to have Unity arrive just after one perihelion period, if you want to be "realistic" and have the first perihelion event happen 60 years into the game.
Title: Re: Perihelion initial year
Post by: Geo on March 17, 2013, 12:20:32 PM
This is my last foray into this because I’m clearly treading water with rapidly deflating water-wings, but I thought Planet was orbiting the combined centre of mass of Alpha A and B so perihelion would depend on Planet’s own orbit and where that put it closest to Alpha B? I’m now going to go and lie down.

God no, Planet orbits around Alpha Centauri A, slightly further out then Earth to Sol according to the planetary constants section in the Planet.txt file.

Code: [Select]
Planetary constants                 Earth       Planet/     Ratio
                                                Chiron

  Mass                  kg          5.98E+24    1.10E+25    1.84
  Equat. radius         m           6.38E+06    7.54E+06    1.18
  Dist. from star       m           1.50E+11    1.60E+11    1.07
  Axial tilt            degrees     23.45       2.00        0.09
  Surface area          m2          5.10E+14    7.18E+14    1.41
  Standard gravity      m s-2       9.81        12.85       1.31
  Escape velocity       m s-1       11184       13947       1.25
  Density               kg m-3      5519        6150        1.11
  Size of sun           degrees     0.27        0.27        1.02
  Year                  our days    365.3       388.6       1.06
  Year                  local days  365.3       532.0       1.46
  Day                   hours       24.00       17.53       0.73
  Mountain height       m           10626       8112        0.76
  Horizon distance      m           5051        5493        1.09
  Ocean tide (sun)      m           0.12        0.12        0.94
  Ocean tide (moon 1)   m           0.27        0.18        0.67
  Ocean tide (moon 2)   m                       0.11
  Ocean tide (both)     m           0.39        0.41        1.05

"Real" year by what measurement?  How much time dilation would there be between a terran clock and Unity's?

Earth years. Which is, incidently, the same as Mission Years as I recall. I thought the factions kept using the Earth calendar because Planet's seasons were almost indistinguistable due to the lower axial tilt of the planet. At least, I recall that it was mentioned like this in one of the interludes files (or perhaps the planets file).

It seems to me you are missing what I meant by time dilation.  Unity may use the same time measurement as Earth, but due to time dilation, less time will pass on the Unity clock than on Earth.  Therefore you probably can't put the "real perihee" year in the game.

There are too many unknowns to know how much the time difference will be.  Unity is a slowship, having no FTL drive, but how close can its fusion drive approach lightspeed?  How long does it take to reach maximum velocity, and how long is its travel time to Alpha Centauri?

For gameplay purposes, it is reasonable to have Unity arrive just after one perihelion period, if you want to be "realistic" and have the first perihelion event happen 60 years into the game.

I see what you meant now.
Canon says travel time was 40 years. If that was meant as ship years or Earth years, I don't know. Another tidbit of info that seems to be floating around was that Unity's top velocity was 12% lightspeed (which neatly combines with a 40 year travel time). Speed of light can be reached under a constant one Earth gravity acceleration in about a year. But that should burn more fuel then is strictly necessary, so make it a tenth of g to reach top velocity in a bit more then a year.
The Wiki on time dilation says that the effect only starts to get important above 10% speed of light, with a logarithmic increase as you get closer to it. So at 'only' 12%, I think the effect will be off by less then a year.
Personally, I always went with 2100 Anno Domini (or Common Era if you prefer) as the arrival date, and took it from there (and in the arrival year you have a fudge factor of 11 months as well, whether you arrive in Januari, December, or any month inbetween).

As for gameplay reasons. Again, it is totally reasonable to have Planet not act on upstart colonists since they're not that many in number, and don't cause much ecodamage at that point, so no noticable event (roughly MY 2105-2125) after arrival wouldn't harm. Another issue is that I seem to recall the first perihelion event depends on your difficulty level. The higher the difficulty level, the earlier the event. Perhaps that should be checked as well.
Title: Re: Perihelion initial year
Post by: scient on March 17, 2013, 03:18:07 PM
As for gameplay reasons. Again, it is totally reasonable to have Planet not act on upstart colonists since they're not that many in number, and don't cause much ecodamage at that point, so no noticable event (roughly MY 2105-2125) after arrival wouldn't harm. Another issue is that I seem to recall the first perihelion event depends on your difficulty level. The higher the difficulty level, the earlier the event. Perhaps that should be checked as well.

There is nothing that prevents the event from being checked and started based on game difficulty.  There might be modifications of the severity once it's actually started.  I'd have to look around.  I did briefly and it was modifying value in bases structure among other things.
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 17, 2013, 03:42:19 PM
OK, so a 40-yr journey, kinda slow.  Unity clock would only be about 5 months behind Earth.

To use the real date would be to continue to assume that during the actual first perihelion nothing happens and then postpone the first game perihelion by a few years.  I'd rather just leave it unchanged than do that.
Title: Re: Perihelion initial year
Post by: Geo on March 19, 2013, 03:43:14 PM
A thread for nothing?  ;lol
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 19, 2013, 09:08:31 PM
The discussion is worthwhile.  And it's good to see scient posting.
Title: Re: Perihelion initial year
Post by: Guv’ner on March 19, 2013, 10:02:19 PM
I should stay out of this given my obvious astronomical numtiness but it’s an itch that won’t quit.

If the perihelion is the point in time when Alphas A and B are at their closest, then shouldn’t that be in the middle of the game’s 20 year period of perihelion?
Title: Re: Perihelion initial year
Post by: Lord Avalon on March 19, 2013, 10:13:42 PM
Good point, Guv'ner.  I guess it depends on whether the closeness 10 yrs out is enough to start the increase in activity, or if the actual perihelion is.

If taken from the middle, 2115 being the first one during the game, and 2195 the next, so the effect period would be from 2186 to 2205.

Still means ignoring the first period, though.
Title: Re: Perihelion initial year
Post by: scient on March 20, 2013, 07:56:03 PM
chuft is going to do some testing on heavy fungus maps and see how AI handle perihelion being brought up 30 turns.  I'm leaning towards having it be option in alpha/x.txt since it will alter game balance and difficulty. 

On another note, update to my unofficial patch is progressing.  There are a few more things to do but all patches I've done thus far have been rolled into SMACX and SMAC and have been throughly tested.  Since I've rolled guv's corrections and my text bug fixes into the installer, there are only few additional files that aren't touched as part of official patches.  So, now unofficial patch will automatically apply 2000/XP SMAC patch as well as SMACX v2.0 patch.  This adds like 1.5MB to installer (total ~5MB) but I feel it's worth it in saving steps and time.
Title: Re: Perihelion initial year
Post by: Geo on March 23, 2013, 09:45:04 AM
I should stay out of this given my obvious astronomical numtiness but it’s an itch that won’t quit.

If the perihelion is the point in time when Alphas A and B are at their closest, then shouldn’t that be in the middle of the game’s 20 year period of perihelion?

Ideally, yes. But as with Earth seasons, they often start later or earlier then 'planned'. That, combined with whether Planet happens to orbit between A and B when the onset of perihelion happens or on the far side of A, gives us a random factor of a turn or two.
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