Author Topic: Mindcontrol and Subversion Cost Factors  (Read 2247 times)

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Offline Dio

Mindcontrol and Subversion Cost Factors
« on: April 25, 2015, 06:18:05 AM »
Apparently, a faction with +3 PROBE and any bases with Genejack Factories have the potential to get mind controlled. However, if the faction has a PROBE score of +4 or greater, then those bases still remain immune. In other words, for the purposes of determining the cost and ability to subvert a base, Genejack Factories give -1 PROBE. This discovery came from searching through the code for the factors that determine Probe Team subversion costs.

Edit: All of these notes apply from Yitzi's most recent patch to Scient's Original SMAX Patch.
« Last Edit: April 25, 2015, 09:54:54 PM by Dio »

Offline Geo

Re: Genejack Factories and PROBE Immunity to Subversion
« Reply #1 on: April 25, 2015, 09:49:10 AM »
Ah? This means the MP rules must be adjusted somewhat? :D

Offline Dio

Re: Base Mindcontrol Cost Factors
« Reply #2 on: April 25, 2015, 04:41:35 PM »
Ah? This means the MP rules must be adjusted somewhat? :D
I guess so.
The strangest part about this whole portion of code is that Genejack Factories cause both a -1 PROBE Score for mindcontrol costs and decrease the energy credit cost again. The facilities and effects that directly influence the cost to mindcontrol a base, without effecting the base's PROBE Score, include: Children's Creche, Punishment Sphere, Genejack Factory, and Nervestapling.
« Last Edit: April 25, 2015, 05:22:28 PM by Dio »

Offline Dio

Re: Base Mindcontrol Cost Factors
« Reply #3 on: April 25, 2015, 04:56:34 PM »
Additionally, bases with Golden Ages active cost approximately an additional 100% to mindcontrol :o.
« Last Edit: April 25, 2015, 05:21:59 PM by Dio »

Offline Dio

Re: Base Mindcontrol Cost Factors
« Reply #4 on: April 25, 2015, 09:32:51 PM »
The following include all the steps I presently know to determine Mind Control costs.
The order in which bonuses/penalities are applied is, to the best of my knowledge, as follows:
1. First, the base cost of mind controlling another faction's base decreases with distance from their headquarters. If they do not have a headquarters, then all bases start with 75 as base cost in energy credits.
2. Then, bonuses or penalities from the PROBE Social Score get added or subtracted from the initial cost.
3. First, add the penality from Genejack Factory and then the bonuses from Children's Creche, Punishment Sphere, and Nervestapled Base.
4. Next add bonus to cost based upon the size of other faction's energy reserves. The larger their energy reserves, the greater the added cost.
5. At this point, take the cost from step four and multiply it by the base's population size.
6. Next add the below modifier to the energy credit cost from having a Pact diplomatic relationship if applicable. Pact with faction using Probe Team: +100% (This bonus stacks with either bonus from step eight; if both are present, then only add the bonus from step eight a).
7. Then add 100% to the cost if the base has a golden age active. Divide the cost in half if drone riots are occuring in that base.
8. Following this point, add to the cost the following modifiers if either of the two diplomatic relationships are present:
a. The target is victim of an atrocity by the faction using this Probe Team: +100% to cost
b. The target wants revenge against the faction using this Probe Team: +50% to cost
9. Now add cost reductions from PROBECOST Faction Bonus and Nethack Terminus if applicable.
10. Finally add or subtract modifiers to this cost from Genejack Factory and Covert Ops Center effect (this seems like a bug in that it does not operate like the other facilities).
All bonuses/penalities to cost are stacked except initial value. For example, the starting cost to mindcontrol the base of an enemy faction with no energy credits, headquarters, and modifiers of any kind is 75 energy credits. If you first commit an atrocity against the faction, and then form a pact, the final cost to mindcontrol a size 1 base reaches 300 because 75*1+75=150 and 150+150=300.
« Last Edit: April 25, 2015, 10:51:03 PM by Dio »

Offline Dio

Unit Subversion Cost Factors
« Reply #5 on: April 25, 2015, 10:05:01 PM »
If the home base of a unit you are attempting to subvert has a punishment sphere, then the energy credit cost for subversion increases.

Offline Dio

Re: Subversion Cost Factors
« Reply #6 on: June 21, 2015, 09:41:20 PM »
It appears as though the energy credit cost to mindcontrol units with higher value weapons and armor decreases as a unit reactor power increases. I know this result stems from the decreased mineral cost for the unit as the reactor power increases. However, as an example, this means it is less expensive for a enemy faction to subvert a Singularity Quantum Laser Hovertank than a Fission Quantum Laser Hovertank. Would this qualify as a bug or a feature? What is your opinion on this particular issue?

Offline Geo

Re: Mindcontrol and Subversion Cost Factors
« Reply #7 on: June 21, 2015, 09:42:42 PM »
Feature. Definitely a feature!!! :o

Offline Dio

Re: Mindcontrol and Subversion Cost Factors
« Reply #8 on: June 23, 2015, 07:53:33 PM »
Here is what I have on the Cost to Subvert Units.

Step 1: Take Base Cost to Subvert. This based on unit's distance from HQ and unit mineral cost. If
the Faction has no HQ, then use set value regardless of distance.
Step 2: Take value from step one and add extra cost if unit's home base has a Punishment Sphere.
Step 3: Take value from step two and add extra cost based upon number of energy credits in
reserve. The larger your energy reserves, the greater the cost to subvert.
Step 4: If the faction difficulty is equal to or less than Talent, cost is value from step three / 2. Otherwise, skip this step and preserve the value from step three.
Step 5: Checks for MINDCONTROL Faction Ability.
Step 6: Subtract cost reduction from PROBECOST Faction Ability, if applicable, to value from step four. Otherwise, preserve the value from step four.
Step 7: If applicable, subtract 25% from the value of step six. Otherwise, skip this step and preserve the value from step 6.
Step 8: Add Cost increase or decrease based upon SOCIAL PROBE using the value from step seven.
Skip this step if PROBE Value is 0 and preserve the value from step seven.
Step 9: Add 100% to cost from step eight if unit has Polymorphic Encryption. Otherwise skip this step and preserve the value from step eight.
Step 10: Add 100% of cost from step nine if unit has either a Colonization or a Terraforming AI Plan.
Additional steps exist that include a ratio of unit armor, unit weapon strength, and unit chassis movement that factor into the cost of subverting non-equipment combat units. The only additional factors I know of that effect the subversion cost of units with equipment packages are their armor level and reactor level.

 

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