heh, yeh sorry for the feckin novel..course arguably if i actually can sort out how all that works, that'd make one extra person who can help out answerin the next guy that's all confuddled.
which i'm guessin would raise the total to one
i edited a bit for clarity (pfff), so here's the full deal (but first, a worthless paragraph):
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er... this question wound up being more involved than i thought, heh.
remember that long bit we'd done about life/death stuff? i'm thinkin this is the hunger/thirst equivalent, heh :]
i'm really rather hoping i can maybe run some of this by everyone and see if there's any glaring misconceptions i have in how some of the needs stuff works, or who knows, maybe my logic's all fecked...wouldn't be the first time
that and it's just kind of lame guessing at the whole thing and typing in a few numbers. ideally if this is all sorted out to a logical conclusion once, it could be replicated and altered for any sort of hunger/thirst/time/production scenario flawlessly. maybe. at best.
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what i'd like to do, is start with a "normal" production and cost rate, and then multiply all the values by nine when adding it into the bdat, giving a max employee value of 10 to each building. if SRP is, say, 100%, then each employee would add 10% efficiency (and a resulting 10% increase in storage if i understood the above reply correctly) to the building's output.
i figure that way, what i'd want to do is make a building having 1 employee be up to the "acceptable" level of production required for the island to be reasonably productive.
as the island grows and more people need food/drink/etc, the buildings will automatically be able to hire and produce more; so the world's exports grow as the island does, and business owners have to keep up with the growth of the game and world.
in this hypothetical island, there won't be any offline needs, but when they're online they should have to work to keep fed while they continue towards loftier goals (they'll be expected to have a huge backpack full of food on hand to go off exploring the world for instance).
so if i'm assuming the bare minimum people i can have on the island is two per industry (one to own the building and one to work at it, bringing it up to its "normal" level of efficiency), then i've gotta sort out what the hunger/thirst is and make just enough product (give or take a steak or two) for them to get by.
let's say my online needs % is 100, and my offline needs % are set to 0. at rest needs are 50%.
my online health loss is 0% because they'll only lose health if they're not fed or given drink.
i've set my gametime as 238, which means a gameday every 4 minutes, and 1 game year every realtime day.
my max health decay is 6, because 6x10 = 60 points lost per day, * 365 days in a game year = 21900 health points lost per realtime day, * 365 realtime days is 7993500, or just above the total 7,680,000.
this would ideally mean that anyone who's played a perfect game the whole year would make it to the end still alive. it also means that the closer the game is to the end, the harder it should theorhetically become and the more attentive you need to be to your character, because you have less total health you can lose as the game progresses. i imagine by the final month of the game, everyone would be constantly paranoid about eating and driinking well, unless they've afforded to build and purchase a factory what makes nutrisuits, which'll be one of the most expensive things on the island.
my goal is to run the island for 1 year, so this sounds like a preferable setup to me.
now we get on to hunger and thirst: let's just use hunger for our example since we'll use that data to determine the eventual outcome of the standard production rate for our hypothetical farm...
my inactivity time limit is about 4 days, but in terms of being online, i want my players to fill up a few times a day, so let's say that every gameday (ie: 4 mins), they get 5% more hungry, meaning it'll take them approximately 80 mins to reach starvation status. it's a 45 minute walk to the next town, so if they went to attack the enemy with no supplies in the default vehicle, presumably they would be starving when they return.
according to the manual, it's a 6,400,000 point system. i'm assuming 0 is totally starving and 6,400,000 is totally stuffed. so 6,400,000 divided by 100 (%) is 64000, times five is 320000, which is the number their hunger should increase by per gameday. divide that by 100 (since hunger increase rate is x100), and i have a hunger increase rate of 3200.
{edit} after testing this in-game, i wound up getting to starvation status in, as well as i could calculate it, approximately 37 minutes -- about half what was expected.
i'm guessing this is because everything is calculated on the 32,767 scale, being the max that field can be set at.
redoing the calculation is nearly impossible however until a full understanding of how hunger increase works; as i can't see it working any other way.
the presumption is if my hunger increase rate is 3200x100 = 320000, tha'st 320,000 taken out of the whole 6,400,000 value for for that need.
this would make sense, as 32767, the max value for that field, times 100 is 3,2767,00 -- or just over half the total value for the need (meaning a max setting would have me starving in two gamedays.)
is the setting rounded up in some way that's unclear in the manual that might cause this effect?
{/edit}
now we come to the needs/health lost modifier, which the manual doesn't really have any info for, so i can't edit this right now.
so for now i'll just edit my starving health decay, and later i'll have to adjust it when i know how the needs/health loss mod works.
if my players get more hungry by 5% every gameday they aren't fed, that'd be 20 days (80 minutes) until they reach starvation.
assuming they reach starvation, that's almost an hour and a half of neglect. i'll go easy on them here and set it up so that they have some extra time though to come back and save their character, since all this effects whether or not they can make it to the end of the game next year.
i'll give them eight hours to recover their character before it dies. even in the case of some weird connectivity problem or passin out after too many whiskeys without first loggin off, it should be more than enough time. (and really, with no offline needs all they need to do is show up every 4 days (aka 4 years) to hold on to their stuff if they aren't in the mood to play that week.)
this one is x300, so 7680000 total health points divided by 120 (days in four months, which == 8 hours) = 64000 health points lost per gameday, or every 4 minutes. divided by 300 is 213.333333etc, so we'll just give them a lil' leeway and say 213.
(note that the manual doesn't explicitly say that it's gamedays and not realtime days the points are lost over, but it's prolly safe to assume.)
this would also i suppose allow a person to survive for approximately 18 hours and 40 minutes if they were in their home i'd expect.
{edit}
on 12:35pm today (realtime) i came in with a brand new, bill-wiped character. as mentioned above in the earlier bits about the hunger increase rate, i became starving by approximately 1:17pm (realtime) and started my health decay.
it's now 1:36pm, and so far i'm at 44009 health at the moment, which means i've probably factored this incorrectly as well. partly, that's fair enuf since the game oddly only starts me with 76% of my total health (or 59,990, which i think has been explained somewhere but whateva, that's at least something we can adjust for)
still, at approximately 66% health -- i've lost 10% of my health in 19 minutes, meaning i'll be dead by around 2:46pm today, for a total of 2 hours and 11 minutes total alive time...hardly the 9 and a half hours i anticipated.
last night i let myself die while asleep, and one possible bug that should be mentioned is that health suspension works even if the player is online when they respawn...according to the manual their health should only be suspended if they die while offline.
i dunno if this is sorted with a relog or something permanent as i wiped the bill when logging back on to re-test this morning... i'll let this new character die and note what i find.
{/edit}
so as a result, i guess my question(s) are:
a] does all that sound about right or have i completely misunderstood any of the settings involved, and
b] how's the needs/health gain modifier work again?
c] what am either i or the manual/code missing in factoring the hunger increase rate?
d] same for starving health decay?
edit:
additionally...
e] assuming i sold nothing but steaks, then each steak, according to
this thread would add 80 points to the hunger meter and +2 to health.
that must be multiplied by a number that's not listed, since otherwise i'd need to eat approximately 80,000 steaks to be full.
i can't see the +2 just being added to health -- that'd require i eat 384,0000 steaks to go from 0 to full health.
so i've gotta assume the +2 is actually a modifyer of the needs/health gain modifier, but i don't know what the modifying % is for that feature yet, so that's as far as i can go there.
ideally i'd determine how many steaks are necessary to keep two players fully fed for the length of time between steak-production cycles, and then multiply it by 9 to determine the overall number of steaks my building should make.