Author Topic: Breeding in Eufloria: Numbers and mechanics  (Read 24227 times)

ToketsuPuurin

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Breeding in Eufloria: Numbers and mechanics
« on: October 31, 2009, 11:55:10 AM »
So I love how a seedling's statistics affect it's shape, very cool. and I've noticed that laser mines and flowers are also affected by the planet they grow on.

I'm wondering, specifically, what effect stats have on a mine's function? speed makes them move faster, I asssume strength ups their power, what does energy do for a mine?

more critically though, what effect do the stats of a flower have? I'd initally assumed all flowers were the same, but graphically they aren't, so when a flower is planted, do its stats have an impact on the laser mine or super seedlings that result? if I were to pair a low energy flower with a high energy asteroid what kind of seedling would result? is it better to swap flowers between asteroids or keep them on the same asteroid?

For that matter, do the initial ten seedlings used to create a tree have any impact on the tree's stats and its offspring? (if it does it seems minimal.)


Rudolf

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #1 on: November 01, 2009, 04:54:16 PM »
All lifeforms get their stats from the asteroid on whioch they are produced. So the seedling or flower stats do not influence offspring at all, but the asteroid on which things are produced do.

Flowers are mostly affected in Speed and Energy, the latter determines their hitpoints. This is marginal though
The same is true for mines, and this DOES matter a great deal. A mine with a high energy value can take many more hits than one with a low one. Strength also determines its final explosion damage.

velusip

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #2 on: November 03, 2009, 07:30:01 AM »
All lifeforms get their stats from the asteroid on whioch they are produced. So the seedling or flower stats do not influence offspring at all, but the asteroid on which things are produced do.

Flowers are mostly affected in Speed and Energy, the latter determines their hitpoints. This is marginal though
The same is true for mines, and this DOES matter a great deal. A mine with a high energy value can take many more hits than one with a low one. Strength also determines its final explosion damage.

Wow, that is much different than what I expected.  I haven't played much yet, so maybe I will get a feel for these stats which have no visual queue.  Even though, I have so many other questions!

I thought seed Enegry was core sapping/laser damage and seed strength was hit points.  You say Energy is hit points and strength is an explosion stat?  Strength seems like a dump stat now.  Haha.  Is Strength an explosion stat for doomsday weapons only (I like to call the slow super weapons doomsdays or DDs)?  Do stats affect the seedlings differently from DDs, or are they the same all around?

If strength is explosion damage for seeds it sounds just as bad as good, but still useful to weaken the masses before the speeders come in.

Is asteroid population limit a function of an asteroid stat, or map stat?  I've noticed seeds stop growing on some asteroids assuming a limit, but I can't figure out what it is based on.

Is there any way to determine the health of an individual seed or doomsday?  Visual queue?  I see it in the trees and I also see them regenerate, but I can't figure out the regeneration speed.  Is this a function of the asteroid stat they grew from?

Psiborg mentioned something about heredity in this thread http://www.dyson-game.com/smf/index.php?topic=517.0 .  Bringing a powerful flower to another planet, but you say it does not carry over.  The tree retains the stat from its asteroid and the flower adds a heretical, static, or relational "buff"?  Until I read this thread I played assuming there was heredity, planting my strong seeds hoping for unique traits, but I guess I need to stop wasting the strong ones!

This game is so good.  Probably the first time I've ever signed up to a game forum to chat about the game instead of report bugs. haha

HKK

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #3 on: November 08, 2009, 10:32:15 PM »
velusip:
Even though im not part of the development team, i think i can clear up some of those questions you asked :)

The stats affect the life forms (seedlings, mines, flowers) a little differently, I'll try to summarize and clarify what Rudolf described above:

- Speed is obviously influencing the speed of all life forms.
- Energy determines the hit points of a life form, i.e. how much they can be attacked before they die. For seedlings, the more energy they have, the more damage they do to an asteroid core ("sapping power")
- Strength obviously only affects seedlings and mines, whose attack value they determine. For laser mines, the more strength they have, the more damage they do in the explosion when they die.

So basically, you can create kamikaze-laser-mines by growing them on an asteroid with lots of strength but very low energy :)

Asteroid population is (default-)set as a map-setting (Globals.Asteroids.SeedlingCap and Globals.Asteroids.SpawnCap; the latter determines when Dyson trees stop producing), but apparently can be changed for single asteroids as well (refer to the scripting reference for this; once in the global vars section and once in the field section for asteroids)

And yes, you CAN read out the current and maximum energy (hit points) of any entity via Lua (refer to reference for this as well, section "General game entities"). Im not sure if Eufloria allows the scripter to create additional UI overlays -- if it does, you could show the hit points that way. Any "visual queue" like for the trees would probably require change to the game code though (i.e. patch).
And the regeneration rate for trees is determined by the global variables Globals.Structures.RegenRate (Dyson trees) and Globals.StructuresDefense.RegenRate (Defense trees)

Hope this helped a little ^^
Regarding heredity, im affraid i dont know, thats a question for the developers to answer :)
But im also interested in that, mostly in how a flower influences enhanced trees and super seedlings (if at all).

Regards,
~HKK

Crimsoncow

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #4 on: December 15, 2009, 10:16:54 AM »
What effect does asteroid stats have on the production speed of seedlings and mines?

A more detailed explanation for stats for asteroids, mines, seedlings, flowers, etc. should be included in the manual.

Mr Frank

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #5 on: December 17, 2009, 01:42:48 PM »
I'm pretty sure that all trees produce at the same rate, and they all produce faster as they grow.  The fortieth through fiftieth seedlings come a lot faster than the first ten.

Rudolf

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #6 on: December 17, 2009, 07:32:23 PM »
I'm pretty sure that all trees produce at the same rate, and they all produce faster as they grow.  The fortieth through fiftieth seedlings come a lot faster than the first ten.

That is correct.
I considered letting the speed stats influence this many times, but in the end we decided against it.
Speed is very influential as it is!

Crimsoncow

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Re: Breeding in Eufloria: Numbers and mechanics
« Reply #7 on: December 18, 2009, 07:57:50 AM »
But Defense Trees produce faster with a higher speed stat, right?  I haven't played enough to observe different actual speeds of the defense missiles themselves; is speed also influenced by the speed stat?