Show whole topic May 22, 2009 9:05 pm
Sandman Offline
, Approved Member
Registered since: Jul 30, 2004
Location: MG


Subject: Ressource-Algorythm
Definition:
M: = material
G: = Gold
O: = Oil

Ressources at start in mine in original M.A.X.:
Poor
M: 10
G: 0-1
O: 7

Middle
M: 12
G: 0-?
O: 8

Rich
M: 14
G: 0-?
O: 9

Ressource-Ratio on whole Map in original MAX:
Poor:
M: 45%
G: 10%
O: 45%

Middle:
M: 40%
G: 20%
O: 40%

Rich:
M: 35%
G: 30%
O: 35%

Ratio (%) of M =! O possible! But I had the feeling the ratio (%) of M was equal to O. In doubts I would tend to give M a slight advantage.

Was determinded the following way:
An amount of Ressource-clouds where chosen and the following had been counted:
1. The summary of all Ressources in the cloud.
2. The summary of all Gold, Oil and Material, each.
Not been counted yet:
3. The summary of all Ressource fields in the cloud.
4. The summary of Gold, Oil and Material fields, each.


The ratio above has been calculated by the following values below:

Here 4 examples for the biggest clouds found on RICH Ressources:
Total: 119
M: 36
G: 33
O: 50

Total: 116
M: 47
G: 27
O: 42

Total: 118
M: 49
G: 30
O: 39

Total: 82
M: 30
G: 19
O: 33

Here 1 example for the biggest clouds found on Middle Ressources:
Total: ?
M: ?
G: ?
O: ?

Here 1 example for the biggest clouds found on Poor Ressources:
Total: 144
M: 54
G: 30
O: 60

There were a few patterns found:
Most important information, there is a defined ressource-grid beeing used on EVERY Map! (See Picture 1)
So there is no random ressource-variety. For example, there will NEVER be two ressources the same, next to each other!

On this Ressource-grid there can be following Ressource-patterns:
a "H" or parts of it missing
a "+" or parts of it missing
a ":-:" or parts of it missing
combinations of many H
combinations of many "+"
combinations of many ":-:"
combinations of any pattern: "H", "+", ":-:"

More information found:
Least ammount of Ressourcefields found were 2, maximum was more than 60.

In "Poor" settings, there is a great spread of Ressources at a low amount,
80% 1-3 all over the place and sime higer amounts in the middle. (See Picture 3)

In "Rich" settings, there is a very slight spread if Ressources at a high amount,
90% 14-16 in the middle and lower amounts arround. (See Picture 2)

Maybe there is a spread-Value that decreases, while spreading. Maybe every ressouce-cloud starts with one Ressource at a random point and grows with a decreasing chance of generating another field. Maybe there are a determined amount of Start-points per Map, OR there will be so much random startpoints until the maximum ammount of ressourcefields or total ammount of Ressources (numbers 1-16) are beeing generated.
There could be a dependency between the amount of oil and gold and material, for example. But there could be a dependency between growth-rate and ammount, too.

The original-Ressource-Algorythm isn´t that great in poor-settings, anyway. Many, many, many Ressources (1-3) on a big carpet. You would need dozends of mines to gather all that. Not very efficiant or usefull at all.

Our Ressource-Algorythm isn't that bad, exept it is not necessary to have 2 the same ressources next to each other. You can put them all on one spot, it just takes away possible ressource space. And it needs to be more balanced all over the map.

EqualrRessource-balancing through the whole map:
I´ve heared a few times and found out by my self, that on some maps, players are sourrounded by much oil and no material, while others have enough of all and elswhere some people don´t have enough gold, but to much oil.

Well, I don´t think it is necesarry to find out the exact original Ressource-Algorytm, it just gives some ideas what a good algorythm could look like. Maybe the Map could be mathematical divided in sectors and each sector needs a defined ammount of each ressources. An Example: On a 64*64 Map there could be 4 sectors of 32*32 and each sector MUST have: 20 Metal, 20 Oil, 10 Gold.
So this would guarantee an equal spread of all ressources.

Maybe there is another way by setting the right probabilities and spread-rate and just defining a number of starting-points per sector.

More Information following! Feel free to post Ideas and diskuss this strategical important issue of M.A.X.R.. Would be great if there could be more counting of Ressource clouds in the original game, the way I posted here, to get more verified information. THX!

The Sandman

Definition pic 1:
blue = water/ground
white = material
yellow = gold
green = oil

Attachments:
1.PNG
Downloads: 544
Filesize: 19.06 KB
Original - Maximal Ressourcen.JPG
Downloads: 512
Filesize: 373.32 KB
Original - Minimal Ressourcen.JPG
Downloads: 550
Filesize: 412.44 KB


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This post has been edited 11 times. Last edit on May 23, 2009 1:09 pm by Sandman.