04-12-2014, 03:35 PM
(04-12-2014, 03:22 PM)Nazareth Wrote:(04-12-2014, 12:57 PM)Nicademus Wrote:(04-12-2014, 12:38 AM)Trader_Phred Wrote:(04-11-2014, 08:22 PM)Nazareth Wrote: Alliances already! Man, better hit the ground running!!
Resistance is futile. Mua ha ha...
I'm taking the liberty of cutting and pasting some information Thom emailed to me a while back. THIS STUFF IS IMPORTANT, it has to do with priorities of actions in the current code (though he may adjust this in the future).
It's VERY crucial for trade runs between colonies & terraformed worlds. As of right now, trying to do these out of order (at a given planet) will cause some actions to fail.
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I'll try and give you a run down on order of things. I might have forgotten one or two but when I went back and checked code for the order this is what seems to make sense after the past few years not looking at it.
#1. If you build Marines or Heavy Marines on a planet it is done for the turn. Program sets the planet date and run date the same. So none of the checks below can be true any longer.
#2. You should always sell goods to a planet before buying goods from a planet. Program checks to see if the planet date + 2 is < run date. If so action happens. Planet date set to run date - 2.
#3. You can then buy goods from a planet after you sell to the planet. Program checks to see if the planet date + 1 is < run date. If so action happens. Planet date set to run date - 1.
#3. You should always build POP first before doing anything else on the planet. Program checks to see if the planet date + 4 is < run date. If so action happens. Planet date set to run date - 4.
#4. If you have to tramp mine a planet you should do that after building POP but before anything else. Program checks to see if the planet date + 3 is < run date. If so, action happens. Planet date set to run date - 3.
So... example: If the run date is March 30th then the code would be set to 3/30/2014. The planet's date considering that something might have set it last run would be 7 days ago or 3/23/2014.
So you build POP first. Planets date (3/23/2014) + 4 is less than run date (3/30/2014) so action works and the planet's date is set to 3/26/2014.
Then you have a fleet in orbit selling goods to the world. Planets date (3/26/2014) + 2 = (3/28/2014) is less than run date (3/30/2014) so action works. Planets date is set to 3/28/2014.
Then you have the fleet buy goods at the world. Planets date (3/28/2014) + 1 = (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/29/2014.
Last, you build Marines on the planet. Code checks to see if the planets date (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/30/2014.
Okay. Whew! Hope that helps. And note: There are a number of other date checks but I haven't traced them down yet. These mostly deal with smuggling, pirate raids, etc.; so if nobody's messing around with your planets you're trying to trade with, it should not be an issue.
WOW, I thought I was confused before.....
I hear that. I would like to think that as long as there wasn't a pre-requisite for an order, (must build a the ship before you can move it) the order should run. However, if there is this sequencing activity going on, then we need a sequence of actions list.
I believe this sequence of actions business only deals with building Pops, taxing planets (not mentioned here), buying/selling cargo, and building MU/HMUs. Nothing else has to be in any particular order. If you go to the thresholds (http://www.takamouniverse.com/takamo/thr...-volume-1/), there is simplified info there.