![]() This would just be another simple tool to make a players life easier. The timer may be universal on all devices reminding you from your phone/computer/ or tablet that you have something that needs to be done on your account. Many players already use a timer on their phone, but the benefit of an in-game timer is all players (if the account is co played) will receive these notifications. The importance of something so simple, could potentially be very helpful to players. Timer Implementation - This would be an in game timer that can be set to remind a player of an upcoming attack or action needed in game. We then calculate that back to how many troops are required to get as close to that required carry capacity, and show this as an output.Tribal Wars is a game revolved around timing, however we do not have two of the most important tools involved. At that point “a” is distributed so that it gives us the ratio of carry capacity required to get the maximum amount of resources per hour. We keep doing this, until our total revenue does not increase any more. Next up, we do the same, but then with a and a. Our second attempt would be, and our third attempt would be. Given that all scavenges are enabled, we'd start with. Of those three options, we check which gives the highest revenue and keep that one. With this initial “a” we calculate how much we’d get per hour, and save this in a variable. Once we find that one, we can simply multiply the total capacity by the individual elements of “a” in order to find how much capacity we should send on a given scavenge hunt. Now this is a formula that we could start brute-forcing to find the ideal “a”. Let’s assume “a” to be an array representing the spread of carry capacity over the four scavenges, where the sum of the 4 elements <= 1. This function can be summed four times, with a spread of the iCap (or capacity) for all different ratios. This gives the following formula for resources per hour: iCap * iRatio / ((Math.pow(Math.pow(iCap, 2) * 100 * Math.pow(iRatio, 2), 0.45) + 1800) * df) World information for duration_factor used to figure out the formula. By throwing the data of the duration_factor and game_speed into google sheets and letting sheets calculate a power trendline, I found that the formula is game_speed^(-0.55). This seems to be loosely based on the world speed. In this formula, df stands for the duration factor. The following equation is found for the duration of a scavenge: ((Math.pow(Math.pow(iCap, 2) * 100 * Math.pow(iRatio, 2), 0.45) + 1800) * df) Where iCap is the total capacity of all units, and iRatio is 10% for the first hunt, 25% for the second, 50% for the third and 75% for the fourth. In the game javascript the following formula can be found for how much a scavenge brings in: iCap * iRatio – The name of the world (start of the URL). In order for me to add a world, I need the following information: This calculator was approved on under ticket number T13900636.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |