Re: Damage formula
PostPosted: 08 Apr 2015, 14:48
by Krom
Good to know you have all this info in mind
I was just wondering to see 4 digits after the point where max 1 would be roughly appropriate.
Re: Damage formula
PostPosted: 08 Apr 2015, 16:15
by Soldado con espada
P.S. Put aside Market costs origin, it makes little sense to use Corn prices (which have inherent ~5% error in them) and calculate ratios with 4 digits after the decimal delimiter.
If you have an estimate of 5% error per corn (or per transaction?) then we could
propagate these errors to the ratios and have a better idea:
Well, actually all these ratios are not helping me a lot because I have forgotten them all already
but it would be interesting.
Re: Damage formula
PostPosted: 08 Apr 2015, 16:32
by Krom
5% per corn and who knows how much for every other significant element contributing to the price that is not included into the corn cost
Re: Damage formula
PostPosted: 09 Apr 2015, 11:17
by Soldado con espada
Something tells me that KaM can be solved with something like graph theory. Or at least the "price" of each of the goods.
The problem is that I don't know graph theory xD
I will try to think about it when I have some time, but maybe with the average stable production rate of each building, the number of serfs necessary depending on the distance between each building, serf speed... very roughly xD
How were the "market values" estimated? Is there a forum link?
Re: Damage formula
PostPosted: 09 Apr 2015, 12:56
by Ben
Pardon me for intervening, but this might be what you are looking for:
http://www.kamremake.com/devblog/how-do ... are-right/
Re: Damage formula
PostPosted: 09 Apr 2015, 14:14
by Soldado con espada
Brilliant article
I believe that to do what I want ("solve KaM") would require a lot of time in practice, but I'll try to write some matrices at least