2012.03.16 23:45 7thFullMoon Pokémon Showdown
2008.07.08 22:36 PlayStation Portable (PSP)
2008.08.26 02:03 Pizza
2023.06.04 20:56 RedSkyInTheMornin ROTP v1.04 bugs/enhancements
![]() | I've been playing ROTP v1.04 since last fall, and it's great. I have found a few bugs and thought of several enhancements. I've emailed this list to Ray Fowler just now (with a .zip of the save files which reddit won't let me post here, but I am attaching the screenshots mentioned below). submitted by RedSkyInTheMornin to rotp [link] [comments] Most of these things aren't very impactful, except for B9, IMO. Is there a mod that just fixes bugs ? Thanks ! Also, I'm not much of a reddit user; this is my first post, so sorry if I'm making any newbie mistakes. Remnants of the Precursors v1.04 Bugs: B0. In the ROTP_Manual_v1_04.pdf - Table 10.5: Heavy Fusion Beam says 4-16 damage, but game Tech tree says 4-30 damage. - Table 10.5: Heavy Phasor says 5-20 damage, but game Tech tree says 5-40 damage. - In-game "Graviton Beam" description says "beam capable of rendering ships to pieces". It should be "rending" instead of "rendering". B1. "Continue Game" doesn't load the most recent save, it loads the most recent auto-save file. Justification: I save my game several times in-between turns, especially from the middle-game onwards, so I must remember to do "Load Game" vs "Continue Game" to pick up where I left off. I think this is counter-intuitive. It may be mentioned in the documentation somewhere, but it should probably load the most recent saved game. Estimated difficulty to change (or fix): "Medium" B2A. Colonies screen Shipyard refresh bug. - Goto the Colonies view, select the Ecology View tab (or the Industry View tab). - Exit to the main map, select a system that's producing a ship (or make a system start producing a different ship). - Goto the Colonies view, select the Military View tab. The system you were just in is selected, but its Shipyard field is blank (or shows a partial ship name). When you select another system in the grid, the Shipyard field that was incorrect now refreshes with the correct data. Estimated difficulty to fix: "Medium" B2B. Technology Discovery % boxes along left/bottom corner refresh problem If you adjust systems' tech output so that it affects the arrival time of a technology, the 6 technology discovery boxes don't seem to update to the correct value until after you go to the Tech screen and come back to the main screen. B3. Colony has the same name as a system with no colonizable planets. - I've got a colony named "New Kekule" in the New Buffon Nebula, and there's a system with no planets of the same name to its SW about 29.4 ly. (Screenshot: "bug_2_kekule_systems.jpg", Save game file: "Mentaran4_679_two_NewKekule_systems.rotp".) B4A. Cryslonoid ships don't get slowed down by nebulas. If this is a feature, it should be documented, but it seems like a bug. Although they can colonize any type of planet because of their biology, they doesn't seem to explain how their space travel technology (which is the same as the other races) ignores nebulae slowness. [ see "Mentaran5_722_cryslonoid_ships_nebula.rotp" ] B4B. Cryslonoid ships immediately upgrade their engines to a new warp speed as soon as it is learned. B5A. The user choices for the range area display (on the left upper button menu, the concentric blue circles icon) are - background-stars-OFF/range-circles-OFF - background-stars-OFF/range-circles-ON - background-stars-ON/range-circles-ON - background-stars-ON/range-circles-OFF However, each time you restart the game, it defaults to background-stars-ON/range-circles-ON, instead of the option the user had selected during the last game session. This option should be saved as a game setting option somewhere, and not in a save game file. B5B. The user choices for the ship/transport course dashed-line display (on the left upper button menu, the concentric white circles icon) are - friendly-unit-course-lines-OFF/enemy-unit-course-lines-OFF - friendly-unit-course-lines-ON/enemy-unit-course-lines-ON - friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF However, each time you restart the game, it defaults to friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF, instead of the option you had selected during your last game session. This option should be saved as a game setting option somewhere, and not in a save game file. B6. I was designing a ship and picking an armor for it, and it gave me a weird crash (screenshot: "recent_rotp_2023_02_24.jpg", save file: "recent_2023_02_24.rotp") It's only had that crash that one time. B7. I when I discovered Advanced Space Scanner, it started showing me a list of many dozens of newly discovered planets. The "Close" button was covered up by the planet display screen (see the screenshot "AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg" and the saved game file "Mentaran8_704_AdvSpaceScanner_bug.rotp" for the end of the previous turn). As a workaround, I discovered that the "Esc" key dismisses this discovered planet dialog. B8/E8. When a system has a stargate, in the main map view, the system window shows the system name with a swirl icon to the upper left of the planet image, indicating it has the stargate. This swirl icon is missing in the same view in the Colonies screen when that system is selected. I would consider this a minor bug. Enhancement: Add a column for stargate in the Colonies screen, maybe under the Military View tab. B9/E9. Bug in invasion code about hand weapons I think there's a bug in the ground troop battle system. When being invaded by the Altairi (load the save file "Mentaran12_730_.rotp" from year 730 and poke "Next Year", then see the battle in year 731, with the battle screenshot "mentar12_731_altairi_invade_ion_rifle.jpg"), the screen shows that I have Fusion Rifle, and the Altairi have Ion Rifle, but when I invaded an Altairi world a few turns before (and also the turn after - load save game file "Mentaran12_731_.rotp" and advance to the next year to see the battle in year 732), it showed that both of us have Fusion Rifle and my men get slaughtered. In year 731, looking at the Races/Intelligency screen for the Altairi, it shows they have Fusion Rifle (see screenshot "mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg"). In a previous game (which I stupidly didn't save the files for): I invaded a planet with troops, and the battle screen said I had hand phasors, but at the time I had superior plasma rifle technology that I had acquired at least a few turns before. See the screenshots "battle_shows_hand_phasors.jpg" and "tech_shows_plasma_rifle.jpg". Enhancement: I think an explicit list of the +NN modifiers for every ground battle enhancement would be nice on the Race/Military screen, perhaps displayed below where it currently shows the total +XX number. Enhancements: E1. On the Colonies screen, add a way to jump to the selected colony on the main star map. Justification: If you have a lot of star systems, it's really tedious to scroll around the map to find the system you're looking for. Suggested implementation: In the upper right corner area with the name of the system and the planet picture, add a "Jump to System" button that immediately exits the Colonies screen and takes you back to the main star map, with that selected system in the middle of the screen. Or, just make poking on the system's name text in that upper right area do the jump, instead of a button (but that's less obvious). Also, make this button still work when already on the main map screen, in case you've selected a system and scrolled around but don't know which direction to scroll the map back to that system. Estimated difficulty to implement: "Easy" E2. Star map incoming population overage color change For star systems' incoming population lines, change the color to something other than green if the incoming population is too large for that system, and population will be lost upon arrival. Justification: It's not good to lose population because you overlooked a link in a grand chain migration master plan. Suggested implementation: The current color is green, so keep that color if the population will fit in the system. Red color indicates inbound enemies, so keep that red. Yellow is also a movement line color already, so for friendly overpopulation moves, I suggest displaying them in the hot pink color, to draw attention to them. Ideally, this would take into account that system's growth/decline for the time it takes the population to arrive. For attacking invasions, it would probably not take into account battle casualty calculations, but just let you know that some of the population will be killed off unless they first die in battle. Also, if multiple populations are arriving at such an overfed system, each one would be displayed in that special color. Estimated difficulty to implement: "Medium" E3. When colonizing a star system where there is more than one type of colony ship that can build the colony, list each different usable ship design and ask the user which colony ship to expend. Estimated difficulty to implement: "Medium" E4. Main map, system name tag changes: Change it from the current Vesalius Pop 83 Fac 216 Base 2 to also show the max pop, max factories, and ship production (with ship production limit prefix, as in the Colonies' Shipyard column): Vesalius Pop 83/85 Fac 216/255 Base 2 3 Dreadnought Estimated difficulty to implement: "Medium" E5. Colonies screen, add "maximum population", "maximum production", and "incoming population" columns Justification: I'd like to sort on the maximum pop and maximum production columns, so I can find the systems I need to build mega-ships. There's a "Capacity" column that I don't know if it means population or production or what. I'd also like to see which systems have population that's scheduled to arrive. Suggested implementation: - Remove the "Capacity" column (or leave it, but maybe explain it) - Change "Population" to "Pop" to save room - Add a "Max Pop" column, to the right of "Pop" - Add a "Inc Pop" column, to the right of "Max Pop" (this value is displayed in the "too much incoming population" color if it's too much for the system to hold) - Add a "Max Prod" column, to the right of "Prod" Estimated difficulty to implement: "Medium" E6. Map screen, toggle display of enemy range/extended range borders and enemy colonizable systems, based on intelligence reports for that enemy Justification: It would be great to see which stars the computer opponents can get to, and which ones they can't, when planning which planets to colonize. Suggested implementation: - Add some sort of array of Enemy Overlay buttons on the main map screen. If you turned on Enemy 3's overlay, it would show Enemy 3's known border (based on their known systems) and extended border (as a non-filled in outline in the Enemy 3 color), and any uncolonized systems capable of settling by Enemy 3 would be circled in the Enemy 3 color. - The player could toggle each enemy's overlay button independently of the others, so that any/none could be on at the same time. Estimated difficulty to implement: "Medium" E7. Tech screen, add "Equalize Outcomes" button The existing "Equalize Allocations" button will equalize the funding to all of the non-locked categories by simplifying dividing the total research amount by the number of non-locked categories. It would be great if there were another button that would set the levels for the non-locked categories so that their research would be done at about the same time. Suggested implementation: For example, if I want the Computers/Battle Comp III, Force Fields/Class 3, and Weapons/NeutronPellotGun all to finish about the same time, I could lock down the other fields (Construction, Planetology, Propulsion) and poke the "Equalize Outcomes" button, and it would fund those 3 categories so that they would each have their bubbles filled on about the same turn. Yes, it couldn't be perfect, but something in the same plus/minus 1 turn ballpark arrival target would be great. Justification: I'm doing the same thing now manually with a calculator, so this would get rid of that drudgery. Estimated difficulty to implement: "Medium" E8. Main map, shrink "Next Year" button and/or add optional confirmation: Justification: Several times I have accidentally poked on the "Next Year" button when I was intending just to un-select the current system/fleet. Suggested implementations: - Shrink the "Next Year" button down to being just big enough to contain its text, and put a blank area (or mini-map, see below) next to it: Estimated difficulty to implement: "Medium" E9. "Current game settings" info screen: It would be great to be able to see the settings that were used to create the current game: size of galaxy, number of opponents, difficulty, and all the settings for the game options. Justification: When I'm close to finishing a game, I start thinking about what settings to use for the next game, but I can't remember what the settings were for the current game as a basis to go by for setting up the next one. Suggested implementation: Add another option to the "Game" screen, or to the Game / Settings screen with this info. Estimated difficulty to implement: "Medium" E10. "Hall of Fame / Hall of Shame" screen: Add a screen that records the end of games that are played to the actual end, either to victory or defeat, and indicate that, along with all the game settings that were used. Justification: It would be nice to see a log of my performances on various different game settings. Suggested implementation: Add a "Hall of Victory" (or other name) option to the "Game" screen, that is a new page with this info. Estimated difficulty to implement: "Medium" E11. Battle map turn counters On the space battle map, show the number of rounds of combat so far, and the number of rounds remaining in the battle. Justification: I like to batter the planet's population down with my warships. As long as you keep one stack of the enemy ships alive, you can batter the planet as long as you wish, until the maximum number of battle rounds is reached. Right now, you have no idea of knowing when that will occur, so if you ignore killing the last enemy spaceships, you will be repulsed from the system after the battle is over. An elapsed rounds/remaining rounds display would alleviate that. Suggested implementation: Shrink the size of the buttons along the bottom of the screen, and add an unclickable text display of "Battle rounds: XX/YY" that updates each round. Estimated difficulty to implement: "Medium" E12A. Galactic thumbnail view on the main star map Have a Civilization 4-like mini-map on the main star map, to show what portion of the galaxy is currently in view. Justification: For larger maps, it would be great to know what area of the galaxy is being viewed, at a glance. Suggested implementation: On the bottom right, make the "Next Year" button just big enough for its text (yes, it's more letters in other languages), move it to the far right, and put the galactic thumbnail next to it on the left, such as: ________________________ [*] Next thumbnail shows the selected star near Tech Year the top left of galaxy; a rectangle ____________________ shows the galaxy subset in the display now ________________________ [ ] Next thumbnail shows the selected star near Tech * Year the center left of galaxy; a rectangle ____________________ shows the galaxy subset in the display now; the selected planet is not in the current view, the user needs to scroll down to see it The entire galaxy would be shown (shrunk down as much as necessary); on large maps, the stars might be less than one pixel each, so maybe just show the globular colored areas for each race, and have one point (very bright white) that represents the location of the selected system within the galaxy. There's also a rectangle showing the currently displayed subset of the galaxy shown in the main window. This would work in the same fashion as the mini-map in Civilization 4. Estimated difficulty to implement: "Hard" E12B. Galactic thumbnail view in the Colonies screen Justification: I really need to know where in the galaxy each star is in order to know how to set the values for it. Implementation: This is the same as the thumbnail view on the main star map, minus the inner bounding rectangle. Also, note that here in the Colonies screen, the "Exit" button is on the left of the mini-map, not the right. This positioning is important, as it conditions the user to poke to the left of the star map to exit, and will make it more distinct from the "Next Year" button on the main map screen. ___________________ Treasury * thumbnail shows the selected star near xxx BC [Exit] the top left of galaxy ________________ Estimated difficulty to implement: "Hard" E13. On the "Races/Intelligence" tab, the technologies that the player and selected alien species both have are shown in black text, and the techs that only the selected alien has are shown in yellow text. Many of these are obsolete technologies for the player, so it would be great if these techs would be displayed in a non-yellow color, perhaps gray or white, signifying that the alien species does not hold that tech as an advantage over the player. E14. On the "Races/Status" tab, it shows the bar graphs for the percentages of the player's planets vs. the other known races' planets. It would good to also display the actual number of each of the other races planets (which the player can work out with simple algebra from that information, but that's not usually considered "fun", so let the computer do it). E15. It would be great if the Space Amoeba and Space Crystal would appear on the main map as moving entities (like an enemy ship) so you could track the progress of their arrival to their next target system. E16. On the Colonies screen, the Star Gate binary property should be a sortable column. E17. For the F2/F3, F5/F6, F7/F8, F9/F10, F11/F12 buttons, it would be great if instead of immediately jumping the map to the new location, it would scroll the map so the user would have some indication of where the new item is located relative to the previous one. The scroll speed would need to be not too fast, but not too slow either. Maybe there could also be a checkbox to toggle the new scrolling behavior vs. the existing jump behavior. bug_2_kekule_systems.jpg battle_shows_hand_phasors.jpg tech_shows_plasma_rifle.jpg recent_rotp_2023_02_24.jpg AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg mentar12_731_altairi_invade_ion_rifle.jpg mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg mentar12_732_altairi_invaded_fusion_rifle.jpg |
2023.06.04 18:48 sandman730 CBA Basics
Compensation must be entirely in the next draft (for this sim: 2024), unless multiple of the same round of pick are required (e.g. two first rounders). In that case, you may skip one year (e.g. two 1sts could be 2023 and 2024 OR 2023 and 2025 OR 2024 and 2025).Compensation is determined by the AAV outlined in the offer made by submitting club. The AAV for an offer sheet, which determines the compensation required, is derived by dividing the total contract value amount by the lesser of: number of years offered, or 5 years. The AAV thresholds are readjusted each season, and is based on the average league salary for that season.
AAV (1-5 years) | AAV (6 years) | AAV (7 years) | Compensation |
---|---|---|---|
$1,386,490 or less | $1,155,408 or less | $990,350 or less | No compensation |
$1,386,491 - $2,100,742 | $1,155,409 - $1,750,618 | $990,351 - $1,500,530 | One 3rd Round Pick |
$2,100,743 - $4,201,488 | $1,750,619 - $3,501,240 | $1,500,531 - $3,001,063 | One 2nd Round Pick |
$4,201,489 - $6,302,230 | $3,501,241 - $5,251,858 | $3,001,064 - $4,501,593 | One 1st Round Pick, One 3rd Round Pick |
$6,302,231 - $8,402,975 | $5,251,859 - $7,002,479 | $4,501,594 - $6,002,125 | One 1st Round Pick, One 2nd Round Pick, One 3rd Round Pick |
$8,402,976 - $10,503,720 | $7,002,480 - $8,753,100 | $6,002,126 - $7,502,657 | Two 1st Round Picks, One 2nd Round Pick, One 3rd Round Pick |
$10,503,721 or more | $8,753,101 or more | $7,502,658 or more | Four 1st Round Picks |
Order | Team | Order | Team | Order | Team |
---|---|---|---|---|---|
1 | ANA | 12 | OTT | 22 | MIN |
2 | CBJ | 13 | BUF | 23 | LAK |
3 | CHI | 14 | PIT | 24 | NYR |
4 | SJS | 15 | NSH | 25 | DAL |
5 | MTL | 16 | FLA | 26 | COL |
6 | ARI | 17 | CGY | 27 | EDM |
7 | PHI | 18 | NYI | 28 | VGK |
8 | WSH | 19 | WPG | 29 | TOR |
9 | DET | 20 | TBL | 30 | NJD |
10 | STL | 21 | SEA | 31 | CAR |
11 | VAN | 32 | BOS |
Age | Years from Signing (Skaters) | NHL Games Played (Skaters) | Years from Signing (Goalies) | NHL Games Played (Goalies) |
---|---|---|---|---|
18 | 5 | 160 | 6 | 80 |
19 | 4 | 160 | 5 | 80 |
20 | 3 | 160 | 4 | 80 |
21 | 3 | 80 | 4 | 60 |
22 | 3 | 70 | 4 | 60 |
23 | 3 | 60 | 3 | 60 |
24 | 2 | 60 | 2 | 60 |
25+ | 1 | 1 |
2023.06.04 13:02 Klutzy-Obligation735 Wrote a LETF calculator that includes borrowing costs and fees.
![]() | Wrote a simple C++ program that computes the return for different leverages whilst taking borrowing costs and fees into account. The data is then plotted using Gnuplot. submitted by Klutzy-Obligation735 to LETFs [link] [comments] An example comparing 3X, 2X, 1X and 0.75X using fees of 1%, 0.6%, 0.2% and 0.1% respectively. Right now I only have data stretching back to 2005. That's why the backtest is cut short. From the data it looks like 3X leverage is not worth it, even though the data includes the last bull market. 2X or lower leverage seems to be the sweet-spot since we take on less risk but in this scenario gained a similar return. The program works by leveraging the return from the previous day: return = (unlevered closing price / previous unlevered closing price - 1.0) * leverage Then subtracting the borrowing costs: return -= (leverage - 1.0) * risk free rate (in %) / trading days in the year / 100 And then subtracting the fees: return -= fees (in %) / trading days in the year / 100 Finally we compute the new closing price: levered closing price = previous levered closing price * (return + 1.0) And that is done until the data runs out. Here's the link to the repo: Github. Edit: The example data is plotted using the S&P 500 TR index. |
2023.06.04 04:55 sharkwisperer The Proton, Phi, and Avogadro's Constant
![]() | I have previously written here on Nassim's black hole equation https://www.reddit.com/holofractal/comments/69p15i/love_the_equation_but_not_the_story/, and separately on the importance of Avogadro's Constant https://www.reddit.com/holofractal/comments/iuvzqi/avogadros_numbe . Here I present an explanation of Nassim's proton equation. submitted by sharkwisperer to holofractal [link] [comments] Nassim's proton equation is a heuristic based inverting a black hole model (see the 2012 paper): m = 2 * m_P * eta/R Side note: m_P here is a short cut for an entity having Planck mass (SI : 1kg * m_P), not the dimensionless constant m_P. We can easily guess that the equation might be correct. Because the proton is extremely stable (its lifetime is estimated at about the square of the age of the universe), the Second Law of Thermodynamics tells us this stability means it must have a low (minimal?) mass-energy density. The structure with minimal density is a spherical shell. The density of a spherical shell is surface mass divided by volume. Or in Planck Spherical Units (PSU) m_P * eta divided by R, the equation above.So the equation describes something that has a defining characteristic of the proton, so the guess might be correct. But we can do better than guess. First two physics definitions:
Thus the mass (m) of an individual particle is given by Avogadro's Constant (N_A): m = A * M_u / N_A Nassim's proton equation is a special case of this equation. Where A = 1.007276466621, as this is the value for free proton at rest. To see this we equate this particle mass equation with Nassim's proton mass equation: m = 2 * m_P * eta/R and m = A * M_u / N_A We get the underlying nature of phi... Phi and Avogadro's Constant phi / M_u = A / (N_A * 2 * m_P) We see that the `phi` ratio is the particle atomic mass (A) scaled by 4 known constants, the significant one is Avogadro's Constant (N_A). The 2 occurs because unlike everything else in physics the PSU is defined in terms of diameter not radius (see below). Since phi is geometric; this gives us a geometric model, at the fine scale, of one of the constants of physics. Cool. Radius sanity check We re-calculate the proton radius based on these constants of physics rather than the eta/R geometry and inverted black hole of the 2012 paper. phi = eta/R = 2 l_P / r = A * M_u / (N_A * 2 * m_P) r = 4 * l_P * m_P * N_A / (A * M_u) Thus for the proton using this approach r_p = 8.41236 * 10^-16 For comparison the 2012 result was r_p = 8.41236 *10^-16 The sanity check passes. This validates the algebra, the two models are indeed equivalent. We note that this is a radius based on mass, the experimental results are for a charge radius. We don't know if mass-radius and charge-radius are the same thing, though we might expect them to be very similar or identical. Constants of Physics sanity check Using this diagram from Wikipedia "2019 redefinition of the SI base units", and since we now know that phi is basically the inverse of Avogadro's Constant. So we can add the blue line representing the physical model of the proton, and see that we can write some of the other constants in terms of phi. Of course this is what Nassim has been saying would be possible, Avogadro's Constant shows us why this is correct. https://preview.redd.it/0y6gi4y5sw3b1.png?width=300&format=png&auto=webp&s=dd267ff57cd9119834a305d9115ea75599b2ab69 I should note that this blue line adds the uncertainty in the Molar Mass Constant, about 3 * 10^-13 kg. Radius not Diameter This is some editorial comment on why the Planck Radius Spherical Unit (PRSU) with Planck length as the radius gives simpler equations than the PSU (having Planck length as the diameter). The issue arises because the 2012 paper derived a Schwarzschild black hole model, and the observation that a proton model was in some sense that model's complement. The Spherical Unit that gave the simplest Schwarzschild model (the PSU ) became the reference, but resulted in a '2' in the proton equation. However if we use a maximally rotating Kerr-Newman black hole as the reference and the PRSU then neither equation has the extra 2. A Kerr-Newman black hole is a much more natural complement to the proton, because they are both charged and rotating. This view was not possible in the 2012 paper as the reasoning was geometric, and not easily extensible to charge and rotation. Finally We can then understand the particle equation as defined by a Natural Mole (m_P * N_A) of PRSUs. |
2023.06.04 04:33 arcadefire08 USD from option spreads in a CAD account = taxed twice?
2023.06.04 01:33 AmirH717 NTSC-J Ceramic White PS3?
![]() | Scored this pristine condition CIB Ceramic White PS3 Phat which seems to be a Japan version but I can’t confirm submitted by AmirH717 to playstation [link] [comments] Any information on this model (CECHLO7 CW) would be greatly appreciated! |
2023.06.03 23:54 Stop-Hanging-Djs I don't like how Bleach fights are structured and paced
2023.06.03 23:44 Personal_Bad1509 Best PVE Max Level Build (for NG+7)(Level around 450) Data/Sources/Videos
2023.06.03 18:47 HardGhoulem Kora the Mountain Monk(Anti-Diver Artillery Mage/Tank)
2023.06.03 18:09 Ok_Bluebird_1032 Al-Khwarizmi’s al-Jabr: Practical Solutions and Algebra’s Birth
2023.06.03 17:35 downvote-me-to-heck POS Tips
2023.06.03 16:41 Proletlariet Bill & Ted Saved
Vol. 1 = Bill & Ted's Triumphant ReturnDH#X = Dark Horse Comics (Face the Music Compliant) Issue #X
Vol. 2 = Bill & Ted Go To Hell
Vol. 3 = Bill & Ted Save the Universe
BV1#xS = Boom! Studios Comics; Side Story
2023.06.03 12:43 Infinite_Ad1570 Multi-Level Marketing Software – Fully Customizable MLM System in India
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2023.06.03 05:12 shadowfantasy58 My first attempt at making a program using a batch algorithm.
/** @param {NS} ns */ export async function main(ns) { if (ns.args.length == 0) ns.alert("run batchProgram.js [target] [-1(server-max)ram(limited)]"); let target = ns.args[0]; let max_ram = Number(ns.args[1]); const TM_BUF = 100; // The amount of time to separate the completion of each process by. const WKN_EF = .05; // The amount that the weaken() function reduces security. let MAX_MON = ns.getServerMaxMoney(target); let GW_SZ = ns.getScriptRam('service/grow.js'); let HK_SZ = ns.getScriptRam('service/hack.js'); let WK_SZ = ns.getScriptRam('service/weaken.js'); let actual_ram = ns.getServerMaxRam(ns.getHostname()) - ns.getServerUsedRam(ns.getHostname()); let ram; while (true) { // Set ram to the largest possible ram. // max_ram < 0: any number for max_ram below 0 is defaulted to the server's available ram. // actual_ram < max_ram: if the actual amount of ram in the server is less than the max_ram specified then it must be set to how much actual ram remains. if (max_ram < 0 actual_ram < max_ram) ram = actual_ram; // Get the maximum amount of money that could be hacked from bulk hacking let optimal_hack_threads = Math.ceil(ns.hackAnalyzeThreads(target, MAX_MON)); // The amount of hack threads to completely drain a server let possible_hack_threads = Math.floor(ram / HK_SZ); // The total hack threads that could be run at once let upper = possible_hack_threads < optimal_hack_threads ? possible_hack_threads : optimal_hack_threads - 1; // minus 1 optimal hack thread to avoid overhacking let lower = 0; let hack_threads; let weaken_hack_threads; let grow_threads; let weaken_grow_threads; do { let test_ram = ram; // Guess hack threads within bounds hack_threads = Math.floor((lower + upper) / 2); // Calculate the amount of ram remaining after hack threads test_ram -= hack_threads * HK_SZ; // Weaken threads needed after hack weaken_hack_threads = Math.ceil(ns.hackAnalyzeSecurity(hack_threads, target) / WKN_EF); // Ram remaining after weaken threads for hack test_ram -= weaken_hack_threads * WK_SZ; // Money remaining let money_multiplier = MAX_MON / (ns.getServerMoneyAvailable(target) - hack_threads * ns.hackAnalyze(target)); // Grow threads to compensate for the missing money grow_threads = Math.ceil(ns.growthAnalyze(target, money_multiplier)); // Ram remaining after grow threads test_ram -= grow_threads * GW_SZ; // Weaken threads needed after growth weaken_grow_threads = Math.ceil(ns.growthAnalyzeSecurity(grow_threads, target)); // Ram remaining after weaken threads for grow test_ram -= weaken_grow_threads * WK_SZ; // Set up next guess or break from loop. if (hack_threads <= lower hack_threads >= upper) break; if (test_ram < 0) upper = hack_threads - 1; else if (test_ram > 0) lower = hack_threads + 1; else break; } while (upper > lower); let batch_order = []; let order = 0; if (hack_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getHackTime(target), service: 'service/hack.js', threads: hack_threads }); order++; } if (weaken_hack_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getWeakenTime(target), service: 'service/weaken.js', threads: weaken_hack_threads }); order++; } if (grow_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getGrowTime(target), service: 'service/grow.js', threads: grow_threads }); order++; } if (weaken_grow_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getGrowTime(target), service: 'service/weaken.js', threads: weaken_grow_threads }); order++; } if (batch_order.length > 0) { // Move all functions to end at the same time let longest_time = 0; for (let element of batch_order) { longest_time = element.timeDuration > longest_time ? element.timeDuration : longest_time; } // Part 1: Shift all elements to end at a staggered time based on the TM_BUF and the order // Part 2: Track the earliest start time to adjust each time. let earliest_start = 9007199254740991; for (let element of batch_order) { element.timeStart = longest_time - element.timeDuration + element.order * TM_BUF; earliest_start = element.timeStart < earliest_start ? element.timeStart : earliest_start; } // Adjust each elements start time by the earliest time that a function starts so that the intial function // starts at 0 for (let element of batch_order) { element.timeStart -= earliest_start; } // sort by start times batch_order.sort((a, b) => { if (a.timeStart < b.timeStart) return -1; if (a.timeStart > b.timeStart) return 1; return 0; }); // Finally run for (let i = 0; i < batch_order.length; i++) { ns.run(batch_order[i].service, batch_order[i].threads, target); if (i < batch_order.length - 1) await ns.sleep(batch_order[i + 1].timeStart - batch_order[i].timeStart); } await ns.sleep(batch_order[batch_order.length - 1].timeDuration + (batch_order.length - 1 - batch_order[batch_order.length - 1].order) * TM_BUF); } } }I wasn't sure how to calculate the optimal number of threads within a giving amount of memory to hack, weaken, grow, and weaken. So I used a binary search algorithm as a way to approximate it instead. I don't think its as efficient as it could be and I was wondering if anyone had any pointers?
2023.06.03 02:40 TheGrandImperator [In-depth] Optimal Ship Designs in 3.8.3
2023.06.03 00:06 GenKahl Understanding the Rational-Emotional Dynamic in Relationships
2023.06.02 23:39 Qingque-at-work- I figured out how strong Silver Wolf might be when she ISN'T adding a weakness. A look into defense shred's exponential scaling, and teambuilding options.
![]() | So with the silver wolf (SW) banner coming up, I wanted to see how worthwhile she is for actually boosting damage, as she is likely taking the spot of a harmony buffer. Obviously silver wolf is invaluable in difficult fights if it means the difference between being able to break enemies or not being able to break them, as high MoC relies heavily on breaking to stop enemy super attacks. But the elephant in the room is: you could just bring a team that is the right element to break. If so, is SW worthless? Is SW still on par with or better than another buffer or debuffer support that you could bring instead, if we ignore her adding a weakness and 20% elemental resist shred? I decided to find out through the power of math! Damage is only a small piece of the picture (speed, defense, breaking, etc), but I wanted a look at that piece of the picture. submitted by Qingque-at-work- to SilverWolfMains [link] [comments] TL;DR: If you build your SW and hypercarry properly (spoilers, stacking defense shred), SW (without weakness break considered) is roughly as damage boosting as our harmony units. However, running SW (or pela for that matter) alongside a harmony is looking way stronger than running 2 harmony or 2 nihility units only as your 2 hypercarry supports. (Yes, GrimroGacha beat me to the punch on this by 4 days! That’s what I get for waiting until the weekends before SW releases to post this!). https://imgur.com/a/x38kAMw https://imgur.com/a/yI8hJng Table of Contents: 1: Defense shred, the one stat with exponential scaling 2: Our sources of Defense shred 3: Silver Wolf’s best light cone and set 4: Your Hypercarry’s best set 5: Silver Wolf vs. competition 6: The personal conclusions that I drew from the above *Defense Shred, the one stat with exponential scaling* {see image #1} As I'm sure you have heard, stats have diminishing returns. Actually that is complicated enough it will get a whole dedicated post about it, but needless to say, the TL;DR is that you want to spread your stats around, and not go too far into one stat bucket. Since everyone gets attack, damage, and crit from light cones, traces, skills, relics, and harmony units, defense shred is a nice all around multiplier to the usual att*DMG*critDMG. But on top of that huge upside, it turns out that the closer you get to 100% defense shred, the better each point of defense shred gets! If you look at the Defense Shred Calculations image, you can see that in a normal endgame scenario, we are level 80 vs a level 90 enemy, and all of our damage is reduced by ~53%. All your hard work, half of it just disappears, as it is multiplied by 0.47. And all enemies, from bosses to weaklings, have this at level 90 (except warp trotters which are even tankier!). The first 10% defense shred you get increases your overall damage by 5.3%, but each 10% after that gives more and more, until the final 10% of defense shred (going to a full 100% defense shred), gives a 21% overall damage boost. This means a little defense shred isn't great, you need to stack it! Interestingly, if we are allowed to blow past 100% defense shred, things get a little crazy. So crazy that I have to assume that defense shred will be capped at 100%. Still, a full 100% defense shred gives a whopping 110% overall damage boost! Thats over doubling your damage even after attack, DMG, and critDMG are pumped and suffering from diminishing returns. And this DOES work on DOT damage, unlike crit stats. So, you ask, how do I get that juicy 100%? *Our Sources of Defense shred* Pela ultimate: ~40% (42% at trace 12)Pela technique: 20% (For 2 turns only, but works on each MOC mob)Resolution Shines Like Pearls of Sweat (the Light Novel Title of light cones): 12-16%Silver Wolf: ???% (Based on CBT info I’ll pick a number that rounds well, 54%, STC)Quantum relic 4 piece set: 10/20% (only 20% if the enemy is weak to quantum) All of the above except relics will require effect hit rate to succeed. This, along with speed, will undoubtedly be key stats for Pela and SW to succeed in their roles. As for Pela’s technique, it will shine more the better equipped we are to tackle MoC 10. It will be up a higher % of the fight the shorter the fight is. As for Resolution Shines Like Pearls of Sweat (RSLPOS), it is a starnard 4 star light cone, so in a few months to a year, it will be very common for day 1 players to have multiple superimpositions. As for the Quantum relic set, it is worth a close read. The damage type done for both the 10% and 20% defense ignore does NOT need to be quantum. The only rider is for the 20%, the enemy needs to be weak to quantum. This is important. Also keep in mind that because the quantum relic set is defense ignore, it only works on the wearer. It still stacks additively with defense shred, but it won’t boost the damage of your other 3 characters like the defense shred stat will. Some quick numbers to add up, with your hypercarry using the 4 piece set, they can get 90% defense shred. With Pela, they can get 98%/78% for 2 turns/other turns, respectively. *Silver Wolf’s Best Lightcone and Set* I’m going to cut straight to the point. RSLPOS is her best by a mile. Bumping your hypercarries defense shred from 74% to 90% means that your hypercarry does about 24% more damage, overall (edit, 24% more than prior, 16% overall). Not just added into the DMG% bucket. That is insane. For reference, that’s twice as strong as, say, adding 12% damage vulnerability to an enemy (edit, 1.33x stronger). Yes, her free 4star cone gives effect hit rate, but your relics can have effect hit rate main stat and substat. There are no defense shred substats. You should have no trouble getting the effect hit rate you need, and a tiny bit more from a light cone is not worth gimping your teams entire damage output by 24%. (Edit, 16% team damage at the cost of what those substats could be on SW instead of the hit rate SW should build when running resolution). As for SW’s sets, none seem like gamechangers. A bit more speed from musketeer is nice, a bit more damage from quantum might add up a bit, maybe break effect if SW is breaking for a mono quantum team. Maybe even defense to die less! In the end I feel like getting tons of speed and effect hit rate will be more important than a particular 4 piece set. Same with planar sets, a little effect hit rate is nice, so is a teamwide attack buff, and who knows the 5% ER might be critical for a rotation. *Your Hypercarry’s Best Set* For dealing the most damage, if you are running SW or Pela with RSLPOS, the most damaging set for your hypercarry will be the quantum set: Genius of brilliant stars (GOBS). Going from 70% defense shred to 90% defense shred is a 30% overall damage increase. Gaining 10/20 DMG%/att%, 10/25 DMG%/att%, 34% DMG%, or 10/25% DMG%/critDMG% from lightning/physical/fire/ice aren’t even close. The imaginary set might compete if you have great crit stats already…if you could always have the enemy imprisoned, which is doubly resisted by lategame enemies. The only real competition is utility sets giving speed or break effect if that matters more than raw damage for your hypercarry. Now, the enemy won’t always have a quantum weakness, but they will for mono quantum, for mono teams they might naturally have quantum weakness, and if not theres a 25/50% chance they get it from SW anyway (and you can intentionally SW skill a second time to grant it). In the end, you could say that the set bonuses are close enough that you should focus on the best substat relics you have. But this shows that if you have a great GOBS set, you don’t need to burn stamina farming for a different elemental set. *Comparing SW to her competition* {see img #2} First, a disclaimer. Honkai Star Rail is an incredibly complex system, which is great. But this means that damage isn’t the end all, be all. When comparing different support units, a single damage excel spreadsheet can’t account for: speed boosts of harmony units, higher uptime of debuffs vs buffs (bronya ally turns go brrrr), better break of nihility units (or asta), harmony and nihility damage increases to the non-hypercarry units, different break effect between unit types, skill point generation between harmony and nihility units, Tingyuns energy boost, etc, etc, etc. I say this because if I don’t, the first comment will be “But you didn’t account for dance, dance, dance!”. You are right, I didn’t, or the huge above list of factors either. We need massive comprehensive sims for all of that, but I don’t have access to that and I haven’t seen any sims yet trying to use max defense shred, so I’m going off of the raw damage numbers. And you should mentally track: “well but I really value bronyas extra turns, or that pela can never use her skill and thus maximize skill point generation” when you look at these damage numbers. Also, I just did a few sample units and builds, but there are infinite possibilities, so I hope this gets you excited to test some on your own. I know I am now…not that I have the resources to build any more. In my image "damage increase of buffers and debuffers", I have to make quite a few assumptions. For damage, I use the formula of attack*dmg*critdmg*def*resist*vuln*toughness. I looked at what different e0 5 star hypercarries can look like with all their traces, solid (not perfect) gear, buffed states activated, and good light cones (multiple superimposition 4 stars, or FTP 5 stars). Obviously every character has slightly different stats, and will have different gear. But I averaged things out to having a 200% increase in attack (slightly less than 200% att%, plus the flat attack), 200% in all DMG bonuses, 100% net crit damage [you won't crit every time but you can average out what the damage will be when accounting for crit %, and this is a somewhat balanced and reasonable value, obviouly yanqing will be higher]. Then I assumed no defense or resist shred (seele is an outlier there), and no vulnerability (welt trace), and no toughness bar modifies (you lost 10% damage if they aren't broken). But stats like vulnerability and toughness modifier are irrelevant to this math since their values will be the same regardless of which units are picked, I only put them in to show I wasn't forgetting about them. Keep in mind that this is assuming that enemies are vulnerable to your damage type already (because SW is obviously better if they aren’t, but the whole point of this is to look at a worst case SW where her skill doesn’t help). My one small number fudge was I didn’t subtract out the flat damage value before adding the attack mulitpliers of the harmony units (since I don't have an exact number, I'm using a 200% green number compared to your base attack), so when I added the harmony attack% to the full number (and not something like 80-90%), it actually makes the harmony units look a tiny bit stronger than they actually should. For supports, all 5 stars are level 10 traces, and all 4 stars are level 12 traces. When looking at supports, keep in mind their speed or ER buffs. I gave them all the 5 superimposition DMG% buff lightcone to show the most damage they could add (in reality they will NOT be granting that damage everty turn). If you took a look, you will see that, unsurprisingly, in a lightly geared situation, bronya sits supreme without even accounting for her turn acceleration! But when you really start to stack up the best light cones and situations, Pela and SW really start to pull their own weight. The difference between a plain pela ultimate and a defense shred stacking pela team is HUGE, and something I wish was more widely explained (rather than the usual "I think pela is underrated but I'm not sure how" I hear almost daily). The extra defense shred Pela has for 2 turns over SW even beats out the 13% resist shred boost that SW can bring. And I didn’t account for pela adding 12% ice resist shred! The last 2 lines are really the big news that blew me away. I figured that most lategame teams will have 2 support slots, and only 1 dedicated tank/healer. I feel like this is reasonable since we won't be 20 levels under enemies and rocking 4 star relics in a few short months. Of course there are other team comps out there like DoT that this isn’t relevant for. Thought looking at the damage multiplier values, a single hypercarry getting a huge boost will be better than 2 carries getting a small boost (and fighting for skill points).So we see that stacking harmony units like Bronta and Tingyun really has diminishing returns, since they keep adding to the same damage buckets, mostly attack and damage (and for my example I let P&F and bronyas signature DMG boost LC’s stack, which I believe is impossible currently. In reality dance dance dance would be run on one of them). So combining 2 harmony units isn't a huge force multiplier, especially if they both also focus on speed (which also has diminishing returns, though not calculated here). Also, I didn't even consider stacking debuffers together, since each alone could almost get 100% defense shred, running both would be a complete waste. But mixing SW and bronya, we see HUGE results. Pela and tingyun together also show a similar increase. Since the harmony and nihility hit different buckets, they really multiply off of each other, way more than 2 harmony units do. *My Personal Musings* This helps cement my decision to pull for SW, personally. I plan to run 2 hypercarry teams, so I can run pela on one side and SW on the other side. Also, SW does enable your team to take on an otherwise unwinnable fight, as everything above is multiplied by another 25% damage plus break damage plus not dying to boss supermoves. So I won’t need to build quite as many elements. Though now I want 10 Resolution Shines light cones, lol. A big thing I wanted to show was HOW defense shred stacking works. I’m blown away that nowhere on reddit, youtube, or twitch have I seen the exact value of how defense shred stacking works. This really shows that if you do run a defense shred nihility, you want to use defense shred light cones and gear. And keep in mind that carrys who boost their own personal att%, DMG%, and crit% will especially get boosted by shredding defense instead of more attack and DMG% (Seele, and even moreso Yanqing, and even moreso…the queen of selfbuffs…Qingque). I’m also glad that I can get good value out of both harmony and nihility units. I feel like there will be a team where every unit can shine now. Thanks for reading, and let me know your thoughts! Good luck to you trailblazers who choose to pull! |
2023.06.02 23:34 Firelite67 Some house rules for running monster rules.
D20 | D6 |
---|---|
1-3 | 1 |
4-6 | 2 |
7-10 | 3 |
11-13 | 4 |
14-17 | 5 |
18-20 | 6 |
2023.06.02 19:39 Aegidius25 A deeper dive into the May jobs report shows unemployment actually worse than reported
2023.06.02 17:35 Intelligent-Agent440 Time To Dispell the SCHD Is Down Because Of The Bank Stocks Narrative
2023.06.02 17:04 giu9514 Season 1: Track Your progress!
![]() | This posts includes a Google Sheet file you can download here and add to your Google Drive, or alternatively download and use a spreadsheet editor to view. I have tested libreoffice and it should work fine. submitted by giu9514 to WorldOfTanksBlitz [link] [comments] This file has mainly two features: the first sheets show how many Kitcoins you can still earn during the season at the current date. Then the remaining ones are progression trackers, so you need to fill them up to your progression to see if you are keeping a good pace towards your goals or not. Introduction to the EventSpeaking about goals, do not set your goals too high, especially if you can’t dedicate much time to the game. In addition, you can still purchase kitcoins at a rate of 1 gold per Kitcoin so you can at the end buy what you are missing. Here are the goals that I recommend for every type of player:
In the progression you can’t skip any of the modules, you must unlock them in order. There are three modules for each type: 3 guns( or cannons), 3 engines, 3 tracks, and 3 turrets. The total amount to unlock Magnate and all of his modules is 12.200 Kc, for the Fixer 37.050 Kc and a whopping 78.000 Kc for Regressor. Next sections are going to show and guide you through the Tracker I have created. Traker Section 1: Track the Potential KitCoinAt start-up, you will find the following section on the sheet called ”Potential Kitcoins”.https://preview.redd.it/yu4zziy66l3b1.png?width=1013&format=png&auto=webp&s=e476bf8c72e2ddc63a4d94dc73ffa9b971be3c92 In this page, you will find a table with sources for Kitcoins This table automatically updates each day, so that every Monday Kitcoins for Ratings and tournaments are deducted, as weel as for weekly clan missions. For simplicity purposes, Kitcoins for Battle pass are assigned to the first week, as the kitcoins could be easily earned with 8 missions out of 15 missions. Same thing applies to premium battle pass. On the right, you can select whether you bought the battle pass or not. Just insert “yes” if you have bought it, and the table automatically updates. In this case, Kitcoins awarded you upon purchasing the battlepass is not included, as it varies across countries According to my calculations, you can earn up to about 25.000 Kitcoins without purchasing battle passes. However, consider that there will be a lot of events in the next three months. The birthday event that should take place at the end of the month should feature around 1000 kitcoins. Try to capitalise on events as much as possible. Tracker section 2: Track your progressThe other sheets allow you to track your progress based on which goal you want to achieve on this event. Note image reverse to Progression to get Magnate and Fixer equipped with top modules, 120 in cell D3 is just an example There are three tables, one for each month of the Season. Each row represents a week. I have decided to start off last Monday, 29th May, just for consistency. Anyway, you can ignore it and leave the column D “Your Progression” empty for that week. Then, starting June 5th you can fill up your progression” in the event to see if you are on pace or not for your objective. “Natural progression is just the progression at a constant rate, but consider that the procession of this event might differ from this one. For instance, at the start of each month you can earn 1300 Kc from BattlePass, while normally during a week considering clan missions, ratings and tournament battle you only earn up to 1320 Kc per week. “Difference” column E just subtracts your progression to the natural progression. If negative, you have less Kitcoin than the natural progression. Adjusted per day column F shows the rate you should earn kitcoins for the future weeks to complete the goal you setted up, including current one. The last two columns G and H shows how the event sections should look like in the natural case scenario. “Last module” column shows which module should you have unlocked for last, while “Remaining KC '' then shows how many kitcoins are left after buying the last upgrade. Keep in mind that sometimes this value is negative, which means how many Kc are still missing to reach the Last Module. At the bottom, you find the tables containing the reference for the Natural Progression. ConclusionsThis tracker is yet to be finished, and it’s just an early version I came up with recently. I am glad to hear feedback from you about it and suggestions on how to improve it.A major flaw is the impossibility to track rewards from events and quests rewards, so that for now you are forced to keep track of them yourself. I might keep updating the tracker once we know how many kitcoins will be available in future events. Another flaw is the lack of certainty about whether or not it is possible to earn Kitcoins in the final week of August (28th till 31st). I have decided to consider it not possible now, but I can change in feature. If You have read anything above, Thank You! I won’t try to explain how it works in the comments, just read the explanations in the sections above again. Stay Tanking Giulione Tracker ChangelogThis section is empty, but it will include short descriptions that I make to the tracker. You can check the version you have in the title. The first version is 0.1 released on June 2nd. Version 0.2: I have changed the natural progression. Rather than add the natural rate, I have decided to subtract it. In this way it reaches 0 in the last week. In this way, you can insert how many Kitcoin you are missing from your goal, e.g. how many Kc for the third gun of Fixer if your goal is to acquire the Magnate and Fixer. Difference column still shows the sam value, however keep in mind that is required to be filled in order to function properly now. Smae thing for adjusted per week column F |