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1. Ship Invention Datacore Inconsistency - in Science and Industry [original thread]
According to the original dev blog , it should be fairly simple to figure out which datacore and skills are required to invent certain ships, but I find that is not the case. The thorax invents with High Energy Physics which makes total sense if...
- by Sigras - at 2014.11.08 20:18:58
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2. Derp - in Science and Industry [original thread]
Sorry, my bad, im an idiot
- by Sigras - at 2014.11.08 05:16:07
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3. Removed Capital Jump Drives from BLOPS - in Science and Industry [original thread]
so are they really no longer part of the BLOPS? because it seems weird that you have a ship that uses a jump drive without being manufactured with a jump drive...
- by Sigras - at 2014.08.24 05:02:00
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4. Removed Capital Jump Drives from BLOPS - in Science and Industry [original thread]
I see that 3 of them are required in the YAML file for 22441 (panther blueprint), it requires 3 of 21025 (Capital jump drive) to do activity 1 (manufacturing) but I dont see it in the show info for the BPC... Thoughts?
- by Sigras - at 2014.08.24 04:05:00
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5. Sticky:Blueprint data adjustments thread - in Science and Industry [original thread]
Oh, I see what you mean... ok cool... yeah now that I think about it there was really no other way to make it work.
- by Sigras - at 2014.07.21 04:43:00
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6. Sticky:Blueprint data adjustments thread - in Science and Industry [original thread]
Hold on, I just ran the numbers once more, and comparing a ME -1 BPC (before) to an ME +5 BPC (after) Im seeing a 13.48% increase... And that's after using the best team on SISI and in a POS array. I knew there was going to be some increase but 1...
- by Sigras - at 2014.07.20 23:36:00
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7. Sticky:Blueprint data adjustments thread - in Science and Industry [original thread]
Im not sure if this is the correct thread to put this in, but it does have to do with blueprint adjustments... If the plan really is to change invented BPCs to a base ME 0 PE 0 and increasing the base materials to compensate then all of the decry...
- by Sigras - at 2014.05.30 10:05:00
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8. Sticky:Blueprint data adjustments thread - in Science and Industry [original thread]
Aluka 7th wrote: Steve Ronuken wrote: Aluka 7th wrote: Aryth wrote: Aluka 7th wrote: Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it On the other not...
- by Sigras - at 2014.05.28 23:56:00
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9. No PI in high sec? - in Science and Industry [original thread]
ok, perhaps some clarification of who's max im reaching . . . or maybe im just an idiot . . .
- by Sigras - at 2013.09.13 04:45:00
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10. No PI in high sec? - in Science and Industry [original thread]
oh FFS i still have colonies on planets from 2012! good grief ok, im clearly in the wrong here!
- by Sigras - at 2013.09.12 20:36:00
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11. No PI in high sec? - in Science and Industry [original thread]
I have 4.1 million SP in planetary management, and I know how to set up a colony . . . Check every planet in Urlen they all say "unable to build: maximum number of colonies reached"
- by Sigras - at 2013.09.12 20:32:00
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12. No PI in high sec? - in Science and Industry [original thread]
every planet ive seen has said "maximum number of colonies exceeded"
- by Sigras - at 2013.09.12 20:13:00
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13. No PI in high sec? - in Science and Industry [original thread]
Are there seriously no planets that are not all taken in all of high sec? i mean seriously im in a dead end system far away from everything and still no planets are available!
- by Sigras - at 2013.09.12 19:51:00
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14. Mercoxit cloud - in Science and Industry [original thread]
theres nothing that prevents you from making a cloud now, but it doesnt matter cause the cloud has a radius of 5 km and your lasers have a range of 15
- by Sigras - at 2012.09.25 17:06:00
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15. suprise suprise, PI interface lies - in Science and Industry [original thread]
the reason people are harping on how the heat map changes with the advanced planetology skill is because when they give you the estimate on the extraction screen is based on what your planetology skill reveals the heat map to be IE what your pod...
- by Sigras - at 2012.09.23 09:49:00
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16. DAE think Mineral Compression Should be Nerfed? - in Science and Industry [original thread]
Bugsy VanHalen wrote: So you need about 4-5 Titans set up in a bridging network one titan following a group of freighters around to get deep into null where most Titans are built. And then bridge super vulnerable completely safe when usi...
- by Sigras - at 2012.09.19 21:16:00
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17. DAE think Mineral Compression Should be Nerfed? - in Science and Industry [original thread]
Infinite Force wrote: Take away mineral compression and it'll still take a couple of weeks to transport that amount of minerals into deep null -- you won't have accomplished anything except make hard logistics, harder. i would agree with you ...
- by Sigras - at 2012.09.18 21:21:00
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18. DAE think Mineral Compression Should be Nerfed? - in Science and Industry [original thread]
Zetaomega333 wrote: Mineral compression is not just used for supers. Go move into deep nullsec before bitching about somthing, Beeing on the ass edge of empire and nullsec like you guys are compared to other alliances really doesnt give you the...
- by Sigras - at 2012.09.18 06:23:00
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19. DAE think Mineral Compression Should be Nerfed? - in Science and Industry [original thread]
Frostys Virpio wrote: Sigras wrote: I just learned how ridiculous mineral compression is and I now think that this (and the fact that titans make 0.0 logistics a cake walk) is the reason for supercapital proliferation. I though that too...
- by Sigras - at 2012.09.18 01:14:00
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20. DAE think Mineral Compression Should be Nerfed? - in Science and Industry [original thread]
I just learned how ridiculous mineral compression is and I now think that this (and the fact that titans make 0.0 logistics a cake walk) is the reason for supercapital proliferation. I just discovered how crazy mineral compression actually is, an...
- by Sigras - at 2012.09.17 10:15:00
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