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Thread Statistics | Show CCP posts - 14 post(s) |

Tobin Shalim
Eclipse Industrials Quantum Forge
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Posted - 2010.03.12 17:32:00 -
[151]
Nimbus: would this also be a thread for us to post various ideas for how planetary interaction could work aside from what is already existing on Sisi? -----
Originally by: Gierling Tech III is going to be "Fully modular" until someone crams the "EW Bonus" modules together with the "8 Midslots" modules...
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Sturmwolke
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Posted - 2010.03.12 17:33:00 -
[152]
Originally by: Clansworth I, on the contrary, actually really like the routing. i think it adds a LOT more control, with the ability to send parts of a product one way, and parts another.
Now scale that to 10, 20, 50, 100 or even 1000 ... day in and day out. Add future changes where war can destroy your installations. That's where automatic intelligent routing is the better route, imo.
To address the problem of control, just set product volume valves at each pin. It's a form of routing, but much more elegant imo. 
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 17:35:00 -
[153]
OOOOOOOOOOOOOHH
The planets now have sectors!!!
The buttons are larger!
Links are brighter!!
Stoarge facitlites!!!!
muhahahaha
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Jim Luc
Caldari Rule of Five
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Posted - 2010.03.12 17:38:00 -
[154]
I have an idea, but I'm not sure if it's been discussed or not.
Splitting the planet into regions, giving each region a population base. High starting population bases mean more workers, thus higher efficiency and output, also you can allow certain modules to be dependent on a population number and ISK you want to invest.
Building more modules in your region causes more people to come (you provide the jobs, people show up). As your little region is developed, the more it's developed the easier it is to mis-manage things, however the more reward you can make. If you mis-manage things (raise taxes too much, other things TBD) people move away, causing some structures to become inoperable. After a period of inactivity, the module needs to be reactivated, and a "fixing" fee is assigned for bringing it back online. You also need to find away to re-attract your people, so reducing the things that caused them to leave will cause them to come back. I don't know exactly how to solve this issue yet :)
As your region is developed, you see the effects of your work, in the form of cloud cities, population centers, etc.
There's my idea. Hopefully someone there can read this and say "hey, that's an excellent idea!", or at least acknowledge it and say it isn't within the scope, or something :)
-JL
P.S. I think you should see representations of your neighbors on the planet. No need to see all of their work, just their region. This will really come in handy when Dust comes out, as you might want to take land nextdoor if you are expanding and need more resources.
P.P.S. I haven't heard if these modules will have animated model representations. If we will produce smog, get the ability to build "air cleaners", which all have an effect on population, and eventually your neighbors 
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JAG Solex
GunStars
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Posted - 2010.03.12 17:39:00 -
[155]
Just commenting to remind people that the routes are different than the links. You can setup relatively few links, but several different routs over those links, as long as the bandwidth is there. I myself, like it. It may be a bit micromanagy, but I would rather have the control, because we all know how great AI can be... -------------------------------------------------------------------------------- [SMK.C] |

Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 17:46:00 -
[156]
whats the cmd again to remove UI
and take screen shot...;/
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 17:57:00 -
[157]
Edited by: Planetary Genocide on 12/03/2010 18:02:11 Edited by: Planetary Genocide on 12/03/2010 18:01:30 Edited by: Planetary Genocide on 12/03/2010 18:00:42 Bug, may already be known: Cannot create a route from a storage facility to a PCC.
EDIT: Also, on the gas planet i'm currently using, Maila V, you can barely see the sector divisions. Please make them more clear :) I didn't know what they were until i zoomed out. Also, PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE :D seed carbon and water and silicon already!
EDIT EDIT: Another bug; when you rotate the view so you're facing the "Top" (or north pole) of the planet, sector lines disappear. Same thing if you rotate towards the dark side ______________
RAWRRR |

Pricewatcher
Sign Of The Hammer
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Posted - 2010.03.12 18:03:00 -
[158]
Still, no water or carbon. The only thing i am able to make without carbon and water is aluminium nitrade.
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Grideris
Alien Ship Builders
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Posted - 2010.03.12 18:05:00 -
[159]
Originally by: Planetary Genocide Edited by: Planetary Genocide on 12/03/2010 18:02:11 Edited by: Planetary Genocide on 12/03/2010 18:01:30 Edited by: Planetary Genocide on 12/03/2010 18:00:42 Bug, may already be known: Cannot create a route from a storage facility to a PCC.
EDIT: Also, on the gas planet i'm currently using, Maila V, you can barely see the sector divisions. Please make them more clear :) I didn't know what they were until i zoomed out. Also, PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE :D seed carbon and water and silicon already!
EDIT EDIT: Another bug; when you rotate the view so you're facing the "Top" (or north pole) of the planet, sector lines disappear. Same thing if you rotate towards the dark side
Confirming that PCCs and Storage Facilities do not play nice.
Couple of other things I am noticing, but I will tend to them later once I have more evidence.
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JAG Solex
GunStars
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Posted - 2010.03.12 18:09:00 -
[160]
Originally by: Kaaii Edited by: Kaaii on 12/03/2010 17:57:21
max scroll out, lava plant
In close, with sectors and storage
Kaaii your link-fu is no good. You don't need to create separate links to each destination. Think of links as roads. Setup 1 major highway, then create different routes to different facilities. You should be able to create 1 link from an extractor, but set up two different routes to your process facility and then any excess to storage. If you knew that already, then nevermind.
-------------------------------------------------------------------------------- [SMK.C] |
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 18:14:00 -
[161]
Lol I just link extractors to storage, link the storages to a processor, processor to the PCC since storage and PCC don't play nice. ______________
RAWRRR |

Clansworth
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Posted - 2010.03.12 18:14:00 -
[162]
I second the need for routing from storage to pcc, or vice versa.. or storage to other storage.. whatever.. however, I see the liitation here being that the route is based on the cycle time of either the extractor (for extractor to pcc or storage pins) or of the processor (for extractor or storage to processor pins). storage to storage has no cycle time. I'm guessing there would have to be a configurable cycle time on the route itself. Shouldn't be hard, but its another step that just isnt' there yet.
Of further note, and something that I think should probably be worked on soon, is naming PINs. This would greatly improve the ability to keep things organized in the messy web this is turning out to be. It would also lead to the ability to use the context menu to specify links and routes, instead of just the planet view.
Here's how I envision the Planetary Interaction User Interface (PIUI?) working:
Plop down PCC. Window pops up to give it a name. Plop down an extractor, when then immediately 'Scans for Deposits'. Choose a resource to extract. Plop down a Storage PIN. Window spops up to give it a name. Right-click on the extractor, and Create Link has a submenu, listing all valid linking partners (by name). Right click on the extractor, and Create Route now has a submenu, listing the partner of all the extractors links (by name). The Create Route screen pops up, showing the extractor's info (resource, cycle time, depletion countdown, m¦/min), the links info (m¦/min), and some quick setup buttons (Max - whether limited by the receiving end, the extractor, or the link). The Route is created, and the goods start flowing to the storage.
The way I see it, this would greatly improve the setup and management of the system. When a Nitrogen deposit dries up, you can scout for another, and when you find it, you can just right click, and choose Create Link -> Nitrogen Storage A... Create route -> Nitrogen Storage A -> Max. Intel/Nomad |

Petrus Invictus
Gallente Power and Production DarkStorm Enterprises
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Posted - 2010.03.12 18:19:00 -
[163]
Storage AND storage dont play nice either.
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Clansworth
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Posted - 2010.03.12 18:32:00 -
[164]
Edited by: Clansworth on 12/03/2010 18:33:55 The addition of storage has already made things MUCH nicer... though it'd be great if you guys could seed the other materials, so we could get a completed chain going, to get some idea of what's going to be involved, and give better feedback on what needs to be changed.
Loving it already though... My Link-Fu is strong...
Intel/Nomad |

Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.03.12 18:35:00 -
[165]
So when we should expect some mechanics to send something to planet? (I already want to buy in market and send there water, carbon and silicon) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Your Conscience
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Posted - 2010.03.12 18:37:00 -
[166]
Not sure how things are working right now but how are all these facilities getting run on a planet with no population? Interesting way to solve it is needing a recruitment center on a habitable planet and ferrying workers to the planet your mining from to work for you. Might even bring a use for livestock in bringing them from habitable planets to your mining planet to feed your workers. Add in a use for those non booster drugs by bringing them to someone elses planet and make some isk off drug trade while simultaneously reducing the efficiency of their workers.
Also kick ass idea for visuals is actually seeing the civilizations built up on some of the planets, especially the ones in empire that theoretically are just as populated as earth.
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Night Light
Power and Production DarkStorm Enterprises
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Posted - 2010.03.12 18:48:00 -
[167]
hmmm... is it possible to delete a route without deleting the link ? (the link can be used for routes from other PINs so deleting a link seems to drastic).
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JAG Solex
GunStars
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Posted - 2010.03.12 18:52:00 -
[168]
Originally by: Night Light hmmm... is it possible to delete a route without deleting the link ? (the link can be used for routes from other PINs so deleting a link seems to drastic).
I can't figure this one out either. So far I've been deleting the links and starting over. -------------------------------------------------------------------------------- [SMK.C] |

Ashley Edwards
Amarr Ministry of War
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Posted - 2010.03.12 18:54:00 -
[169]
I've Notice an error/bug with the sectors/hexagons on a gas giant with a rings around it almost all of the sectors disappear unless your on the dark side, or if your camera view is under the rings
Gas Giant - Above the Rings Gas Giant - Below the Rings Gas Giant - Bottom Planet View Gas Giant - Top Planet View Gas Giant - Front/Day Side View Gas Giant - Back/Night Side View
It say only be gas giants with rings i will explore further to see it any other planets are affected
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 19:03:00 -
[170]
I have created a public channel for discussion, tips and tricks on the subject of Planetary Production.
In doing so (while in planet mode) it has locked my client out to just scrolling around in a view mode, however.
Assuming it is actually created, please feel free to drop by
It is Aptly named....Link-Fu 
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2010.03.12 19:53:00 -
[171]
Originally by: CCP Nimbus But it's quite a waste of energy to send the elevator back down to earth empty, no?
No. As you already have to counteract gravity to avoid your elevator from plummeting to its doom on its way down - you have to slow it down, which costs energy - making it heavier will increase your elevator energy expense. Extra weight also increases the elevator inertia (or perhaps I should say, stored kinetic energy) which means it costs more energy to stop once it reaches the bottom. You could theoretically send a lighter elevator down faster because you need to spend less time (and energy) to slow it to safe speeds or full stop. Faster round trips mean more money, when the real money will be in sending stuff OFF the planet.
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods? Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
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Clansworth
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Posted - 2010.03.12 20:01:00 -
[172]
Originally by: Dierdra Vaal
Originally by: CCP Nimbus But it's quite a waste of energy to send the elevator back down to earth empty, no?
No. As you already have to counteract gravity to avoid your elevator from plummeting to its doom on its way down - you have to slow it down, which costs energy - making it heavier will increase your elevator energy expense. Extra weight also increases the elevator inertia (or perhaps I should say, stored kinetic energy) which means it costs more energy to stop once it reaches the bottom. You could theoretically send a lighter elevator down faster because you need to spend less time (and energy) to slow it to safe speeds or full stop. Faster round trips mean more money, when the real money will be in sending stuff OFF the planet.
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods?
Personally, I think the best way would be to open up the SpacePort PIN, and drag from my cargo hold into it.. ;-) Intel/Nomad |

Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 20:01:00 -
[173]
Originally by: Dierdra Vaal
Originally by: CCP Nimbus But it's quite a waste of energy to send the elevator back down to earth empty, no?
No. As you already have to counteract gravity to avoid your elevator from plummeting to its doom on its way down - you have to slow it down, which costs energy - making it heavier will increase your elevator energy expense. Extra weight also increases the elevator inertia (or perhaps I should say, stored kinetic energy) which means it costs more energy to stop once it reaches the bottom. You could theoretically send a lighter elevator down faster because you need to spend less time (and energy) to slow it to safe speeds or full stop. Faster round trips mean more money, when the real money will be in sending stuff OFF the planet.
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods?
Assuming energy will be a factor in this anyways.
That actually brings me back to the earlier point about gravity, temperature, pressure, etc. having an effect. Will CCP actually do some real math for the numbers now? Or will the arbitrarily RNG'd numbers for the planets be used in terms of how much ISK it costs to launch x amount of mass? ______________
RAWRRR |

Clansworth
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Posted - 2010.03.12 20:16:00 -
[174]
I'm pretty certain they've mentioned trying to make it realistic.. or at least believable... they said something about working with some local astrophysicist or something... Intel/Nomad |

Ada Dorv
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Posted - 2010.03.12 20:40:00 -
[175]
Edited by: Ada Dorv on 12/03/2010 20:41:08 Remade all my pins on a terran world out in Gallente space. Now I have two extractors sending materials in a route through a storage facility to a chemical plant making Aluminium Nitrade(sp?). I decided to route the material back to the storage facility but now have no way to get it to my planetary command center. It looks like I'd have to tear down all of the links and re-do everything. I can't seem to move anything from the storage facility to the command center.
BTW, the planets could use polar caps.
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 21:20:00 -
[176]
Oh yeah, that's another thing I wanted to bring up, "Aluminum nitrade".
Perhaps they meant Nitrate. All the google results for "nitrade" are typonesed. ______________
RAWRRR |

SumTing IsWong
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Posted - 2010.03.12 21:36:00 -
[177]
Question on routes:
When creating routes, I seem to run into a congestion error a lot: "The route cannot be created, as adding traffic to one of the links over which it travels would create dangerous levels of congestion."
Is there a hard number on what amount you can pass through a link/route? Seems that 225-240 units is about it. I've had to resort to making 2 storage facilities link to a collector, and splitting the load between 2 links.
There doesn't seem to be any rhyme or reason to the limits. I have one collector that makes 273 units of Nitrogen per cycle, and can't route to one storage facility as the only route, but I have another storage facility with SIX routes into it, with 139, 239, 264, 120, 203 and 220 unit routes.
Is the route limit dependent on unit type/size? Distance? Is it a limit on the sending side? Or the receiving side?
What have you seen, run into?
Thanks
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Killljoy
Gallente Gatehoppers
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Posted - 2010.03.12 21:39:00 -
[178]
Can we get the pins to blink or something so they are easy to find?
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Hestir
Gallente Solar Nexus. OWN Alliance
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Posted - 2010.03.12 21:46:00 -
[179]
Originally by: SumTing IsWong Question on routes:
When creating routes, I seem to run into a congestion error a lot: "The route cannot be created, as adding traffic to one of the links over which it travels would create dangerous levels of congestion."
Is there a hard number on what amount you can pass through a link/route? Seems that 225-240 units is about it. I've had to resort to making 2 storage facilities link to a collector, and splitting the load between 2 links.
There doesn't seem to be any rhyme or reason to the limits. I have one collector that makes 273 units of Nitrogen per cycle, and can't route to one storage facility as the only route, but I have another storage facility with SIX routes into it, with 139, 239, 264, 120, 203 and 220 unit routes.
Is the route limit dependent on unit type/size? Distance? Is it a limit on the sending side? Or the receiving side?
What have you seen, run into?
Thanks
each link has a certain amount of M3 an hour it can use, when I ran into this problem it was because i was trying to cram 14,000m3/hour of aluminum down a 10km3/hour pipe. all you have to do is upgrade that pipe and you are g2g. -----------------------------------------------------------------------------------------
Yes! Kick down his sandcastle and throw dirt in his eye! That'll teach him to be immature!
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SumTing IsWong
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Posted - 2010.03.12 21:50:00 -
[180]
Originally by: Hestir
each link has a certain amount of M3 an hour it can use, when I ran into this problem it was because i was trying to cram 14,000m3/hour of aluminum down a 10km3/hour pipe. all you have to do is upgrade that pipe and you are g2g.
Thanks!
Of course, with route upgrades costing ISK, and new storage facilities, links, routes at 0 ISK ATM, it's going to be hard to decide/judge if upgrading a link, or creating 2 links/2 routes is better.
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