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Post by jayce on Jun 24, 2011 4:04:47 GMT 10
Arf, probably won't get a chance to do much till the weekend, but I've added a less stupidly named subdomain so you should be able to access the map thingy from: cptforever.hollowpointpuffin.com/Ciao =D
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 24, 2011 7:45:15 GMT 10
I see you've found upgrade Juliet for inferno, nice work!
I revisited some Foxtrot factories in the north and liberated them, -36, 236 gives you a golf repair tool and -20, 252 gets you a golf bubble shield in case the Hotel shield is too expensive.
Currently on the look out for cheap blurst factories.
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Post by dalaranj on Jun 25, 2011 9:06:47 GMT 10
Okay. Here is some preliminary pricing information for you, which I have determined by scouring the new factory details output.
Pricing probably works like this, I'd give it a 70% chance. There are 3 patterns of pricing each pattern of pricing can have multiple tiers.
Standard Pricing: 80, 200, 300, 600, 1000, 3000, 5000, 10000, 20000
Standard pricing has three cost tiers. Standard(-): So far this pricing tier appears to only apply to ramming spikes. To buy a Delta part from this tier (from a charlie factory) the price is 80.
Standard: Includes such popular parts as boosters, lasers, sprint boosters, torpedoes, translocaters, and uniboosters. To buy a Delta part from this tier (Charlie factory) costs 200.
Standard(+): Includes cool kid weapons and parts like Mark 2 Booster, Snipe Launcher, and Prismatic Laser. You'll have to shell out 300 big ones (credits) for a Delta part of this caliber.
Premium: 200, 300?, 500, 1000, 2000, 4000, 8000 These are the real good defensive parts. This pricing type includes blursts, bubble shields, and repair units. It will run you 500 credits to buy a Delta part of this pricing type.
Chronogear: A Delta Chronogear is going to cost 800. Why are chronogears so expensive? They are only sold by an obnoxious old man who claims to be "from the future" and always screams "CHRONOGEAR!" in a gravelly voice rather than saying it normally. That's what I heard anyway.
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Post by jayce on Jun 26, 2011 21:24:59 GMT 10
When this command module reaches 88mph, you're gonna see some serious shit.
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Post by sdonai on Jun 27, 2011 9:28:15 GMT 10
Nice, this is really useful
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 27, 2011 20:37:51 GMT 10
Ouch, I made an error entering one of the factory parameters and it won't overwrite with a new one. Inferno -324, -204 is actually an Echo station (it should be quite obvious from the surrounding stations).
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Post by jayce on Jun 27, 2011 21:32:34 GMT 10
Fixed, I've done the same thing more times than I care to mention. I messed around with cookies to store which pieces to use, but it doesn't fix the underlying issue with incorrect pieces; I'll have to pull my finger out one weekend and do logins. Tah!
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scrander
Bravo Rank
lem.sportsinterviews@xiaoyu
Posts: 16
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Post by scrander on Jun 28, 2011 2:05:39 GMT 10
Protip: All station positions end in even numbers for the units digit; remember this when inputting individual stations. I'm not sure if this needs to be said anyways because other pieces can overlap and correct the coordinates.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 28, 2011 9:05:21 GMT 10
Actually the way jayce has made the map made it easy to input stations, I just hover over the ?? in the map and get the coords. Exception is when they're out of nav map range of course. Though it's easy to figure out because each station is spaced 8 grids from each other, and if you're unsure of what grid coord they're on just hover your command module over the 2 lines intersecting the station and you'll get the X and Y coordinates.
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Post by jayce on Jul 4, 2011 1:24:16 GMT 10
So I haven't really had time to do anything that useful, but clicking on Unknown stations (and actually, known stations) will take you to the station input screen with the coordinates already populated. There's also a colourful station selector grid thing because combo boxes are dull =D
I added some +/- buttons to the big map to change the text size of the map.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jul 4, 2011 1:52:33 GMT 10
Yikes, map generation is crawling a lot slower lately. It's not even loading all the way anymore for me
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Post by dalaranj on Jul 4, 2011 5:02:02 GMT 10
I added some +/- buttons to the big map to change the text size of the map. Yeah, this seems to slow loading times down a lot. And modern browsers are very capable of zooming. Firefox has a mouse hotkey for it. That is the very hottest of keys. It's like if you threw the key into a furnace, that is at the heart of a volcano, which is on the surface of the sun. That's how hot the key is. Edit: I'll probably be running station type probabilities for .3 and inferno this next week.
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Post by jayce on Jul 4, 2011 7:43:14 GMT 10
Weird, I didn't really change that much =O, I've taken off the + and - buttons just to see if it makes any differences for you chaps, I didn't notice anything off. Might be my terrible host acting up =D
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amade
Charlie Rank
Posts: 41
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Post by amade on Jul 4, 2011 11:30:46 GMT 10
Loads normally now. Maybe it was the +/- thing, though I think it's odd that it would affect it.
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Post by Farbs on Jul 4, 2011 12:40:03 GMT 10
This map tool is awesome. I've been thinking that for a while, but just realized I hadn't mentioned it yet. Nice work.
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robodoggy
Charlie Rank
Affirmative!
Posts: 27
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Post by robodoggy on Jul 5, 2011 3:06:17 GMT 10
On the station input screen, it says "Nav Station Coordinates" Whereas it should just be "Coordinates"
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Post by jayce on Jul 5, 2011 7:53:56 GMT 10
Ta for the reports chaps, and ta Farbs, didn't want to step on any toes in case you have some epic map managing thingy in the works =D
I've changed that "Nav station Coordinates" label and done a twee bit of back end tidyup. I'll try and do a tidyup later this week and graft in a basic login system so people can edit/correct things if I'm hit by a truck/Juliet class ramming spike.
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Post by ggodeye on Jul 6, 2011 5:04:37 GMT 10
In an attempt to be helpful and contribute, I fatfingered 2 coordinates on the alpha 3.0 moth map while trying to enter several stations in the Southwest quadrant. Specifically, the BA @ -264x, -192y and RH @ -164x, -192y should not exist.
I have not been able to determine how to delete them.
Is it possible for me to fix this? Or does it requires special access?
More importantly, I want to give a HUGE congrats for everyone's mapping efforts. I just liberated my first Juliet station and am upgrading my ship. It is highly unlikely that I would even be at the echo stage without this map.
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Post by jayce on Jul 6, 2011 7:51:40 GMT 10
It's OK, I've clipped those two stations. You can't delete any yet, if I get the chance this week I'm going to let authenticated people edit/delete things (possibly only ones they have entered).
And yes, mad props for all the crazy explorers, seemingly tireless!
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amade
Charlie Rank
Posts: 41
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Post by amade on Jul 6, 2011 15:41:10 GMT 10
I'm wondering if the lack of Nav stations in Inferno is intentionally engineered via the map generation seed... or it's simply because the density of hot rocks is making it look like nav stations are rare for Inferno sector. Looking at vanilla 0.3, nav stations appear to be more abundant. edit: Heh, right after I posted this I found 3 more nav stations in Inferno I hadn't been able to find one in days... edit again: Bugger, I've mistyped the coordinates of the nav station at 212, 396. The map piece with the wrong coords is the one mistakenly placed at 228, 396. This is what happens when I try to calculate a nav station's coordinate when I'm stuck inside a labyrinth of hot rocks and was too lazy to find my way back.
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