Construct additional pylons!

Construct additional pylons!

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Licho
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Construct additional pylons!

Post by Licho » 14 Feb 2010, 14:46

Pylons are new feature of CA stable.
Read about it here:
http://trac.caspring.org/wiki/Pylons

Graphics/visualisation is still work in progress.
Image
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1v0ry_k1ng
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Re: Construct additional pylons!

Post by 1v0ry_k1ng » 14 Feb 2010, 16:51

cool
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hoijui
Former Engine Dev
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Re: Construct additional pylons!

Post by hoijui » 15 Feb 2010, 12:17

very nice image, and good wiki page :-)
but.. you should have posted this when the stable version containing this is already out.
i know i can play test versions... but i wont, and some others maybe neither.
make sure to bump this again when the stable is out, with updated first post.
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Google_Frog
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Re: Construct additional pylons!

Post by Google_Frog » 16 Feb 2010, 00:30

That's because they are close to stable.
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Spawn_Retard
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Re: Construct additional pylons!

Post by Spawn_Retard » 17 Feb 2010, 07:33

i want my old CA back :(
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Agon
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Re: Construct additional pylons!

Post by Agon » 17 Feb 2010, 11:49

Spawn_Retard wrote:i want my old CA back :(
Same, implement this in 1faction thing but dont extend CA with more crazy gameplay.
It makes the intense/action rts to a more complex building game....
Nice feature^^ but I like KDRs Perimeter clone more.
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Gota
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Re: Construct additional pylons!

Post by Gota » 17 Feb 2010, 14:03

Coll stuff,really.
I'd like to add though that I think the visual implementation of this could be improved instead of just lines but great idea,hope you can merge it nicely and make it fit(probably best in 1 faction right?You'v always aimed ca at less eco micro).
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Licho
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Re: Construct additional pylons!

Post by Licho » 17 Feb 2010, 21:51

Released new stable - pylons are in now.
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Tribulex
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Re: Construct additional pylons!

Post by Tribulex » 18 Feb 2010, 15:39

oh dear...
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luckywaldo7
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Re: Construct additional pylons!

Post by luckywaldo7 » 18 Feb 2010, 16:07

Everyone complains about how CA eco is too simple and once it is expanded, they want it back to the old system...

You silly guys, whatever will we do with you ^_^
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Pxtl
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Re: Construct additional pylons!

Post by Pxtl » 18 Feb 2010, 16:56

Question (since I haven't had a chance to try it) - does the new system provide a visual indicator of how much overdrive flow is going on, and whether the current energy-output is capping the overdrive system?
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JohannesH
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Re: Construct additional pylons!

Post by JohannesH » 18 Feb 2010, 17:19

Visual cues or not - how do I control the energy spent on this?

Also the buildings seem really expensive for what they do - spend 600 m/e/bp just to change energy to metal? Wouldnt just reclaiming energy buildings be better in almost all cases.
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SirMaverick
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Re: Construct additional pylons!

Post by SirMaverick » 18 Feb 2010, 18:03

Pxtl wrote:Question (since I haven't had a chance to try it) - does the new system provide a visual indicator of how much overdrive flow is going on, and whether the current energy-output is capping the overdrive system?
Tooltip has info: how much extra metal is produced and how much of connected energy is used. There is no upper bound of energy that you can put into the system. Just the efficiency goes down...
JohannesH wrote:Visual cues or not - how do I control the energy spent on this?
As usual, you can't (directly). Connected energy (build inside pylon radius) and if storage is above 80% is used for overdrive. Only as much energy is used so that storage won't go below 80%.
Do you need further control? Why?
Also the buildings seem really expensive for what they do - spend 600 m/e/bp just to change energy to metal?
Due to CA's high rate of updates (which has only advantages!!1!) we can adapt stats fast if there are balance issues.
Wouldnt just reclaiming energy buildings be better in almost all cases.
In very short term maybe, in middle and long term: no.
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Pxtl
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Re: Construct additional pylons!

Post by Pxtl » 18 Feb 2010, 18:09

What I meant was that, if a region has hit the maximum output of energy available to the network (and so surplus energy is being either wasted or overdriven into other mexes in a different network at lower-efficiency)

Like, I have a fusion on 2 mexes and a solar on 5 mexes, and almost no energy drain otherwise, then that solar will be capping the overdrive that happens on the 5 mexes. Is there any notification that this is occurring? That I've hit the output-limit from local energy sources for overdrive? Basically, a notification that I need to either link-in more E, or build more local E sources.
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SirMaverick
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Re: Construct additional pylons!

Post by SirMaverick » 18 Feb 2010, 18:34

There is no such notification. Just connect all pylons together with transfer pylons (they are cheaper) so that all energy will be used on all mexes - with maximum efficiency. If you select a pylon you see lines to know what is all connected.

(Same effect as old communism vs. all player only overdrive their own mexes.)
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Google_Frog
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Re: Construct additional pylons!

Post by Google_Frog » 19 Feb 2010, 00:25

All of the notifications/efficiency info you could want are in the tooltips of mexes/pylons, the manual has the meaning of these tooltips and they should be self explanatory.

When we have a resource bar that everyone is happy with using important overdrive events will be displayed on the bar.
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JohannesH
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Re: Construct additional pylons!

Post by JohannesH » 19 Feb 2010, 01:45

SirMaverick wrote:
JohannesH wrote:Visual cues or not - how do I control the energy spent on this?
As usual, you can't (directly). Connected energy (build inside pylon radius) and if storage is above 80% is used for overdrive. Only as much energy is used so that storage won't go below 80%.
Do you need further control? Why?
Obviously I get more metal for my energy when I keep the overdrive rate at a constant. Not when energy storage is kept at same levels.

And if Im m stalling it would make sense to not keep unused energy stored for nothing.

How long does it take for a, say, fusion+transferpylon driven into 3 2m mexes to pay for itself?
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Google_Frog
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Re: Construct additional pylons!

Post by Google_Frog » 19 Feb 2010, 02:11

How long does it take for a, say, fusion+transferpylon driven into 3 2m mexes to pay for itself?
5 minutes and 22 seconds.
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SirMaverick
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Re: Construct additional pylons!

Post by SirMaverick » 19 Feb 2010, 02:12

JohannesH wrote:Obviously I get more metal for my energy when I keep the overdrive rate at a constant. Not when energy storage is kept at same levels.
The idea is to use surplus of energy for overdrive, not all.

And you get more metal the more energy is used by overdrive.
And if Im m stalling it would make sense to not keep unused energy stored for nothing.
If you stall m you automatically aren't used all your e -> more e available for overdrive. And you probably want to have a reserve for all the things that need e: weapons, d-gun, reclaim etc.
How long does it take for a, say, fusion+transferpylon driven into 3 2m mexes to pay for itself?
It never pays, because a transferpylon does not overdrive. You need a overdrive pylon.

3x 2.28 mex, 5.65 extra metal (1600/5.65)-> repays after ~284 seconds.
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Google_Frog
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Re: Construct additional pylons!

Post by Google_Frog » 19 Feb 2010, 02:18

SirMaverick wrote:
How long does it take for a, say, fusion+transferpylon driven into 3 2m mexes to pay for itself?
It never pays, because a transferpylon does not overdrive. You need a overdrive pylon.

3x 2.28 mex, 5.65 extra metal (1600/5.65)-> repays after ~284 seconds.


Energy per mex = 35/3 = 11.67

Overdrive per mex = -1+(1+(11.67*0.2))^0.5 = 0.826

Extra metal per mex = 0.826 * 2.00 = 1.65

Total extra metal = 1.65*3 = 4.95

(1600/4.95) = 322 seconds = 5 minutes and 22 seconds


(Overdrive = -1+(1+(energy*0.2))^0.5)
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