Construct additional pylons!

Construct additional pylons!

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

Moderator: Content Developer

Post Reply
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Construct additional pylons!

Post by Licho »

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
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Construct additional pylons!

Post by 1v0ry_k1ng »

cool
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Construct additional pylons!

Post by hoijui »

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.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Construct additional pylons!

Post by Google_Frog »

That's because they are close to stable.
User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Construct additional pylons!

Post by Spawn_Retard »

i want my old CA back :(
User avatar
Agon
Posts: 527
Joined: 16 May 2007, 18:33

Re: Construct additional pylons!

Post by Agon »

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.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Construct additional pylons!

Post by Gota »

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).
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Construct additional pylons!

Post by Licho »

Released new stable - pylons are in now.
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Construct additional pylons!

Post by Tribulex »

oh dear...
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Construct additional pylons!

Post by luckywaldo7 »

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 ^_^
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Construct additional pylons!

Post by Pxtl »

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?
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Construct additional pylons!

Post by JohannesH »

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.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Construct additional pylons!

Post by SirMaverick »

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.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Construct additional pylons!

Post by Pxtl »

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.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Construct additional pylons!

Post by SirMaverick »

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.)
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Construct additional pylons!

Post by Google_Frog »

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.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Construct additional pylons!

Post by JohannesH »

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?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Construct additional pylons!

Post by Google_Frog »

How long does it take for a, say, fusion+transferpylon driven into 3 2m mexes to pay for itself?
5 minutes and 22 seconds.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Construct additional pylons!

Post by SirMaverick »

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.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Construct additional pylons!

Post by Google_Frog »

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)
Post Reply

Return to “Zero-K”