26

(37 replies, posted in Guides and Resources)

Squint wrote:

Good job Etil.

1. Weapon Tunings bonuses do not apply.
2. Universal Armor bonuses do not apply.

3. Some way of adding / subtracting skill levels to see impact would be nice.
4. Some offensive indicators like Alpha and DPS would be nice.

1 - Most of them don't indeed, atm only magnetic weapon tunnings apply bonuses.
2 - yup, even active hardeners
3 - Open your agent details and play with levels, you'll see immediat impact.
4 - indeed smile

27

(37 replies, posted in Guides and Resources)

Thanks,

Turrican wrote:

I cannot find any Niani T3- items, eg: Niani Magnetic Weapon Tuning
Also ERP's aren't there too.

Yes these are missing items, along with some stats and wrong tech level on shield gen/hardeners (and maybe more)

Turrican wrote:

Search items would be cool.

I'll think about that

Turrican wrote:

PS: The Windows X (close app) doesn't work and does the Settings menu open yet?

The x button works as intended, you have to exit via the menu (i may change that behavior later).
There are no settings for now, so it's just a placeholder.

28

(37 replies, posted in Guides and Resources)

Arilou wrote:

Wow! Nice work! And big bonus for it actually looking quite pretty!

Minor complaint: mouse wheel for me on the right sidebar only works over the section headings and the scroll bar itself. It should work on the whole area. Edit: applies to the bot info popups as well. (Win7-32)

Thanks,
yes, i find it annoying too, i'll fix it sooner or later.

29

(37 replies, posted in Guides and Resources)

I just added a new beta release with some new stuff in it.

  • Agent extensions import feature

  • Agent portrait selection feature

  • Empty robots slots layout

  • Robots and modules browser visual adjustments

  • Added robots


Add an agent portrait :
Right-click the picture then use the "Select" button to browse your local image files or copy/paste an image url. Maximum displayed size is 64px * 64px, minimum is 32px * 32px.

Update your extensions :
You can now update your extensions from the ingame csv dump. Make sure to select the correct csv file since there is no agent name in it.

30

(37 replies, posted in Guides and Resources)

Dan wrote:

still slow and buggy hmm


That's why it's called a beta wink

31

(37 replies, posted in Guides and Resources)

Doek wrote:

Very well done, pretty much EFT reborn for Perpetuum. Some weeks well spent.

An option to import an extension history import (.csv) from the game would be very useful.

Works perfectly fine here on Windows 7 x64, btw.

Thanks, i'll think about that tool.

On a side note, i didn't warn about extensions conditions not being applied for now. You can pretty much do what ever you want with your extension levels without any warning about being able to use that module or bot or whatever. It will come later on.

32

(37 replies, posted in Guides and Resources)

Mark Zima wrote:

Nice, very nice. Too bad it's .NET.

Code drops and data dumps are always welcome. lol

Suggestions:
* Always show slot placeholders.
* Add modules initially activated. (At least those that are typically active.)

Thanks. I just implemented the slot placeholder, seems a good idea to show how many slots are availables. Will need a bit of design to make it nicer, but the idea is in place.
I'm not completely up for setting module activated by default, i'll prolly make an option so anyone can choose.

For the data, i have a csv from wich i'm generating pretty much all modules, bots and ammos classes from. Once the source code is released, you'll get them smile
For the formulas, well, some digging will be needed but the model is pretty easy.

I'm happy to present to you, Profit, a new Perpetuum fitting tool.

You'll be able to create an agent, set his skills and then create a new fit for one of the available robots.

Feel free to leave me any suggestion either here or on the codeplex project discussion/issue tracker page.

Requirements :
.net 4.0 installed.

Installation :
Just extract the 7z archive in a directory and start profit.exe

Localization :
Default languague is English but it's partially translated in French. (Culture will be set automatically depending on your OS).

Compatibility:
I've tested it on both Windows XP 32bits and Seven 64bits. It is not compatible with Mono.

Download link :
http://profit.codeplex.com/releases/

Codeplex project homepage :
http://profit.codeplex.com/

You can find some screenshots on the codeplex home page.

Enjoy smile

34

(41 replies, posted in Guides and Resources)

What i'm saying is , in the case of available cpu, use not rounded value. But i wonder if the game will allow a module of 11tf cpu usage when in fact you have 10.51tf left.

Modules always show 2 decimals precision, only the max cpu and available cpu of your bot are "rounded".

35

(41 replies, posted in Guides and Resources)

Something weird with available cpu... Values are only rounded for display it seems.

Available CPU is easy to figure, take your bot max cpu performance then substract all modules modifed cpu value.

On screen i have 263 cpu available.
Total cpu usage by modules is 252.69
263 - 252.69 = 10.31 which once rounded should be 10 but yet it displays 11..

Now if i take the not rounded value of the max cpu performance :

263.2 - 252.69  = 10.51 which once rounded is 11.

Therefore, cpu perfomance must not be rounded for accuracy with the game even if displayed values are.

36

(0 replies, posted in Resolved bugs and features)

It seems the name of items or bots is missing in the csv export thingy.

This is what i get for small udc slugs for instance :

"",""
"General",""
"Mass","0.10 kg (1000 per unit)"
"Manufacturing unit","1000 pcs"
"Volume","0.50 U (1000 per unit)"
"Specific",""
"Kinetic damage","26 points"

Great feature btw, i wish i knew it earlier.

ps : If it's on purpose, feel free to move it to features and discussion subforum big_smile

37

(41 replies, posted in General discussion)

Snowman wrote:

Yes, sorry I was very blunt.

But I dont mean that there should be NO solo content, of course solo content is indeed necessary,  but when someone is attempting to solo content design for more than one player (I didnt say full group) then it annoys me.

Because when content design for 'more than one player' is "balanced" to be more soloable because of complaints like these.. then it never ends until everything is soloable.

Edit;

Additionally,  when you nerf things to be soloable for noob characters, whats the benefit of having an older more experienced character that can use bots that are then able to solo the earlier content?

If this was a traditional MMO, you wouldnt say.. "FFS, Im level 10, why cant I solo level 30 stuff?"


The op was talking about alpha island, more suited for new players.

38

(43 replies, posted in Balancing)

Zarrika Khan wrote:

Umm, Jawa Sand Crawler.? Very Large, very slow, very visible, would require combat support escourt. The pains of old EVE's freighter runs...   30 jumps through 0.0, in the snow, up hill, both ways...  ah yes, I cannot wait. hmm

The pain only if you were the hauler, I loved ganking freighters runs big_smile

At least, it brought some action elsewhere than on a stupid pos or station.

None should be safe on beta islands. Haulers are weak, so organize an escort, i bet some mercs would be happy to provide one. Would be another occasion for some pew pew.

39

(41 replies, posted in Guides and Resources)

Thanks to all posters so far, keep the formulas going smile

40

(41 replies, posted in Guides and Resources)

Robot Mass :
Is Rounded = Yes
BM = Base robot mass
M = module mass
LWF = Bonus from lightweight frame

Mass = BM + SUM(M) - (LWF*BM)

Strangely enough, your modules in cargo don't add any mass

+1 tongue

42

(3 replies, posted in Feature discussion and requests)

Removing slot types would open bot fittings to more variety which would benefit the game. Carefully balancing it is of course mandatory.

Why should i skill for missiles when i'm using a specialized ship in magnetic weapons ? or lazers for the matter since Thelodica bots have the same problem.

It's not like that lone missile launcher is going to bring more dps with no bonus and no skill.

43

(19 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

Use.
Search.

Not very user friendly way to look for dev posts tho.

44

(3 replies, posted in Feature discussion and requests)

Get rid of torso slot types limitation, would make more fittings available. I agree with maximum numbers, but types is just meh.

If i want to spec in magnetic weapons, i have to leave a slot empty on my Arbalest since i cannot fit anything else than 5 guns and 1 missile launcher. (which would make a nice spot for a nos for instance)

Of course, that would open the door to full nos/neut etc.. would require some balancing too.

45

(41 replies, posted in Guides and Resources)

Reloading Time :

base * (1 + (bonus*extension.level))

nb : Bonus is negative value

46

(41 replies, posted in Guides and Resources)

Yes! that's exactly this. Why making simple formulas when you can make complicated ones. neutral

47

(43 replies, posted in Balancing)

Or just make some cargo expander modules. Weird it doesn't exist yet.

48

(14 replies, posted in Feature discussion and requests)

+1 happens to me all the time.

Also make the targeting computer sortable by distance please.

49

(41 replies, posted in Guides and Resources)

Damn weapon cycle time formula is killing me mad

Did i mention i hate math?

50

(41 replies, posted in Guides and Resources)

thanks smile