Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Shadow

  1. To be fair, the playstyle of both Zerg and Protoss are unique and therefor difficult for the gun-toting halfwits of today to wrap their brains around. Also, how many flight-capable vehicles are there in a map? I'm seeing a large amount of people (relatively) wanting to be pilots, and this usually ends in a full-rush to the vehicles at respawn.
  2. All well and good, but the speed of sugar cane growth = god awful. Milk/soup generator operates as fast as you can click. It also scales, so any argument about size of reed farm is defeated as well. The only factor is the starting lineup and knowing how to make RP2 items, but this is offset by you not having to know how to code Lua.
  3. Honesty is the best policy: The design does look pretty easy to replicate from the images, and basic to boot. The only technical aspect is the CC programs and redstone feeds, all of which are wireless to the device. I'd be interested to contribute any help if you'd like, or just to see the design plans first hand. I never give a chance up to learn a better technique, and I'd like to get a peek at FORTH firsthand rather than see theoreticals.
  4. 250%; the math isn't hard. 1 blaze rod grinded = 2.5x it's input. We can't really incorporate EU cost as there is no standard rate for this. https://docs.google.com/spreadsheet/ccc?key=0Av8qymsPh1AOdEwxTmpxelpqX1VOTHdRT3dMaTZIS1E#gid=0 Bottom right I calculate efficiency, without heed to EU cost in maceration. Still, exploiting the difference in macerated blazerods is nice, but milk generators are by far more easily set up in the beginning (though itdepends if you find blaze-rods easier to find than diamonds). This is efficiency per stroke dependant on EMC going into the product
  5. I suppose you are right, but this acts as a mechanism to keep people playing, thus keeping the game more accessible to people of all skill levels. I wonder if Planetside 2 will be able to keep its population at a sufficient level to be self-maintained. Popular games seem to attract more people due to being popular, thus prolonging their lifespan; the reverse is true as well. A good game without players has a harder time getting them, so it takes longer to launch. God I hope this game can maintain enough players; hype has to equal its deliverance, as any disparity between the two leads
  6. Maybe the fallacy of a dinosaur not killing everyone in sight finally breaches kids heads when they learn what a T-Rex really was like? What we were sold as children isn't exactly living up to my expectations in neither blood-lust nor bodycount. I wasn't much for either as I was stuck with Beavis and Butthead/Ren and Stimpy, but the Teletubbies always reminded me of human/mosquito/acid hybrids and were a thing to be feared.
  7. The model is based around a game concept tried and validated through the likes of DOTA; its numbers keep it strong enough to entice people to continue playing, and the constant skin releases give people something to buy. Not to mention the entire game is largely disabled for free players (by that I mean the heroes), allowing only a few to be played for free at a time. As I believe Planetside2 isn't going to augment their sales by restricting content (because it is only cosmetic/shortcut sales) I still hold my skepticism. Not to mention it is a concept being based on a largely untested (rel
  8. Did you decide on CC computers, or RP2? I'd be interested in seeing how you're doing this either way. Industrialcraft2: Provides power, machines, cables, building material (CF foam). Compact Solars: Add-on to IC2 that gives the HV Solar Array. This link for his math. Buildcraft: The quarry, pipes, redstone engines. ComputerCraft: The screen, CPU (the interpreter of the redstone signals). Redpower2: The redstone linking it all (Both from the computer and the wool looking thick cord that hooks to the redstone engines), the lights (illuminators). Power Converters: The Energy Links powe
  9. If they're not crafting the tnt to get it, they're cheating for it. Read the stickies and delete NEI server-side, then attempt to get a ban-on-placement working.
  10. I wouldn't mind learning some Lua or FORTH to automate some builds...

  11. Seems kinda simple, but be aware that the little black box under your inventory is a search bar; if there is anything typed in it, it will filter out all blocks save for what has that exact phrase in it.
  12. In my experience, people are drawn to "anarchy" servers (Normally read: incompetent staff). Tell me how many players you have in two months and we'll judge how well you're doing. Also you might be aware that removing the NEI mod server-side should help quell some of the issues, but Worldguard ban-on-placement should totally fix your issue. You could also take a visit to the stickies in this forum, namely: http://forums.technicpack.net/threads/useful-guides-links-server-setup-guides-fixes-patches-more.11408/ Also, because you seem so fantastic at server ownership, this should bring
  13. I thought the math showing the amount of HV solars you used proved it was creative, but meh. As said before, the computer programs handling it are the impressive part, so no panty-twisting. You can't just cheat in good programming. Though if you want better suggestions on handling your machines basic operations, I'm open to questions; seems an awful lot of this resolves consumption issues by throwing power at it.
  14. Even if I get a year of this, I think I'd be happy. Most games end up doing as Nexon or the likes of APB where they need the money so badly, they just pump-out pay-to-win guns. Eventually when the population runs low, it will happen...But one full year of decent gameplay? Yes please. If only they'd warn us and allow us to throw money at them to prevent them from becoming pay-to-win; it's not the money I'm worried so much about as the balance/fair play. Giant cojones and a fanatical fanbase.
  15. Something something, indoor maps, something something. I've got about 4 friends pushing for me to play this as well, but I'm hesitant because cash shops in an FPS don't normally fare well. Then I watch some game play. I don't like the thought of losing a chunk of the year to this game, but I may not have a choice.
  16. I wanna call out troll, but I'm not totally convinced. How can someone unintentionally fit to-the-tee a stereotype purported on the likes of 4chan and whatnot? Or, it could just be stupidity. Who am I to say? I'm standing by this statement though (read: hiding behind), it's too coincidental. Actually, it's not too coincidental. That website is too legit for me to say they're totally coherent/cognitively able, so I revoke my suspicions.
  17. Tell us specifically what version your launcher is targeting instead of "the latest". Recommended build? Dev build? (Though 1.1 is neither...so...) Which option do you choose to determine what your launcher runs (Manual, recommended, latest, etc)?
  18. Well the complexity is as a result of using only two mods; sure, we could rationalize that it would be easier to just use x over y, but the beauty of this is that he did it with only these mods; sure, it may sacrifice effectiveness for a mass amount of items on screen, but that's what you get when you build something with an arguably inferior system (as of now). With that mentality we might as well just convert everything to EMC and spawn whatever we want via that, because it's more effective. I think the entire point is that the huge screen makes this accessible/understandable to thos
  19. You could potentially use a relay (RP2 [the automatic one] or TubeStuff [already automatic) and link the macerators via a small selection of Redpower pipes. The relay has an inventory of about 18 spaces and attempts to eject items regularly, acting as a conduit to your RP2 pipes and a buffer for ores, which should be more than enough to handle your input.
  20. This would work if we were using EE standalone; the most effective EMC generation has always been exploiting the differences between a base and refined product, which is not supposed to happen but does via our mods. Server owners would have to disable the maceration of Blaze Rods, Bonemeal, the ability to milk cows automatically, and I believe the fire charge recipe. When you do this, people get pissed. Not to mention the vast power of the end-tier items, which normally get disabled due to their ability to wreck havoc on the entire map (a concept designed for SSP). What do you have then? A
  21. Already addressed this in the spreadsheets chat function, but the base calculations are in minutes which at the end-function are multiplied by 60 to get the amount within an hour. Clarification: The numbers presented are items per minute, which are multiplied by a factor of 60 to get items per hour; it is not "minutes to gather 1 item". EDIT: With freakachu present, we were able to work out something I stupidly added into my factor of time: the time actually gathering, which is very, very stupid. Now I only need to be able to address output with the additional factor of hull size vs t
  22. It is all converted into minutes and per end-formula converted to hours. Also, why the commas in "0,25 hours"? Just adapting to the methods of these spreadsheets, so I don't understand what makes it different than 0.25. Also the other formulas all work correctly still, as these numbers are based off of rudimentary inputs and function as intermediary calculations for debugging purposes (I plan on incorporating the equations into the final cell and removing the clutter from the screen later). I'm not sure if you can see the functions, but if you'd like access to toy with it some, I'm gam
  23. I like to make spreadsheets, and apparently it's been too long since I took economics to do a semi-basic calculation of input vs. time. Basically I wanted to make an EVE spreadsheet that could take some arbitrary numbers and calculate your rate of gathering, and output your profit per hour (along with an override column for custom numbers). I can easily find the gross numbers for this but to calculate net rate in regards to hull capacity vs # of trips... I'm fumbling and for some reason cannot seem to find the perfect formula. What I've got now L11 / ( M11 + F11 ) * 60, or more simply:
  • Create New...