Agreed, particularly with this game's accumulator-draining shield design and no shield/armor/structure layout. Accumulator is extra-important here, even though it's already to the point that cap is life in the other game.

2

(8 replies, posted in Resolved bugs and features)

That's a humorous bug...perhaps it's the anti-camouflage module, heh.

3

(5 replies, posted in Resolved bugs and features)

Wixz wrote:

Troiar got 4 times as long accumulator recharge time as the other two light EW bots. 480sec vs 120 sec.

http://iloapp.lauvfall.com/data/_galler … esized.jpg

...as well as 1.4x larger capacity to start with, and (if you choose to use weapons) weapons that don't use accumulator. Seems like it's not so big an imbalance.

4

(31 replies, posted in Balancing)

No, never any grind-based EP, please, unless you're going to scrap the entire system. Also, a 50% boost in EP rate is not a small boost, it's an insane bump to grinding, and makes sure that you're going to have bots on 24/7.

How are you going to define active play? Is it enough to be logged on and in terminal? If not, what do the "really active players" do when they're wardecced to get this 50% bonus?

Plus, if you didn't have anything to do in Eve for 6 months, you weren't looking. You could be a tackler in less than 2 weeks, and the actual skills that you learn there are far, far more important than any skills that you trained. There's a reason that people that buy characters and ships are pretty much fodder for comedy killmails.

I would like to see a way to increase my attributes, though - learning skills or implants or something similar.

Okay, and here's ExtensionsDB, thanks to Dave and Mizpah - note that the IDs in this dump do not at the moment correspond to the rest of PerpetuumCalc - the import_csv updates them in the import process. Attribute requirements and difficulty levels should be correct, though, as I've run them through extension cost tests from a couple of different characters, and will add more.
What I don't have confirmation of is that the extension prerequisites are correct. I'll eventually grovel through the full set of extensions and verify it, though.

Edit - Bah, the prerequisites are indeed not being fixed, but I think it's a bug.
Edit again - found the issue - more bugs in ExtensionsDB - Bounty Hunting is its own prerequisite, so looks like I go through each one to find the errors. 

ExtensionsDB.csv

1,Advanced Corporation Management,3,Economics,Politics,2,0,0,0,0,5,0,0,0,0,14000,1
2,Basic Corporation Management,2,Economics,Politics,0,0,0,0,0,0,0,0,0,0,8000,1
3,Corporation Accounting,5,Economics,Politics,0,0,0,0,0,0,0,0,0,0,39000,1
4,Expert Corporation Management,4,Economics,Politics,1,2,0,0,0,5,5,0,0,0,24000,1
5,Relationship Improvement,2,Economics,Politics,0,0,0,0,0,0,0,0,0,0,8000,1
6,Accelerated Target Locking,2,Tactics,Research and Development,8,0,0,0,0,4,0,0,0,0,8000,2
7,Complex Jamming Electronics,5,Mechatronics,Research and Development,8,15,0,0,0,3,3,0,0,0,39000,2
8,Data Processing,1,Mechatronics,Research and Development,0,0,0,0,0,0,0,0,0,0,5000,2
9,Demobilization,3,Research and Development,Mechatronics,8,10,0,0,0,3,3,0,0,0,14000,2
10,Jamming Electronics,3,Mechatronics,Tactics,8,0,0,0,0,3,0,0,0,0,14000,2
11,Long Range Targeting,1,Mechatronics,Tactics,8,0,0,0,0,4,0,0,0,0,5000,2
12,Optimized Electronics,3,Mechatronics,Research and Development,8,0,0,0,0,4,0,0,0,0,14000,2
13,Remote Sensor Boosting,2,Mechatronics,Research and Development,8,47,0,0,0,3,2,0,0,0,8000,2
14,Sensor Suppressing,5,Mechatronics,Research and Development,8,15,0,0,0,3,3,0,0,0,39000,2
15,Sharpshooting,3,Tactics,Research and Development,42,0,0,0,0,3,0,0,0,0,14000,2
16,Targeting,5,Mechatronics,Research and Development,8,0,0,0,0,1,0,0,0,0,39000,2
17,Sensor Connection,3,Tactics,Heavy Industry,8,0,0,0,0,5,0,0,0,0,14000,2
18,Long Distance Electronic Warfare,1,Mechatronics,Research and Development,10,0,0,0,0,4,0,0,0,0,5000,2
19,Accumulator Expansion,5,Research and Development,Heavy Industry,31,0,0,0,0,5,0,0,0,0,39000,3
20,Armor Repair,1,Mechatronics,Research and Development,0,0,0,0,0,0,0,0,0,0,5000,3
21,Complex Mechanics,2,Research and Development,Tactics,27,0,0,0,0,4,0,0,0,0,8000,3
22,Economical Armor Usage,1,Research and Development,Mechatronics,0,0,0,0,0,0,0,0,0,0,5000,3
23,Economical Weapon Usage,6,Mechatronics,Tactics,30,0,0,0,0,5,0,0,0,0,62000,3
24,Efficient Energy Transfer,2,Research and Development,Heavy Industry,31,18,0,0,0,5,2,0,0,0,8000,3
25,Efficient Shield Usage,3,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,14000,3
26,Energy Management,5,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,39000,3
27,Indirect Reactor Expansion,2,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,8000,3
28,Mechanics,1,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,3
29,Optimized Armor Usage,1,Research and Development,Mechatronics,0,0,0,0,0,0,0,0,0,0,5000,3
30,Optimized Shield Usage,2,Research and Development,Mechatronics,0,0,0,0,0,0,0,0,0,0,8000,3
31,Optimized Weapon Usage,3,Tactics,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,3
32,Reactor Expansion,1,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,3
33,Remote Armor Repair,2,Research and Development,Mechatronics,19,0,0,0,0,4,0,0,0,0,8000,3
34,Shield Technology,2,Research and Development,Heavy Industry,30,0,0,0,0,4,0,0,0,0,8000,3
35,Accelerated Reloading,1,Heavy Industry,Mechatronics,42,0,0,0,0,1,0,0,0,0,5000,4
36,Advanced Kinematics,3,Tactics,Mechatronics,42,38,0,0,0,3,5,0,0,0,14000,4
37,Advanced Magnetostatics,4,Tactics,Mechatronics,42,39,0,0,0,3,5,0,0,0,24000,4
38,Advanced Optics,4,Tactics,Mechatronics,42,40,0,0,0,3,5,0,0,0,24000,4
39,Basic Kinematics,2,Tactics,Mechatronics,42,0,0,0,0,1,0,0,0,0,8000,4
40,Basic Magnetostatics,3,Tactics,Mechatronics,42,0,0,0,0,1,0,0,0,0,14000,4
41,Basic Optics,3,Tactics,Mechatronics,42,0,0,0,0,1,0,0,0,0,14000,4
42,Critical Hit,6,Tactics,Mechatronics,42,0,0,0,0,5,0,0,0,0,60000,4
43,General Firing,1,Tactics,Mechatronics,0,0,0,0,0,0,0,0,0,0,5000,4
44,Improved Falloff,1,Tactics,Mechatronics,0,0,0,0,0,0,0,0,0,0,5000,4
45,Precision Firing,3,Tactics,Mechatronics,42,0,0,0,0,3,0,0,0,0,14000,4
46,Rapid-Firing,3,Mechatronics,Research and Development,42,0,0,0,0,3,0,0,0,0,14000,4
47,Target Analysis,4,Tactics,Mechatronics,42,0,0,0,0,3,0,0,0,0,24000,4
48,Tracking,3,Tactics,Research and Development,42,0,0,0,0,3,0,0,0,0,14000,4
49,Advanced Intensive Manufacturing,3,Research and Development,Heavy Industry,55,0,0,0,0,4,0,0,0,0,14000,5
50,Advanced Mass Production,7,Heavy Industry,Research and Development,76,56,0,0,0,3,5,0,0,0,88000,5
51,Advanced Patent Development,2,Research and Development,Heavy Industry,76,57,0,0,0,4,4,0,0,0,8000,5
52,Advanced Repair Technologies,3,Heavy Industry,Mechatronics,58,0,0,0,0,5,0,0,0,0,14000,5
53,Advanced Weapon Production,7,Research and Development,Mechatronics,27,76,59,0,0,3,3,4,0,0,88000,5
54,Assault Robot Production,6,Research and Development,Mechatronics,27,76,98,0,0,3,3,4,0,0,60000,5
55,Basic Intensive Manufacturing,1,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,5
56,Basic Mass Production,5,Heavy Industry,Research and Development,76,0,0,0,0,3,0,0,0,0,88000,5
57,Basic Patent Development,1,Research and Development,Heavy Industry,76,0,0,0,0,4,0,0,0,0,5000,5
58,Basic Repair Technologies,1,Heavy Industry,Mechatronics,0,0,0,0,0,0,0,0,0,0,5000,5
59,Basic Weapon Production,5,Research and Development,Mechatronics,27,76,0,0,0,3,3,0,0,0,39000,5
60,Expert Intensive Manufacturing,5,Research and Development,Heavy Industry,55,49,0,0,0,4,4,0,0,0,39000,5
61,Expert Mass Production,9,Heavy Industry,Research and Development,76,56,50,0,0,3,5,5,0,0,170000,5
62,Expert Patent Development,3,Research and Development,Heavy Industry,76,57,51,0,0,4,4,4,0,0,14000,5
63,Expert Repair Technologies,5,Heavy Industry,Mechatronics,58,52,0,0,0,5,5,0,0,0,39000,5
64,Expert Weapon Production,9,Research and Development,Mechatronics,27,76,59,53,0,3,3,4,4,0,170000,5
65,Firearm Technology,5,Heavy Industry,Research and Development,76,56,0,0,0,3,3,0,0,0,39000,5
66,Heavy Mech Production,8,Research and Development,Mechatronics,27,76,98,54,72,3,3,4,4,4,124000,5
67,Laser Technology,6,Heavy Industry,Research and Development,76,56,0,0,0,5,5,0,0,0,60000,5
68,Logistics Specialization,5,Politics,Mechatronics,94,0,0,0,0,5,0,0,0,0,39000,5
69,Magnetic Technology,6,Heavy Industry,Research and Development,76,56,0,0,0,5,5,0,0,0,60000,5
70,Massive Machinery Production,1,Research and Development,Economics,0,0,0,0,0,0,0,0,0,0,5000,5
71,Massive Research,1,Research and Development,Economics,0,0,0,0,0,0,0,0,0,0,5000,5
72,Mech Production,7,Research and Development,Mechatronics,27,76,98,54,0,3,3,4,4,0,88000,5
73,Missile Technology,6,Heavy Industry,Research and Development,76,56,0,0,0,5,5,0,0,0,60000,5
74,Recycling,3,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,5
75,Refining,3,Heavy Industry,Economics,0,0,0,0,0,0,0,0,0,0,14000,5
76,Research,1,Research and Development,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,5
77,Light Robot Production,5,Research and Development,Mechatronics,27,76,0,0,0,3,3,0,0,0,39000,5
78,Advanced Squad Leadership,5,Politics,Tactics,83,0,0,0,0,5,0,0,0,0,39000,6
79,Aligned Assault,4,Politics,Tactics,83,0,0,0,0,5,0,0,0,0,24000,6
80,Aligned Defense,3,Politics,Heavy Industry,83,0,0,0,0,4,0,0,0,0,14000,6
81,Aligned Exploitation,3,Politics,Heavy Industry,83,0,0,0,0,2,0,0,0,0,14000,6
82,Aligned Navigation,3,Politics,Tactics,83,0,0,0,0,3,0,0,0,0,14000,6
83,Aligned Sensor Usage,3,Politics,Mechatronics,83,0,0,0,0,4,0,0,0,0,14000,6
84,Basic Squad Leadership,2,Politics,Economics,0,0,0,0,0,0,0,0,0,0,8000,6
85,Network Electronics,5,Politics,Mechatronics,83,0,0,0,0,4,0,0,0,0,39000,6
86,Advanced Ballistics,4,Tactics,Mechatronics,88,86,0,0,0,3,3,0,0,0,24000,7
87,Basic Ballistics,3,Tactics,Mechatronics,88,0,0,0,0,1,0,0,0,0,14000,7
88,Complex Missile Launch,3,Mechatronics,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,7
89,Missile Launch,1,Tactics,Mechatronics,0,0,0,0,0,0,0,0,0,0,5000,7
90,Seismics,3,Tactics,Heavy Industry,0,0,0,0,0,0,0,0,0,0,14000,7
91,Law Status Improvement,8,Economics,Mechatronics,94,0,0,0,0,3,0,0,0,0,124000,8
92,Advanced Parallel Assignments,5,Economics,Politics,91,0,0,0,0,5,0,0,0,0,39000,8
93,Basic Parallel Assignments,3,Economics,Politics,0,0,0,0,0,0,0,0,0,0,14000,8
94,Bounty Hunting,5,Economics,Tactics,94,12,0,0,0,3,1,0,0,0,39000,8
95,Confidential Status Improvement,8,Politics,Economics,94,96,0,0,0,4,4,0,0,0,124000,8
96,Diplomacy,4,Economics,Mechatronics,0,0,0,0,0,0,0,0,0,0,24000,8
97,Diplomatic Specialization,5,Economics,Politics,94,0,0,0,0,5,0,0,0,0,39000,8
98,Headhunter Bonus,4,Politics,Economics,94,0,0,0,0,4,0,0,0,0,24000,8
99,Industrial Specialization,5,Economics,Heavy Industry,94,0,0,0,0,3,0,0,0,0,39000,8
100,Research Specialization,5,Economics,Research and Development,0,0,0,0,0,0,0,0,0,0,39000,8
101,Tactics Specialization,5,Politics,Tactics,94,0,0,0,0,4,0,0,0,0,39000,8
102,Spec. Ops. Robot Piloting,8,Mechatronics,Tactics,0,0,0,0,0,0,0,0,0,0,124000,9
103,Advanced Robotics,7,Tactics,Research and Development,104,0,0,0,0,4,0,0,0,0,88000,9
104,Basic Robotics,5,Tactics,Research and Development,0,0,0,0,0,0,0,0,0,0,88000,9
105,Expert Robotics,9,Tactics,Research and Development,103,104,0,0,0,4,4,0,0,0,170000,9
106,Industrial Robot Piloting,8,Heavy Industry,Mechatronics,0,0,0,0,0,0,0,0,0,0,124000,9
107,Navigation,1,Tactics,Research and Development,0,0,0,0,0,0,0,0,0,0,5000,9
108,Nuimqol Robot Piloting,8,Tactics,Mechatronics,0,0,0,0,0,0,0,0,0,0,124000,9
109,Pelistal Robot Piloting,8,Tactics,Mechatronics,0,0,0,0,0,0,0,0,0,0,124000,9
110,Thelodica Robot Piloting,8,Tactics,Mechatronics,0,0,0,0,0,0,0,0,0,0,124000,9
111,Accounting,1,Economics,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,10
112,Advanced Marketing,2,Economics,Heavy Industry,114,0,0,0,0,8,0,0,0,0,8000,10
113,Advanced Purchasing,3,Economics,Heavy Industry,115,0,0,0,0,8,0,0,0,0,14000,10
114,Basic Marketing,1,Economics,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,10
115,Basic Purchasing,1,Economics,Heavy Industry,0,0,0,0,0,0,0,0,0,0,5000,10
116,Expert Marketing,4,Economics,Heavy Industry,114,112,0,0,0,8,4,0,0,0,24000,10
117,Expert Purchasing,4,Economics,Heavy Industry,115,113,0,0,0,8,4,0,0,0,24000,10
118,Tax Reduction,1,Heavy Industry,Economics,0,0,0,0,0,0,0,0,0,0,5000,10
119,Advanced Geology,4,Heavy Industry,Research and Development,122,0,0,0,0,4,0,0,0,0,24000,11
120,Advanced Intensive Mining,4,Heavy Industry,Research and Development,123,0,0,0,0,4,0,0,0,0,24000,11
121,Basic Geochemistry,3,Heavy Industry,Research and Development,8,0,0,0,0,2,0,0,0,0,24000,11
122,Basic Geology,3,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,11
123,Basic Intensive Mining,3,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,11
124,Economic Industrial Engineering,1,Heavy Industry,Research and Development,31,0,0,0,0,4,0,0,0,0,5000,11
125,Efficient Harvesting,4,Heavy Industry,Heavy Industry,0,0,0,0,0,0,0,0,0,0,24000,11
126,Efficient Mining,4,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,24000,11
127,Expert Intensive Mining,5,Heavy Industry,Research and Development,123,120,0,0,0,4,5,0,0,0,39000,11
128,Extensive Agriculture,3,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,11
129,Extensive Epriton Mining,5,Heavy Industry,Mechatronics,134,0,0,0,0,5,0,0,0,0,39000,11
130,Extensive HDT Exploitation,5,Heavy Industry,Research and Development,134,0,0,0,0,5,0,0,0,0,39000,11
131,Extensive Helioptris Harvesting,3,Heavy Industry,Mechatronics,128,0,0,0,0,5,0,0,0,0,14000,11
132,Extensive Imentium Mining,5,Heavy Industry,Mechatronics,134,0,0,0,0,5,0,0,0,0,39000,11
133,Extensive Liquizit Mining,5,Heavy Industry,Mechatronics,134,0,0,0,0,5,0,0,0,0,39000,11
134,Extensive Mining,3,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,11
135,Extensive Prismocitae Harvesting,3,Heavy Industry,Mechatronics,128,0,0,0,0,5,0,0,0,0,14000,11
136,Extensive Stermonit Mining,5,Heavy Industry,Mechatronics,134,0,0,0,0,5,0,0,0,0,39000,11
137,Extensive Titan Mining,5,Heavy Industry,Research and Development,134,0,0,0,0,5,0,0,0,0,39000,11
138,Extensive Triandlus Harvesting,3,Heavy Industry,Mechatronics,128,0,0,0,0,5,0,0,0,0,14000,11
139,Intensive Agriculture,3,Heavy Industry,Research and Development,0,0,0,0,0,0,0,0,0,0,14000,11
140,Intensive Epriton Mining,5,Heavy Industry,Mechatronics,123,0,0,0,0,5,0,0,0,0,39000,11
141,Intensive HDT Exploitation,5,Heavy Industry,Mechatronics,123,0,0,0,0,5,0,0,0,0,39000,11
142,Intensive Helioptris Harvesting,3,Heavy Industry,Mechatronics,139,0,0,0,0,5,0,0,0,0,14000,11
143,Intensive Imentium Mining,5,Heavy Industry,Mechatronics,123,0,0,0,0,5,0,0,0,0,39000,11
144,Intensive Liquizit Mining,5,Heavy Industry,Mechatronics,123,0,0,0,0,5,0,0,0,0,39000,11
145,Intensive Prismocitae Harvesting,3,Heavy Industry,Mechatronics,139,0,0,0,0,5,0,0,0,0,14000,11
146,Intensive Stermonit Mining,5,Heavy Industry,Mechatronics,123,0,0,0,0,5,0,0,0,0,39000,11
147,Intensive Titan Mining,5,Heavy Industry,Research and Development,123,0,0,0,0,5,0,0,0,0,39000,11
148,Intensive Triandlus Harvesting,3,Heavy Industry,Mechatronics,139,0,0,0,0,5,0,0,0,0,14000,11
149,Optimized Industrial Engineering,3,Research and Development,Heavy Industry,134,0,0,0,0,4,0,0,0,0,14000,11,

If someone else wants to verify that the prerequisite data is correct, you're welcome to.

Here's the next one (don't know the character limit, so not putting all of them in one post)

ExtensionDescriptions.csv:

1,"Advanced Corporation Management","Only CEOs can use this extension. Each level of this extension raises the maximum number of employable Agents by additional 20."
2,"Basic Corporation Management","Only CEOs can use this extension. Each level of this extension raises the maximum number of employable Agents by additional 5."
3,"Corporation Accounting","Only CEOs can use this extension. Each level of this extension reduces the financial expenses of your corporation by additional 3%."
4,"Expert Corporation Management","Only CEOs can use this extension. Each level of this extension raises the maximum number of employable Agents by additional 100."
5,"Relationship Improvement","Only CEOs can use this extension. Each level of this extension raises the maximum number of employable Agents of another Megacorporation by additional 10%."
6,"Accelerated Target Locking","Each level of this extension reduces the target locking time by additional 5%."
7,"Complex Jamming Electronics","Each level of this extension raises the efficiency of ECMs by additional 3%."
8,"Data Processing","Each level of this extension raises the CPU performance of your robots by additional 3%."
9,"Demobilization","Each level of this extension raises the efficiency of demobilizers by additional 5%."
10,"Jamming Electronics","Each level of this extension raises the performance of ECMs by additional 3%."
11,"Long Distance Electronic Warfare","Each level of this extension raises the optimal range of electronic warfare modules by additional 3%."
12,"Long Range Targeting","Each level of this extension raises the optimal range of your robots' targeting computer by additional 5%."
13,"Optimized Electronics","Each level of this extension reduces the CPU usage of electronic warfare modules by additional 3%."
14,"Remote Sensor Boosting","Each level of this extension reduces the accumulator usage of remote sensor boosters by additional 5%."
15,"Sensor Connection","Each level of this extension raises the performance of remote sensor boosters and sensor suppressors by additional 5%."
16,"Sensor Suppressing","Each level of this extension raises the efficiency of sensor suppressors by additional 5%."
17,"Targeting","Each level of this extension raises your robots' targeting computer capacity by additional 1."
18,"Accumulator Expansion","Each level of this extension raises the maximum capacity of your robots' accumulator by additional 3%."
19,"Armor Repair","Each level of this extension reduces the cycle time of armor repairers by additional 5%."
20,"Complex Mechanics","Each level of this extension raises your robots' hit points (HP) by additional 5%."
21,"Economical Armor Usage","Each level of this extension reduces the reactor usage of '''armor plates, armor hardeners, armor repairers, remote armor repairers and armor repairer tunings''' by additional 3%."
22,"Economical Weapon Usage","Each level of this extension reduces the reactor usage of weapons by additional 3%."
23,"Efficient Energy Transfer","Each level of this extension reduces the accumulator usage of energy transferers by additional 5%."
24,"Efficient Shield Usage","Each level of this extension reduces the reactor usage of shield generators by additional 3%."
25,"Energy Management","Each level of this extension reduces the recharge time of the accumulator by additional 3%."
26,"Indirect Reactor Expansion","Each level of this extension reduces the CPU usage of reactor upgrades by additional 3%."
27,"Mechanics","Each level of this extension raises your robots' hit points (HP) by additional 2%."
28,"Optimized Armor Usage","Each level of this extension reduces the CPU usage of '''armor plates, armor hardeners, armor repairers, remote armor repairers and armor repairer tunings''' by additional 3%."
29,"Optimized Shield Usage","Each level of this extension reduces the accumulator usage of shield generators by additional 5%."
30,"Optimized Weapon Usage","Each level of this extension reduces the CPU usage of weapons by additional 3%."
31,"Reactor Expansion","Each level of this extension raises the reactor performance of your robots by additional 3%."
32,"Remote Armor Repair","Each level of this extension reduces the accumulator usage of remote armor repairers by additional 3%."
33,"Shield Technology","Each level of this extension raises the shields' absorbtion ratio by additional 3%."
34,"Accelerated Reloading","Each level of this extension reduces the time needed for reloading ammo and charges by additional 5%."
35,"Advanced Kinematics","Each level of this extension raises the firepower of medium firearms by additional 3%."
36,"Advanced Magnetostatics","Each level of this extension raises the firepower of medium magnetic weapons by additional 3%."
37,"Advanced Optics","Each level of this extension raises the firepower of medium lasers by additional 3%."
38,"Basic Kinematics","Each level of this extension raises the firepower of light firearms by additional 3%."
39,"Basic Magnetostatics","Each level of this extension raises the firepower of light magnetic weapons by additional 3%."
40,"Basic Optics","Each level of this extension raises the firepower of light lasers by additional 3%."
41,"Critical Hit","Each level of this extension raises the chance of causing a critical hit by additional 1%."
42,"General Firing","Each level of this extension raises the rate of fire of all turrets by additional 1%."
43,"Improved Falloff","Each level of this extension raises the maximum range of turrets' falloff by additional 3%."
44,"Precision Firing","Each level of this extension reduces the hit dispersion of all turrets by additional 3%."
45,"Rapid-Firing","Each level of this extension raises the rate of fire of all turrets by additional 3%."
46,"Sharpshooting","Each level of this extension raises the optimal range of all turrets by additional 3%."
47,"Target Analysis","Each level of this extension raises the damage of all turrets by additional 1%."
48,"Tracking","Each level of this extension raises the tracking speed of your robots by additional 3%."
49,"Advanced Intensive Manufacturing","Each level of this extension reduces the manufacture time of factory processes by additional 2%."
50,"Advanced Mass Production","Each level of this extension reduces the commodity requirements of manufacturing by additional 1%."
51,"Advanced Patent Development","Each level of this extension reduces the time needed for patent development and license request by additional 2%."
52,"Advanced Repair Technologies","Each level of this extension reduces the wage of the Repair shop by additional 2%."
53,"Advanced Weapon Production","Installing the first level of this extension enables the production of medium weapons. Every further level raises their manufacturing speed by additional 3%."
54,"Assault Robot Production","1st level enables manufacturing of assault robots In addition, each level of the extension reduces time needed for assault robot manufacturing by additional 3%."
55,"Basic Intensive Manufacturing","Each level of this extension reduces the manufacture time of factory processes by additional 2%."
56,"Basic Mass Production","Each level of this extension reduces the commodity requirements of manufacturing by additional 1%."
57,"Basic Patent Development","Each level of this extension reduces the time needed for patent development and license request by additional 2%."
58,"Basic Repair Technologies","Each level of this extension reduces the wage of the Repair shop by additional 1%."
59,"Basic Weapon Production","Installing the first level of this extension enables the production of light weapons. Every further level raises their manufacturing speed by additional 3%."
60,"Expert Intensive Manufacturing","Each level of this extension reduces the manufacture time of factory processes by additional 2%."
61,"Expert Mass Production","Each level of this extension reduces the quantity of required components of all manufacturing processes by additional 1%."
62,"Expert Patent Development","Each level of this extension reduces the time required to develop patents and to apply for licenses by additional 3%."
63,"Expert Repair Technologies","Each level of this extension reduces the wage of the Repair shop by additional 2%."
64,"Expert Weapon Production","Installing the first level of this extension enables the production of large weapons. Every further level raises their manufacturing speed by additional 3%."
65,"Firearm Technology","Each level of this extension reduces the quantity of required components of firearm manufacturing by additional 5%."
66,"Heavy Mech Production","1st level enables manufacturing of heavy mechs  In addition, each level of the extension reduces time needed for heavy mech manufacturing by additional 3%."
67,"Laser Technology","Each level of this extension reduces the quantity of required components of lasers and laser-specialized robots by additional 2%."
68,"Light Robot Production","1st level enables manufacturing of light robots  In addition, each level of the extension reduces time needed for light robot manufacturing by additional 3%."
69,"Magnetic Technology","Each level of this extension reduces the quantity of required components of magnetic weapons and magnetic-specialized robots by additional 2%."
70,"Massive Machinery Production","Each level of this extension raises the maximium load of the factory by additional 1."
71,"Massive Research","Each level of this extension raises the maximium load of the engineering facility by additional 1."
72,"Mech Production","1st level''' enables manufacturing of mechs  In addition, each level of the extension reduces time needed for mech manufacturing by additional 3%."
73,"Missile Technology","Each level of this extension reduces the quantity of required components of missile launchers and missile-specialized robots by additional 2%."
74,"Recycling","Each level of this extension raises the material efficiency of recycling by additional 5%."
75,"Refining","Each level of this extension raises the efficiency of raw materials' refinement by additional 3%."
76,"Research","Each level of this extension reduces the time required to apply for licenses by additional 5%."
77,"Advanced Squad Leadership","Each level of this extension raises the maximum squad size by additional 1."
78,"Aligned Assault","Only squad leaders can use this extension.  Each level of this extension raises the turret firing range of your squad's members by additional 2%."
79,"Aligned Defense","Only squad leaders can use this extension.  Each level of this extension raises the armor of your squad's members by additional 2%."
80,"Aligned Exploitation",".Only squad leaders can use this extension.  Each level of this extension reduces the mining and harvesting cycle time of your squad's members by additional 2%."
81,"Aligned Navigation","Only squad leaders can use this extension.  Each level of this extension raises the top speed of your squad's members by additional 2%."
82,"Aligned Sensor Usage","Only squad leaders can use this extension.  Each level of this extension raises the optimal range of your squad's members' targeting computer by additional 2%."
83,"Basic Squad Leadership","Only squad leaders can use this extension.  Each level of this extension raises the number of Agents, who are entitled to receive bonuses in your squad by additional 2.  In case the headcount exceeds the bonus limit, none of the members will get any bonus."
84,"Network Electronics","Each level of this extension raises the commanding module bonus multiplier by 1 more."
85,"Advanced Ballistics","Each level of this extension raises the firepower of medium missile launchers by additional 3%."
86,"Basic Ballistics","Each level of this extension raises the firepower of light missile launchers by additional 3%."
87,"Complex Missile Launch","Each level of this extension reduces the cycle time of missile launchers by additional 3%."
88,"Missile Launch","Each level of this extension reduces the cycle time of missile launchers by additional 1%."
89,"Seismics","Each level of this extension reduces the explosion size of missiles by additional 5%, causing a larger damage on small targets with small surface hit size."
90,"Advanced Parallel Assignments","Each level of this extension allows you to accept 2 more mission(s) parallelly."
91,"Basic Parallel Assignments","Each level of this extension allows you to accept 1 more mission(s) parallelly."
92,"Bounty Hunting","Each level of this extension raises the amount of reward money for killing NPCs by additional 3%."
93,"Confidential Status Improvement","Each level of this extension raises the amount of confidential points received for completed missions by additional 5%."
94,"Diplomacy","Each level of this extension raises the proportion of relation improvement towards the contractor corporation by additional 3% by each successfully completed assignment, and the standing will decline 3% slower if you do harm to the corporation."
95,"Diplomatic Specialization","Each level of this extension raises the amount of gained money and confidential points for succesfully completed diplomatic missions by additional 2%."
96,"Headhunter Bonus","Each level of this extension raises the amount of money earned with completed missions by additional 5%."
97,"Industrial Specialization","Each level of this extension raises the amount of gained money and confidential points for succesfully completed industry missions by additional 2%."
98,"Law Status Improvement","Each level of this extension reduces the law status decline by 2% if you break the law, and also raises the improvement rate of law status by 2% if you take out native robots."
99,"Logistics Specialization","Each level of this extension raises the amount of gained money and confidential points for succesfully completed logistics missions by additional 2%."
100,"Research Specialization","Each level of this extension raises the amount of gained money and confidential points for succesfully completed research missions by additional 2%."
101,"Tactics Specialization","Each level of this extension raises the amount of gained money and confidential points for succesfully completed combat missions by additional 2%."
102,"Advanced Robotics","1st level enables piloting of mechs  4th level enables piloting of heavy mechs    In addition, each level of the extension multiplies the bonuses of mechs and heavy mechs by the number of the level."
103,"Basic Robotics","1st level enables piloting of mechs    4th level enables piloting of heavy mechs    In addition, each level of the extension multiplies the bonuses of mechs and heavy mechs by the number of the level."
104,"Expert Robotics","1st level enables piloting of destroyers In addition, each level of the extension multiplies the bonuses of destroyers by the number of the level."
105,"Industrial Robot Piloting","Installing the extension enables piloting of robots designed by the Nian Industrial Federation. 1st level - light robots  2nd level - assault robots  3rd level - mechs  4th level - heavy mechs  5th level - destroyers"
106,"Navigation","Each level of this extension raises the top speed of your robots by additional 3%."
107,"Nuimquol Robot Piloting","Installing the extension enables piloting of robots designed by the Nuimqol Union. 1st level - light robots  2nd level - assault robots  3rd level - mechs  4th level - heavy mechs  5th level - destroyers"
108,"Pelistal Robot Piloting","Installing the extension enables piloting of robots designed by the Pelistal Empire.    1st level - light robots  2nd level - assault robots  3rd level - mechs  4th level - heavy mechs  5th level - destroyers"
109,"Spec. Ops. Robot Piloting","Installing the extension enables piloting of robots specialized in electronic warfare.  1st level - light robots  2nd level - assault robots  3rd level - mechs  4th level - heavy mechs  5th level - destroyers"
110,"Thelodica Robot Piloting","Installing the extension enables piloting of robots designed by the Thelodica Clan.    1st level - light robots    2nd level - assault robots    3rd level - mechs    4th level - heavy mechs    5th level - destroyers"
111,"Accounting","Each level of this extension reduces the transaction fee when using the market by additional 5%."
112,"Advanced Marketing","Each level of this extension raises the maximum number of postable sell orders on the market by additional 5."
113,"Advanced Purchasing","Each level of this extension raises the maximum number of postable buy orders on the market by additional 5."
114,"Basic Marketing","Each level of this extension raises the maximum number of postable sell orders on the market by additional 1."
115,"Basic Purchasing","Each level of this extension raises the maximum number of postable buy orders on the market by additional 1."
116,"Expert Marketing","Each level of this extension raises the maximum number of postable sell orders on the market by additional 50."
117,"Expert Purchasing","Each level of this extension raises the maximum number of postable buy orders on the market by additional 50."
118,"Tax Reduction","Each level of this extension reduces the value added tax when selling an item on the market by additional 1%."
119,"Advanced Geology","Each level of this extension raises the scanned area of tile-based geoscanner charges by additional 5%."
120,"Advanced Intensive Mining","Each level of this extension extends the rate of mineral exploitation by additional 2%."
121,"Basic Geochemistry","Each level of this extension raises the accuracy of both the area and tile-based geoscanning by additional  3%.."
122,"Basic Geology","Each level of this extension raises the scanned area of tile-based geoscanner charges by additional 5%."
123,"Basic Intensive Mining","Each level of this extension extends the rate of mineral exploitation by additional 1%."
124,"Economic Industrial Engineering","Each level of this extension reduces the reactor usage of miner and harvester modules by additional 3%."
125,"Efficient Harvesting","Each level of this extension reduces the accumulator usage of harvesters by additional 3%."
126,"Efficient Mining","Each level of this extension reduces the accumulator usage of miner modules by additional 3%."
127,"Expert Intensive Mining","Each level of this extension extends the rate of mineral exploitation by additional 2%."
128,"Extensive Agriculture","Each level of this extension raises the amount of all harvested domesticated plants in each cycle by additional 2% per cycle."
129,"Extensive Epriton Mining","Each level of this extension raises the amount of exploited epriton in each cycle by additional 3% per cycle."
130,"Extensive HDT Exploitation","Each level of this extension raises the amount of exploited HDT in each cycle by additional 3% per cycle."
131,"Extensive Helioptris Harvesting","Each level of this extension raises the amount of harvested helioptris in each cycle by additional 3% per cycle."
132,"Extensive Imentium Mining","Each level of this extension raises the amount of exploited imentium in each cycle by additional 3% per cycle."
133,"Extensive Liquizit Mining","Each level of this extension raises the amount of exploited liquizit in each cycle by additional 3% per cycle."
134,"Extensive Mining","Each level of this extension raises the amount of all exploited raw material in each cycle by additional 1% per cycle."
135,"Extensive Prismocitae Harvesting","Each level of this extension raises the amount of harvested prismocitae in each cycle by additional 3% per cycle."
136,"Extensive Stermonit Mining","Each level of this extension raises the amount of exploited stermonit in each cycle by additional 3% per cycle."
137,"Extensive Titan Mining","Each level of this extension raises the amount of exploited titan ore in each cycle by additional 3% per cycle."
138,"Extensive Triandlus Harvesting","Each level of this extension raises the amount of harvested triandlus in each cycle by additional 3% per cycle."
139,"Intensive Agriculture","Each level of this extension reduces the cycle time of domesticated plant harvesting by additional 2%."
140,"Intensive Epriton Mining","Each level of this extension reduces the cycle time of epriton exploitation by additional 3%."
141,"Intensive HDT Exploitation","Each level of this extension reduces the cycle time of HDT exploitation by additional 3%."
142,"Intensive Helioptris Harvesting","Each level of this extension reduces the cycle time of helioptris harvesting by additional 3%."
143,"Intensive Imentium Mining","Each level of this extension reduces the cycle time of imentium exploitation by additional 3%."
144,"Intensive Liquizit Mining","Each level of this extension reduces the cycle time of liquizit exploitation by additional 3%."
145,"Intensive Prismocitae Harvesting","Each level of this extension reduces the cycle time of prismocitae harvesting by additional 3%."
146,"Intensive Stermonit Mining","Each level of this extension reduces the cycle time of stermonit exploitation by additional 3%."
147,"Intensive Titan Mining","Each level of this extension reduces the cycle time of titan ore exploitation by additional 3%."
148,"Intensive Triandlus Harvesting","Each level of this extension reduces the cycle time of triandlus harvesting by additional 3%."
149,"Optimized Industrial Engineering","Each level of this extension reduces the CPU usage of miner and harvester modules by additional 3%."

Note: triple-quotes and Help links have been removed from those descriptions, as well as any line feeds.

Okay, here are the contents of the first two files. To import them into PerpetuumCalc, save all four files into scripts/csvdata under the top level of the svn checkout.

Attributes.csv:

1,"Tactics"
2,"Mechatronics"
3,"Heavy Industry"
4,"Research and Development"
5,"Politics"
6,"Economics"

ExtensionCategories.csv:

1,"Corporation Management"
2,"Electronics"
3,"Engineering"
4,"Turret Usage"
5,"Industry"
6,"Leadership"
7,"Missile Usage"
8,"Relations"
9,"Robot Piloting"
10,"Commerce"
11,"Mineral Extraction"

Okay, with the current version, it's now possible to import CSV data to populate the skills/attributes/categories/prerequisites. This is an intermediate step to an actual extensible format - the ExtensionsDB.csv format has a hard limit on extension prerequisites of 5, which will need to come out. Of course, the limits of CSV make any combined format limited. Since I haven't seen any response to the distribution question, I'll post the contents of these here, so Avatar Creations can pull them easily if they don't want the data distributed.

The importer also now compares, validates, and reconciles the data from the CSV files before/while importing.
The importer, csv_import.pl, currently uses 4 files to store the data - formats as follows:

Attributes.csv:

id,description

This file holds the attributes and their associated IDs.

Example line:

1,"Tactics"

ExtensionCategories.csv

id,description

This file holds the extension categories and IDs.

Example line:

1,"Corporation Management"

ExtensionDescriptions.csv

id,extension_name,description

This is also the canonical mapping of extension ID to extension name - if the corresponding name does not match in ExtensionsDB.csv, the import will error out, listing the mismatch. If the ID is incorrect in ExtensionsDB.csv, it will be updated during the import, as will the prerequisite data.

Example line:

1,"Advanced Corporation Management","Only CEOs can use this extension. Each level of this extension raises the maximum number of employable Agents by additional 20."

Note - this format will change as I normalize out the effects data from the extensions table, and start generating the descriptions on the fly.

ExtensionsDB.csv

extension_id, extension_name, difficulty,primary_attribute,secondary_attribute, prereq_id 1, 2, 3, 4, 5, prereq_level 1, 2, 3, 4, 5,cost, category

This format is based on the SkillsDB.txt from Dave's Skills Calculator, but converted to be a CSV format with one entry per line. Since a number of the IDs in SkillsDB.txt didn't match either the order in game or Mizpah's alphabetical-in-categories order, I had the importer reconcile them against my (then) skills table, which is ordered by in-game display order, though that's also arbitrary - reference by text is the portable method until we get a database dump.
The contents here still have the mismatched IDs for extension and prerequisite, as they're being fixed by the importer. Spelling errors and incorrect/misspelled attributes have been corrected - I used the in-game spelling, capitalized each word in the extension name, except for HDT, which is all-caps. 

Once I create an ImportExport controller, it'll be possible to generate a variety of formats, including this one, on the fly from a running database. I'll update the ExtensionsDB.csv contents here at that point.

Example line:

1,Advanced Corporation Management,3,Economics,Politics,2,0,0,0,0,5,0,0,0,0,14000,1

All of these will be superseded by an XML or JSON format to make export/import/processing easier.

9

(34 replies, posted in Guides and Resources)

I've got code now that imports skill data from CSV files, reconciles the description skill names with the skill names/IDs in the existing files, and runs a series of observed skill point cost tests against that data. I've found a handful of bugs in the SkillsDB.txt, and I've got a corrected SkillsDB.csv and SkillDescriptions.csv, as well as an Attributes.csv and SkillCategories.csv .

I have used the "all words capitalized" version of the skill names, just in the interest of standardizing. Where spelling disagreed between my typed version and others, I've gone with the in-game spelling (it uses the American "Defense" instead of the UK/Commonwealth "Defence", etc).
I've also got one row per line instead of everything all together with just delimiters.

Since this forum is owned by Avatar Creations, hopefully they can say something yes or no, and I'll post the text CSV files in the PerpetuumCalc thread if they don't complain. That way, if they don't want it up, they can pull it easily, and it makes it easier for others to use the PerpetuumCalc and SkillCalculator and spreadsheet, and gets us all able to use the same data in order to ease bugfinding.

There are a handful of schema changes on the way, as well. I need to poke at a dev and see if someone will say "Yes, the SQL is okay to put up". or "No, don't do that.", particularly with the schema changes requiring database drop/recreate/restore.
I've already got the nonfree side working with the images in the Render Pack that NoMoreLies has up, and will probably move the import script over to the main package.

11

(28 replies, posted in Balancing)

Fumen wrote:

Part of the desire to test it is to find out what level of security there is and how difficult it is to 'break' this security. This is very likely a test that will need to be made when there's a couple hundred players available to do the attempts. As was pointed out, some of the larger mechs currently in game can have very high buffers. (currently as high as 5k+ hp with shields)

Yes. I'm also curious about some of the mechanics WRT the police towers and criminal behavior, and finding the edge cases. I wish we could get new Arkhes while owning other bots, as I sacrificed Jonas's in one test and can't request a replacement.

12

(28 replies, posted in Balancing)

Blackomen wrote:

No no no. You misunderstood me. I have "NO ISSUE WHATSOEVER" with ganking. So long as it is not profitable, and has to be done at a loss of NIC. I still want to be able to gank that guy smacktalking in chat. I do not however want it to become a source of income doing it. If you want to make cash killing others, then get into a pvp zone, pure and simple.

This is impossible to enforce, though, unless there is no drop of modules or cargo - in which case you've removed any reason to fight other than killboard stats and the satisfaction of blowing people up - it's now an expensive FPS with extra lag.

If there is loot - and it looks pretty sure that loot is a basic design tenet of this game - at some point, it *will* be profitable to gank someone - it's just a matter of doing the math.

Agent Joe Blow with an industrial bot full of researched patents and named gear hanging out under the police towers AFK? The only ways to make that multi-million or possibly billion-NIC score not economically rewarding are to refuse to allow attacks in the perfectly safe area, (which removes your smacktalker-ganking), guarantee that all cargo contents will be destroyed when a bot is destroyed (removing a large part of PvP motivation), or make all items free on the market, be they researched patents or gear (killing the industrialists' income stream).

However, it's also likely that Agent Joe Blow will be very unhappy, and will demand even more safety after his billion-NIC loss.

13

(28 replies, posted in Balancing)

DEV Zoom wrote:

It means it's up to you to decide whether it's a good idea to PvP where you are standing or not. But I'd rather not label it anything, the boundaries are fuzzy.

Thank you. I like that design philosophy. "You can do what you want, but sometimes there are consequences."

To reproduce:

Create a container by killing an NPC (or a PC, or by spawning one, I'd assume)

Lock the container using the hotkey or the icon. The same behavior happens if the container is primaried, but is less potentially-confusing.

Empty the container, causing it to despawn.

The "error" sound is played, and "No primary target!" is displayed when the non-primary target is lost.

This happens whether the container is primary or not, but either way, it seems that something like "Target lock lost" or "Targeted object not present" fits either situation, and there's a precedent for displaying a different error on lock loss in the the "too far" message.
Not high priority of course, but still unexpected behavior.

15

(8 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

3. Uhh yeah. The problem is you can't buy items or place orders remotely. Mixing up items that you can interact with and those you can't would be a bad idea I think.

I think that you can already guess the answer to that one, since we're here in Feature Discussion and Requests. smile

16

(32 replies, posted in Balancing)

Blackomen wrote:
Jonas Pharamond wrote:

I see your opinions and have heard them loudly expressed before, but suicide ganking is pretty much a nonissue for someone actively playing the game and not AFKing in an untanked hauler or Hulk. It's trivial to make an industrial a worthless target. Be aware of the risks and plan for them, just like in life.

Situational awareness is a basic requirement for playing a PvP game. Fly your ship, (or pilot your mech), or expect to take losses. Consensual-only PvP has little meaning.

Of course in the silly direction, there's always argumentum ad noobcomicum, though it's possible to see another side to the story.

Likewise I have seen your opinions and heard them yelled from the mountain tops also. Suicide ganking is every much an issue for active players as it is afkers. Your still thinking eve online. This is a different game with a very different system. Here if the police towers didn't nearly insta-kill, or the bots had paper thin armor, then ganking would be infinitely easier than eve. You can't pre-align and warp out in time just because you were paying attention. And consensual pvp has all the meaning in the world. You go and take over an island in a pvp area, and you are in consensual pvp. Shooting some guy that started 2 hours ago outside the station on new virginia is not meaningful at all. I have no belief that I can persuade you to see things clearly on this. As we both want the game to work the way "we" want it to. Still giving players the "option" to do pvp is always the best way to do things.

I am happy that even if we disagree pretty strongly, we're able to be civil about it. I don't think that ganking is that much easier here - it's just different. I am curious how the mods to reduce radar visibility will tweak that, though.

I think the actual workable result is somewhere between "anyone can gank anyone, and will", and "you can be perfectly safe if you do x, and no one can touch you". If you make completely safe areas, you also make it safe for all sorts of griefing that doesn't involve blowing stuff up.

A certain percentage of people will grief no matter what, and if you make someplace safe enough that it draws in people who don't take basic precautions, it becomes even more attractive, both due to prey and to annoyance at the rules. Look at Habbo Hotel or SL or Sims Online - all intended to be pretty safe, and all pretty heavily populated by organized griefing groups. The hardcore anti-griefing rules mostly add work for GMs rather than really making anything safe.

17

(28 replies, posted in Balancing)

Kveldulfson wrote:

Suicide ganking in Eve is an issue that does get debated a lot and as Fumen says it gets ugly often bringing out the worst of the forum trolls in droves.
And another example would be the Goonswarm Jihad where goonswarm pilots decided to target miners in high security systems and suicide gank their ships and did so killing hundreds of mining ships. Profit none, motivation who knows.

The motivation? Players (and farmers and sometmes bots) making tens of millions of ISK per hour solo in ships that are untanked while often being AFK, and believing that they were completely safe.

Plus, there's the added fun of a good multi-dimensional troll, offending not only the players that had their Hulks destroyed, but also the people (on all sides) that had such righteous anger as a result of the propaganda films (pretty well done, if offensive) that the Goons put up, as well as people with overwhelming religious anger (on all sides), and even those that were offended by their intentionally-misspelled chants in local.

The profit? Not much, but sometimes not too bad at all. If you looked at the Jihadswarm killboard, there were a number of those Hulks with some rather expensive fittings - you'll also notice that they were generally fit for maximum mining yield at the expense of tank.

18

(28 replies, posted in Balancing)

Fumen wrote:

On the major trade routes, it is quite frequent to see the remains of freighters at the jump gates and a major deployment of police ships.

This one I'll take issue with. Freighters, ganked *frequently* in >= 0.5 space, without a wardec, in the current game?

I want to see those common wrecks. In fact, I'll pop on and run the pipe Jita-Amarr and Jita-Hek and Jita-Rens later this evening, and I'll see if I can find any freighter wreck from a corporation that doesn't have an active wardec. It's possible, but it's also really not so trivial to pop even a tanked industrial, much less the freighter (for bulky items) or blockade runner/interceptor/covops (for expensive items, depending on size) that serious industrialists/traders should be using for transport.

(for non-Eve players, there was a short period of time where a freighter, which is the capital-size hauling ship used to move large quantities of goods in high-security space could be cost-effectively destroyed before CONCORD, the ingame security forces, destroyed the attackers because CONCORD would attack the player ships first and not their drones. After much outcry, CONCORD was made tougher, and it is now a rather serious undertaking to attempt to pop a freighter that's not at war in high-security space.)

19

(32 replies, posted in Balancing)

Kveldulfson wrote:
Blackomen wrote:
Fumen wrote:

you currently can't suicide gank even an arkhe.

And it should remain that way, suicide ganking was the dumbest thing in eve. If you want to kill and loot someone, get your ass into a pvp zone, where the target can shoot or evade you.

I agree with this

I see your opinions and have heard them loudly expressed before, but suicide ganking is pretty much a nonissue for someone actively playing the game and not AFKing in an untanked hauler or Hulk. It's trivial to make an industrial a worthless target. Be aware of the risks and plan for them, just like in life.

Situational awareness is a basic requirement for playing a PvP game. Fly your ship, (or pilot your mech), or expect to take losses. Consensual-only PvP has little meaning.

Of course in the silly direction, there's always argumentum ad noobcomicum, though it's possible to see another side to the story.

Well, if it's intentional, the error message might better be "No Target Selected", rather than "No Primary Target", as there's definitely a primary target set.

I'm fine with it being intentional behavior, and understand the reasoning, but it should probably say what's going on.

As to installing Catalyst, it depends on whether you're using Strawberry Perl on Windows, the builtin Perl on a *nix system, or the Perl on MacOS for your dev machine. Remember, it's dev code from a svn checkout, not a packaged installer, so you get to set up a dev environment. The checkout has .project and .includepath files so it sets up the project automatically in Eclipse/EPIC if you're checking out with Subclipse, though. It'll run on 5.8.8 or higher, as long as you've got the required modules. I use 5.8.8 on the Linux side (I develop for a CentOS-based system, so I stick with the released Perl version from upstream), and Strawberry Perl 5.10.1 on Vista.

If you're on Windows and using Strawberry Perl, go to the CPAN installer.  For a *nix or a Mac, do

# perl -MCPAN -e shell

. After you're at the cpan> prompt, doing

cpan>install Task::Catalyst::Tutorial

will get you most of the way there, though HTML::FormFu requires force at the moment, and I think there's one other module that fails the tests on Windows, IIRC. After you've got that installed, run

$ perl Build.PL

in the checkout, and it'll list a few more dependencies that aren't installed. I had more dependency issues with Cygwin, though the install process should be similar, and didn't even try messing with ActiveState. I'm not sure of the install process there, or if the full set of Catalyst .ppms are available with ActiveState.

Once the dependencies are installed, create a perpetuumcalc_dev database on PostgreSQL, and add the test role and pass from the README (you can change those as long as you change the config for the app). Load the base_schema.sql from the sql/ directory, and you're most of the way there.

(Optional - you can run the perl Build.PL and ./Build test actions here, to make sure that things work. The tests currently create test attributes and a test skill, though. You may want to get the tests working, then drop and recreate the database and reimport once they're working)


After installing the schema, create four files in script/csvdata/ , with the names and contents in the posts below.
From the scripts directory (yes, it has hardcoded relative paths at the moment - that will be fixed), run

perl -I../lib import_csv.pl

You should see a large amount of data scroll up the screen.

Then, do

$ perl Build.PL

and (on Windows)

PerpetuumCalc> Build.bat test

.
After that, running

script/perpetuum_server.pl

from the home directory of the checkout will bring up the app listening on port 3000. From there, going to http://localhost:3000/extensions will get you to the (empty) skill list. There's not a convenient front page yet (coming soon), but other useful links are http://localhost:3000/attributes, http://localhost:3000/extensioncategories, http://localhost:3000/agentinfo, http://localhost:3000/extensioncostdata and others. If the extension cost data is installed, which requires an agentinfo entry, you can validate the skill cost formula by running (from the root of the checkout)

prove -Ilib t/Formulas.t -v

or (on Windows)

perl -Ilib t/Formulas.t -v
Mizpah wrote:

Heya Jonas, I ve just been looking at sourceforge - its not clear to me what the 'nonfree perprtuum data' is that you are talking about - is this somehow tied in with a commercial product, or freely available to the community ? If I am misisng somthing I apologise, but its not clear to me how to download, populate, test etc with the data I can currently see on the two pages referenced.

Well, Perpetuum is a commercial product, and none of us own things like the names of the extensions and the text or images that they generated. I can't put their data up for download without some sort of okay from them, as it's Avatar Creations' data.

Anything I've done is freely available, and Artistic licensed, which has some additional benefits in that you have explicit permission to subclass my classes in your own code with no licensing problem.

To get the code itself, the SVN checkout:

svn co https://perpetuumcalc.svn.sourceforge.net/svnroot/perpetuumcalc PerpetuumCalc 

works, and with Catalyst and the requirements that Build.PL tells you about when building, you'll have the basics and my code - but with no skills or corp data or player info.

I've got a package with the SQL for the skills, but I can't put it anywhere to distribute until there's some feedback about that from the devs - I'm not up to dealing with DMCA complaints, and don't want to make the devs angry, either. I'd asked a while back, but it's been eerily silent over in that thread.

DEV Zoom wrote:

Jonas: these guys obviously have no clue what you are talking about smile

Tested with normal and primary locks, both report a target not found error when the locked tile is not selected. Wrote a ticket.

Ahh, vindication!

I hope that the name's not too close to Vak0nd's PerpCalc - it's not intended to be. I'd already started it before I saw Vak0nd's app.

I'd posted this as a reply to the EP Spreadsheet topic, but it looks like it got eaten while the topic was being moved.

It's certainly not ready for the average user to use yet (or really as anything other than code to look at or contribute to), but I've got source up for a Catalyst app skeleton and a bit more on SourceForge.

[img]http://sourceforge.net/dbimage.php?id=242245[/img]

The goals are:

  • Agent extension planning

  • Agent information export/import in XML and/or JSON

  • Agent skill display, somewhat in the manner of the old inEve.net

  • Robot fitting, in the manner of EFT

  • Industrial/mining/recycling/trading calculation

  • Corporation and asset management(assuming we get a corp/wallet API)

  • Killboard, (assuming we get kill data)

Of course, it's nowhere near there at the moment, and some of those features may never be possible, like killboards - at the moment, it's flaky and developer-quality, with plenty of bugs and missing features - basically a database schema that's changing regularly with some CRUD on top of it.

However, it's Artistic licensed and should be a useful framework to build on. Catalyst, while it has a number of dependencies and takes a bit to get running, is a very nice framework - imagine RoR, but with the power of the CPAN. It'll run as a local web app as well as hosted, so you can keep your personal data personal. It's also easy to extend this app by simply extending the base classes. (makes sense to wait until the API stabilizes a bit, though...things are changing quickly)

Huge things not in there yet:

  • User auth and roles, though they're straightforward to add to a Catalyst app.

  • Friendly non-developer-oriented setup instructions. Basically, get Catalyst and PostgreSQL 8.4 running (on whichever platform you use - I've run it on CentOS 5.4 using my usual dev setup and on Vista using Strawberry Perl), check out the trunk, and run the tests.

  • Any Avatar Creations-owned text or images for extensions/robots/etc. That's not my data, so it's pending an okay for releasing that or an official package/db dump from Avatar Creations.


Also, the SourceForge page comes with MediaWiki and Trac (which also includes a wiki), so if someone's looking for a wiki for discussion of third-party apps, feel free. It's newly-added, so I'm still setting stuff up there.

25

(32 replies, posted in Balancing)

Kveldulfson wrote:

now what is to stop the container being looted by other players or simply blown up whilst we are fetchinng a new bot?
Please dont say you expect a "team mate" to guard it as that will just not be practicle all the time.

If they won't say it, I will. This is an MMO, and if you plan to solo, expect it to not be as easy as it will be for groups - balancing is done for groups of players working together. It's not impossible to solo, just harder, and I'm sure that's by design.
If you don't have a corpmate to haul for you, then you either start an alt, or take the efficiency hit. Otherwise, people working together will be game-breakingly powerful using the same mechanics that make it super-easy to solo.

Kveldulfson wrote:

secondly will NPC's attack player owned containers?

Ooo, interesting idea. I can certainly see them being annoyed that the agents are exploiting their resources, and trying to stop it.