![]() Then I send all the produced material to a vault, which unloads into a launch pad(s).īy doing this I've literally dropped into annihilation sectors, never harvesting anything, and set up my defenses and unit production without much difficulty outside of what the enemy tosses at me. What I do is I set up production in a sector disconnected from the core, so the core is never involved. I was wondering if anyone has any information on how the launch pads work, or more generally, how the every-2-minute inactive-sector update works?Įither I figured out how to do it right the first time or I'm just super lucky, because I've had great success with launch pads, more specifically multiple launch pads from the same or multiple sectors. I have no idea of this is the case, and it's been difficult to test due to the unreliability of these numbers. So, if the game merely uses the same numbers as found in the stats page to calculate inactive sector gain/loss, then this sector will gain 500 copper, and then lose 500 copper, for a net of 0, instead of the expected net of 500. However, if I begin to ship 500 copper out of the sector, the game will now report that I am producing 500 copper, and exporting 500 copper. In other words, if I am producing 1000 copper, the game will correctly list that I am producing 1000 copper on the stats screen. Now, that isn't really a problem on it's own, but I'm wondering if perhaps the export is double dipping from the amount of resources the sector is losing every 2 minutes. This strongly implies that the number listed under 'production' is not GROSS production, but NET. However, once I hooked up the launch pads to the core, I noticed the PRODUCTION number dropped to around 1000 a minute. This number remained largely constant over the course of 20 minutes every time I checked it, before I hooked up my launch pads to the core. In the topic post, I gave an example of a zone that is producing 9000 silicon a minute. However, I've noticed something odd, at least in the stats display. Or if a zone is exporting 500 graphite, it will subtract 1000 graphite from the launching zone and add it to the destination zone. My assumptions are that launch pads merely extrapolate the same numbers found on the statistics panel, compounded every 2 minutes.Įvery 2 minutes when the game does a pass, if a zone claims to be producing 200 copper on the stats screen, the game adds in 2 minutes worth of copper (400) to said zone's stored resources pool. What gives? This isn't the first time this has happened either. It's not out of power, the only thing I see is that the core has 0 silicon stored inside it for some reason, despite producing more than I am shipping out by a margin of 1000/min. Its producing silicon as expected, and launching it out. I then go to actually visit the map, and I load in and. Unsurprisingly, my central resource hub map had not been receiving silicon either. I went to the map screen, and the statistics panel reads NO silicon is being produced, or exported in this zone, at all. However, after playing a handful of levels and messing around for some amount of time, the silicon stopped rolling in entirely. ![]() I can accept some amount of losses, it's entirely excessive. It varies based on when I check it, but it never adds up to 9000 again. Then, after arriving in the core, I immediately use an unloader (or 12) and ship the silicon out into a large array of launch pads, which are targeted at my central launch hub region.Īfter idling for around 2 minutes, the statistics panel switches from showing 9000 silicon/min produced, to around 4500 silicon exported, and maybe 1000 silicon/min produced. 4 saturated yellow belts worth of silicon are traveling into my core. In support of this strategy, I set up one of my randomly-generated zones as my silicon producing base, and managed to squeeze out almost 9k+ silicon / minute according to the statistics panel. ![]() I am doing this so that I only have to visit a single zone to re-aim my launch pads instead of multiple zones. Then, I set up a bunch of feeder zones each launching their resources into the central hub, and then I re-launch stuff out of the hub to its final destination. My current strategy has been to set up a single, central zone that has a ton of launch pads in it, 1 or more for every major resource type, except silicon which gets maybe 8 pads. ![]() Context: I decided to try my hand at a singleplayer game on 6.0 after being the game with a friend in multiplayer co-op, with the goal of capturing every single sector, just for fun. ![]()
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