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Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.01.29 11:25:00 -
[1] - Quote
Okay, I was working on this for a long time since August and it's gone through a lot of revisions, edits, changes, revamps, and such. Constant changes with the game have lead to constant changes with the planner as well. I had wanted to share this earlier but as I wanted to be safe about it I had to wait to Open Beta to share this document to the web and thus with all of you.
Character Skill Planner by Chankk Saotome
If there are still adjustments needed I'd like to know. Any feedback to better this would be helpful. I apologize for the mess of a function in order to calculate things out but it's the easiest thing I could come up with. Yes, I call that monstrosity easy.
-0 represents skills unavailable as the prerequisite skills and related levels have not been achieved according to the chart.
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A strong man can do many things, but the strongest knows he can't do everything alone. |
Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.01.30 08:43:00 -
[2] - Quote
I apologize for not really knowing how to do all that. I don't use Google Docs but it seemed the easiest way was to just upload the thing. I wasn't sure of how to post it up so people could edit it without changing the original.
On that note, it had been suggested I protect this thing, keep functions and calculations hidden, but honestly I just want people to have all this stuff that I've known for months now and hopefully help better it. That was always my goal before my long sabbatical (I've been pretty much gone since Christmas, only popping in to take advantage of some events, or restart my characters... missed out on stocking up AUR gear before the price changes, little flustered by that but at least my main has everything, which would now cost hundreds of thousands of AUR.... which is of course CCP's intent to make money, I support the concept though it does slow down startup ISK stockpiling having to restock even those militia suits for newbloods)
Anyway, went way off track there. Just hoping this can help some people and even moreso hoping that people can help make it better.
As stated, to actually USE the document, you'll have to save your own copy of it which you can then edit to see how many SP you'll need for various skill trees and levels as well as related prerequisite skills and levels. My own personal version actually has text elements for every skill to tell me, "Hey, you need X skill at X level" but Google Docs doesn't like SUM functions with text in the field. Always calculates as a FALSE or Err...
Really sorry about that, but as you're getting it yourself, you can read up all the prerequisites and replace the various, -0's throughout with "Unavailable" or "X level X required".... Also, hate all those 0's, but again, with the calculating text bit, it wouldn't calculate out "null" or "-".... I'm sure this makes sense to people who do spreadsheets, I'm writing this and I can barely understand it myself.
As with so many of my posts:
TL;DR Sorry it's not user-friendly without saving your own copy. Just take advantage of it and if you have ideas to make it better let me know.
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A strong man can do many things, but the strongest knows he can't do everything alone. |
Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.01.31 10:03:00 -
[3] - Quote
This isn't my character's chart, just a blank general one. I keep the passive core ones highlighted gold (immediate goals) as I do with all skills I hope to obtain. Once I have at least the book I change it to light purple to know that I not only have that skill available, but also have the book purchased already.
My own personal preference on colors, but I thought I should post it with those in there as the numbers can be very overwhelming when it's all in black and white. It's a total nightmare when you actually have it charted out with all the functions listed rather than their outputs for a couple hundred cells as well. Look at that in black and white for half an hour and you're likely to go insane. Luckily I'm already there as my corp, friends, enemies, and anyone who's met me on the field will testify.
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A strong man can do many things, but the strongest knows he can't do everything alone. |
Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.02.15 13:31:00 -
[4] - Quote
I forget to mention the column titles:
Skill = Skill Name Current = Current skill level Focus = Immediate skill level goal SP Now = SP required to reach immediate goal Long Term = Lifetime skill level goals Total SP = SP required to reach Lifetime goal Multiplier = Skill Multiplier 1~5 = SP required for skill levels 1~5 SP Investment = SP already invested in the skill Total SP = SP required for level 5 of a skill
Down at the bottom: Immediate = Total SP required to achieve all Focus skill levels Lifetime = Total SP required to achieve all Lifetime skill levels
Current SP = Self Input current total SP Allocated SP = Currently invested SP total Unallocated SP = Available SP for use
Really sorry for not including this information in the first place. I feel like an idiot. Corp-mate had to point it out to me.
Again, you'll have to save your own copy to use it as I don't know how to allow others to fill in their own data without altering the original...
____________
A strong man can do many things, but the strongest knows he can't do everything alone. |
Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.02.23 22:30:00 -
[5] - Quote
I've tried to figure out the GoogleDocs nonsense... Have added protected ranges and opened the 3 main fields, Current (current skill level), Focus (immediate goals), and Long Term (lifetime goals) for editing by any viewer... not entirely sure how this will work but it's yours to play with as you will on the site itself now I suppose. |
Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.02.25 08:55:00 -
[6] - Quote
Mithridates VI wrote:If it's cool with you, I'd like to include this sheet in my project listing all dust gear, to calculate SP investment required for any particular item and for a particular fitting. If any of the SP values change, I'd post here to let you know so both sheets remain up to date.
I don't mind you using the numbers but would rather keep the planner as and where it is. You're welcome to link to it if you'd like. |
Chankk Saotome
CrimeWave Syndicate
169
|
Posted - 2013.02.25 11:44:00 -
[7] - Quote
Mithridates VI wrote:Chankk Saotome wrote:Mithridates VI wrote:If it's cool with you, I'd like to include this sheet in my project listing all dust gear, to calculate SP investment required for any particular item and for a particular fitting. If any of the SP values change, I'd post here to let you know so both sheets remain up to date. I don't mind you using the numbers but would rather keep the planner as and where it is. You're welcome to link to it if you'd like. I probably didn't explain well enough. I wasn't intending to absorb it, just use the numbers and seeing as I'll be checking numbers on gear/skills for changes anyway, let you know if any numbers need updating.
That would be awesome actually. I've updated this with BIG changes... i.e. builds (I have been doing this since 0.5 back in August), and then again when the NDA was lifted just to make sure it was all up to date. Unfortunately, I don't sit down and re-examine it very often as I have too many other things going on. My General Tactics Overview articles... Actually playing my character, keeping my corp mates and allies running matches.... OH, and that real life thing... where you have to go out and spend 9 hours a day not going berserk and punching the person in the face sitting at the desk next to yours to make money to keep eating. |
Chankk Saotome
CrimeWave Syndicate
196
|
Posted - 2013.03.14 11:48:00 -
[8] - Quote
Eewhen Nisala wrote:Impressive, thanks for the work. Keeping an eye on it.
You're welcome... This isn't a completely shameless self-bump... Honest.
Actually, I've been re-checking this now with rumors about a new build up and coming. I have a lot of other things to work on at the moment which is why the G.T.O. post hasn't had any more data added to it though that could be a whole book in its own right still without all the future adjustments and effects we're likely to see.
Anyway... Will be keeping an eye on this along with skills and equipment adjustments possibly soon to come.
I will say one thing... As a Logi, at 3.2mil SP I'm just short of being a very solid archetypal logi setup and I'll tell you proper field logis are far more skill-intensive than most other classes.
I only make this comment because I've heard a lot of complaints by new players that the "oldberries" or "vets" have such a huge lead that they'll never make up or catch up to. Honestly, though this may be true for some, it's just fallacy to imagine that newberries will never be as good as the older guys.
At 3mil, unless you've been spreading yourself all over the place, you can and should have a very, VERY solid setup. At 5mil you're virtually done with your character minus minor tweaks and improvements (with which come increased ISK expenditures as well, take note).
Just some friendly advice to anyone feeling a bit lost in the game or like they'll never be as good as some others, and a small anecdote:
My suits are generally 0-20k ISK per. I've run totally free-suit matches (on Militia BPOs, but you could just use ISK militia gear as well) and come out at the top of a winning crew.
Skills and gear are a benefit and aide but they don't mean you're going to win over actual game ability and skill, which doesn't necessarily mean "gun game" either.
Maybe my next post on the General Tactics Overview should be a little motivational speech...
__________
A strong man can do many things, But the strongest knows he cannot do everything alone. |
Chankk Saotome
SyNergy Gaming EoN.
224
|
Posted - 2013.05.09 09:22:00 -
[9] - Quote
And there it is, the new UPRISING Skill Planner.
Updated and based on a collapsed node listing of skills rather than alphabetical listing to simplify prerequisite searches... kind of.
You'll have to save or download your own copy. I Google Docs is a mess and I don't have time to figure it all out.
__________
A strong man can do many things, But the strongest knows he cannot do everything alone. |
Chankk Saotome
SyNergy Gaming EoN.
238
|
Posted - 2013.05.10 09:20:00 -
[10] - Quote
hydraSlav's wrote:Thanks Chankk
Also, what are those skills in brackets?
About a third of the Dropsuit skills are just predictions. Brackets means I'm assuming that's where those suit types will fall.
From hearing all the news and speeches and showings from Fanfest I think we all predict a Commando (Heavy with 2 L slots over H/S) being another Heavy racial spec... and a Pilot suit likely being the second Light racial spec.
I'm also working on adding in skill data and effects to show what specific bonuses you'll be getting from each skill and thus their modification of various suit, vehicle, and module stats.
I know this is already in a couple fittings tools but I thought it might be nice to see in my skill planner as well of which there's at least 1 other out there, probably 2 now for Uprising... I haven't checked their functions on SP calculations and skill availability though. I'd like to know if someone did it cleaner than my own. |
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Chankk Saotome
SyNergy Gaming EoN.
255
|
Posted - 2013.05.11 01:47:00 -
[11] - Quote
Furrow33 wrote:At first it completely confused me. Now I understand how it works and where to enter things. This is great. Thanks a lot for this.
I was always afraid of this to be honest... All those numbers. Very scary. And I made the bloody thing.
I need to figure out drop-boxes for spreadsheets. Those might be easier to use... and then hide the actual skill cost numbers block to the right to just leave it looking like:
[Skill Name]__[Skill Description]__[Current Skill lvl]__[Skill Bonus % if applicable]__[Skill Goal lvl]__[Goal SP Cost] |
Chankk Saotome
SyNergy Gaming EoN.
275
|
Posted - 2013.05.14 10:20:00 -
[12] - Quote
hydraSlav's wrote:Chankk Saotome wrote: I need to figure out drop-boxes for spreadsheets. Let me know, and i can help you with the dropboxes.
Thing is I use OpenOffice to do all my processing. It's not quite as clear as MS but once you figure it out you can do everything that you can do with that other program.
I don't know if dropboxes are a part of the sheet itself or a GoogleDocs introduction, I have no idea what they're even called in OO if they even exist...
Except that I'm just lazy. Just found out how to ad "Dropdown Lists" in OpenOffice... hopefully those translate to GoogleDocs. Man, sometimes I'm an idiot.
I'll be adding those in for all the selection options and locking down everything else so all you can do is modify the skill level numbers on the next version... let's call it 0.8.3 since I hope to also include skill effects and % modifiers for current skill. |
Chankk Saotome
SyNergy Gaming EoN.
287
|
Posted - 2013.05.17 09:48:00 -
[13] - Quote
UPDATE: Ver 0.8: Adjusted skill requirements and modifiers Added new Uprising skills Plotted out skills for likely future dropsuits
UPDATE: Ver 0.8.3: Added Skill Descriptions and effect multipliers Added tabs for marketplace Module, Equipment, and Weaponry data dumps Organized all Modules, Equipment, and Weaponry into related types by skills Added listings of which Modules and Equipment are available based on current skill sets Added Module bonuses based on skill effect multipliers
NEAR FUTURE UPDATES: Add Weaponry availability based on current skill Add Equipment PG/CPU requirements Add Weapon PG/CPU requirements Add PG/CPU modifiers based on current skill multiplier
DISTANT FUTURE: Add module benefits to account for stacking penalties per modules that have stacking penalties |
Chankk Saotome
SyNergy Gaming EoN.
288
|
Posted - 2013.05.18 02:29:00 -
[14] - Quote
Tyrn'gog wrote:
First off, looks amazing! Thank you for all the time and effort you put in to this. Next, a question..
At 5 million SP, does that get you into a proto racial logi suit? I can get (what I think) is a pretty good load out for just under 6 million.. but I'd be curious to see how my thoughts differ from your experience..
That comment was made back in Chromosome and doesn't really apply to the new SP costs of skills.
Still, I will say, currently (though these numbers will change invalidating this comment soon as well) At 3 mil you could have yourself decent passive base bonuses, advanced equipment/modules and an advanced basic frame. At 5 mil you're jumping up to an advanced specialization frame or proto weapon. At 7 mil you're running proto specialist suit and advanced everything, or advanced specialist suits and a mix advanced/proto modules or equipment. At 9 mil you've got proto suit and mostly proto modules and advanced equipment, or vice-versa on modules and equipment.
This is just MY experience from being a dedicated logi and from my own plans to build up my skill-set to match my suit growth and logi's require a 2 mil SP dump into suits alone, not to mention wide module and equipment SP spread just to do our jobs properly. I'm not talking about the guys who min-max to make Logi Assault suits and give logis a bad name.
At this point, if you're really specializing and focusing into one element, as a Logi, if you're not at proto fittings by say 10 mil, you've been wandering about. For everyone else, if you haven't reached some proto fittings, (modules, weapons) by maybe 7 mil... you're doing it wrong.
That 3 mil+ SP discrepancy is a real kick-in-the-teeth to logis... but hopefully we'll see a bit of a skill bonus adjustment to give stronger incentive to skill into racial specialization suits beyond the basic frames for more reason than to save a bit of ISK. |
Chankk Saotome
SyNergy Gaming EoN.
302
|
Posted - 2013.05.21 13:54:00 -
[15] - Quote
Quick update
0.8.35 (05-21)
Adjusted EQUIPMENT and MODULE tabs to be in line with their displays on their particular store sections. Searched and added AUR prices for Equipment and Modules Added CPU/PG usage to modules and equipment based on market values. |
Chankk Saotome
SyNergy Gaming EoN.
305
|
Posted - 2013.05.22 14:15:00 -
[16] - Quote
Updated to reflect 05-22 Basic Dropsuit SP multiplier lowered from 6 to 4 Specialization Dropsuit SP multiplier lowered from 10 to 8 Changed basic dropsuit skill requirement to lvl 3 for specialization suits. Dropship SP multiplier lowered from 8 to 4 Specialization LAV SP multiplier dropped from 8 to 6 _________________
If there's anything else I missed, please let me know. |
Chankk Saotome
SyNergy Gaming EoN.
306
|
Posted - 2013.05.22 22:26:00 -
[17] - Quote
Driftward wrote:Hey look they did actually change it....who was it that already had fixed their spreadsheet.....jees I just can't seem to remember.
EDIT: I just saw your reply on my post, so I feel a little guilty about being this snarky. Just guilty, I'll leave it up though. heh heh.
It gave me a good morning chuckle. Thanks though.
I'm wondering if I should leave skill modifiers and such on the primary page or if I should put those next to the actual items they'll eventually modify.
I want to do with all the equipment and weaponry the same as I've done with the Module bonuses to show their overall effect based on your skill adjustment but would like some advice on the matter.
Also, should I leave things colored as-is? I feel it's a bit of a mess...
I've aligned modules and equipment based on their required levels and feel it's much prettier than the Weaponry tab if not exactly as clear upon immediate viewing the actual level of the item in question...
Trying to figure out the best way to make this as easy for at-a-glance information as it can be. |
Chankk Saotome
SyNergy Gaming EoN.
308
|
Posted - 2013.05.23 14:16:00 -
[18] - Quote
xAckie wrote:does this take into account the changes to the skill multipliers?
Yes, I keep track of that all manually.
CCP posted the numbers but I waited till the actual update to change it. I also checked the new multipliers for Dropships and LAVs which were adjusted.
As stated in the "Quick Update" message.
No worries, I'm keeping on top of it. I get messages when something is likely to change to keep my eyes open for it. |
Chankk Saotome
SyNergy Gaming EoN.
313
|
Posted - 2013.05.24 11:21:00 -
[19] - Quote
greymystic wrote:Stupid government computer. Will not let me download it.
You can save it to your own Google Drive which I would suggest... I'm thinking of just locking it down to make sure even I don't muck up elements of it without intending though I tend to use one my my half-a-dozen copies in order to test builds and equipment requirement skills for people who ask me.
I wish they would just get the tool for themselves -.- |
Chankk Saotome
SyNergy Gaming EoN.
315
|
Posted - 2013.05.24 23:40:00 -
[20] - Quote
OKAY!
Colors adjusted for the skills list, also rearranged certain columns to be more in line with their directly linked info... it's hard to have the skills and descriptions and all that... not sure how to order those... I've got
[Skill] [Level] [Invested SP] [Goal] [SP cost] [Description] [modifiers] [lifetime nonsense]
But not sure if that works well or if I should put the level and goals to the right of the description and modifier numbers... I really want to leave those connected to the descriptions to show the immediate effect of the skill not just have to math it out yourself.
If the colors are good I'll do the same to weaponry first I think because it's just a nightmare and even I hate looking at that nonsense... Then I'll go to Modules next I suppose... Equipment last.
It takes a LONG time to modify each of those lines independently but will be easier with the market item tabs because I can just mod the whole line not just specific blocks.
ALSO, if people want the skill color to run all the way across let me know. I personally like having skill level and skill goal a solid column but if that's too hard to connect I'll change it to be more user friendly based on community input. |
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Chankk Saotome
SyNergy Gaming EoN.
316
|
Posted - 2013.05.26 11:22:00 -
[21] - Quote
Another quick-fix.
Module and Equipment tabs adjusted to match market view Module and Equipment availability display function added Equipment colorized for perhaps easier viewing of different item tiers
I just really like how the skills all look and colorized the Equipment to match I'll do the same to modules if there are no complaints... I like the GoogleDocs color shade ranges so that item colors have the same base but a different shade per tier.
If people don't like this let me know. It is a lot of work as GoogleDocs demands I input each function and color each line all individually but I just want this as useful and easy to use at a glance as it can be. |
Chankk Saotome
SyNergy Gaming EoN.
318
|
Posted - 2013.05.27 10:19:00 -
[22] - Quote
Driftward wrote:V 23 wrote:Could you give a brief tutorial on how to use this thing? I am having a fair amount of trouble. Well #1, have you made a copy to your own google drive? If so, then you need to be more descriptive if anyone is going to help you figure it out. What specifically are you having trouble with. Which column? What headers do you not understand? That kind of thing.
Thanks for the backup Driftward. Also, if any front-page info seems confusing or difficult (as that's basically an attempt at a user's guide) let me know so I can modify that first post.
I don't want to clutter the actual TOOL with instructions, but if there's any information I missed before you even open the sheet I'd like to get that taken care of for the community as a whole.
I suppose I could always add an "Instructions" tab to the sheet at the very end behind everything. I'll consider how to write that up. |
Chankk Saotome
SyNergy Gaming EoN.
320
|
Posted - 2013.05.28 10:03:00 -
[23] - Quote
As I've said, I've long considered a time-table... but it's just impossible... People with active boosters, people with passive boosters, people who don't cap out....
I wrote my own version with it based on weekly passive and active capped SP but no booster...
It would have to be personalized to have that info, or I'd have to write in all new functions and scripts to calculate for different elements such as boosters, not capping, etc etc... It's kind of a nightmare as it stands already so unfortunately until I get the core sheet basically finalized I'm not even thinking of that right now. Sorry. |
Chankk Saotome
SyNergy Gaming EoN.
323
|
Posted - 2013.05.29 11:04:00 -
[24] - Quote
Driftward wrote: 1. The version updater from hydraslav's fitting tool. How he found out about this function I have no idea, but it's a nice implementation. Also, pretty easy to reverse engineer (the "key" is in the url of your page, literally says "key=....")
I want this!!! But so much stuff going on suddenly that even the updater as a whole is lagging behind... Not that there's much to update, but those "Near Future" elements are quickly becoming SOON*tm
Driftward wrote: 2. Filiter function: I JUST added this. I think it's pretty nice and cuts down on the clutter. Add a seperate column and make a formula that tosses a 1 if the skill is being used and a 0 if it's unused. Put a filter function on the "check box" column and voila.
Not really even sure what this means... but sounds intreaguing.
Drfitward wrote: 3. Conditional formatting for pre-reqs: I realize you already have a nice implementation of your pre-reqs but I think that the strikethrough is a little....unappealing? Hard to see visually? W/e at any rate, I think that conditional formatting for that particular aspect is quite nice and doesn't require reformatting all of your pretty colors either.
Strikethrough XXXXX only stands for skills that don't actually exist yet but are confirmed in the works. Prerequisites should only show "Unavailable". I'll check to confirm this though while I look at it and consider how to recolor Weaponry. (That tab really looks horrible after REALLY looking at it rather than just throwing it down like I did.
Also, I like your CREDITS page. It does what I had considered as a [User's Manual] and I might include all of that in a tab on the end like you've done if you don't mind.
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Chankk Saotome
SyNergy Gaming EoN.
323
|
Posted - 2013.05.29 22:07:00 -
[25] - Quote
Driftward wrote: Edit: I was being an idiot and missed a couple multipliers that I f***** up in the new weapons and just generally being an idiot (mixing spreadsheets with 8 hours of studying leads to idiocy apparently....That said, your point totals for multipliers above 1 are slightly wonky (I don't know if that's by design or what...) You have these extra subtractions by like 20 and 40 sp that aren't necessary....
That's... weirdness... Basically I figured the relationship between the base 6220 for lvl1, how that relates to lvl 2, 3, 4, 5... It's not quite a perfect exponential growth so I had to add those -10, -20, to make them match the exact number.
Those are then linked down to multiply by the skill multiplier itself...
So... lvl 1 skill with 2 multiplier is the 6220*2, level 2 is ((6220^3 or whatever)-10)*2
It's a bit of a mess but I did this thinking forward about how CCP might change things and this way rather than having to rewrite every number every time, I can change just one element and all the calculations self-update correctly as far as I can tell.
Sean Monaghan wrote:What`s that [BASE] at very top stands for ? And "-20% Spreadsheet CPU/PG usage per lvl" ?
That is actually just a test line I used to make sure all the calculations and functions work across the board... I left it in but rather than just being a non-skill empty block I decided to throw in a little joke for myself and the other spreadsheet guys like hydraSlav's and Driftward. They got it so I'm just gonna leave it :P |
Chankk Saotome
SyNergy Gaming EoN.
324
|
Posted - 2013.05.31 09:25:00 -
[26] - Quote
Among other things: _0.8.38_(Uprising_5-31) Complete recolorization of Skills, Modules, and Equipment tabs Added tabs for Dropsuits, Vehicles, and Vehicle Modules though I still need to collect data Renamed 'Modules' tab to 'Dropsuit Modules' Begin data collection for Weaponry, Vehicles, and Vehicle Modules tabs Added Manual and Credits tab to the end of the spreadsheet. I really need to have level 3-4 Spreadsheet Ops to work on this thing now.
Next version will be FULL colorization finally, just need to get ALL market data... Then I'll finalize CPU/PG info for everything... Then put in the skill requirements and availability of weaponry... That will be 0.8.4 I suppose. |
Chankk Saotome
SyNergy Gaming EoN.
325
|
Posted - 2013.06.04 11:24:00 -
[27] - Quote
hydraSlav's wrote:Yeah, i've got my data from that same spreadsheet, however it's missing CPU/PG for modules, and Slot Layouts for suits.
You can just steal the data from my spreadsheet. I've got most of the modules' CPU/PG filled in, and i've got the real damage from in-game as well (it wasn't a clean 10% boost as CCP said).
And grats on the sticky
Thanks so much for giving me permission. Unable to log in means not being able to just do my own research but I trust your numbers there.
I promise I AM still working on this. The sticky doesn't mean I'm finished by a long shot. Some will note I've been colorizing the current version as it goes on nearly a daily basis. I've added weapons. I need to add in level prerequisites for weaponry.
I'd also like to talk with hydraSlav's about possibly writing up something to link each weapon skill level prereq for his sheet to actually chart out a min-max skill plan to match a dropsuit design made on his tool... I need to figure out how to get his functions and links to work properly offline on OpenOffice first before trying to link it to my own data and ideas but it would be pretty sweet to just merge these two somewhere and make one single ultimate planner.
That's a side project in the corner of my mind until I really finalize the Skill Planner here... or at least solidify all the data we currently have right now. Still need vehicle elements among others...
Seriously, you guys have no idea. And I'm sure hydraSlav's puts more work into his than I do into mine. His functions and linkage elements are just utter madness. Someone give that man a medal. |
Chankk Saotome
SyNergy Gaming EoN.
372
|
Posted - 2013.06.11 11:31:00 -
[28] - Quote
New update is taking.... a while.
I'm basically working 100% offline on a full new version. Will upload and fully colorize that when I'm done and then revise the link to connect to the new version. Don't expect colors to look too differently but tabs should look cleaner as should skill effects, skill bonus modifiers, module modifiers. It will include Equipment, Modules, and Weaponry fully completed with prereq skill listings (which I use to calculate out skill requirements for specific fittings). Still short on Vehicles and Vehicle Modules.
It will have a prototype page of my auto-planner based on loadouts... I'm trying to figure out how you might import the data straight from hydraSlav's tool into a page so that you can see on the secondary fitting skill page exactly what skills are necessary. Hopefully once I get my thing up hydraSlav's can take a look at it and think of a way to get them to work. His isn't written to work outside of GoogleDocs as far as I can tell and it's really too complex for me to rewrite the whole thing to make it do so.
As for fitting skill requirements it's actually weird, rather than working down the nodes you have to work backward to calculate for prerequisites. It will be based specifically on the equipment and loadouts itself but thinking of a way for it to also calculate what Electronics/Engineering you would require to get enough CPU/PG in order to fit things to a specific suit... and how to display if it's simply not possible... Would therefore require that I at least calculate out the suit and module CPU/PG effects which means interesting function elements for CPU and PG expansion modules.
Seriously, lots of work, lots of maths, lots of learning new functions in Spreadsheet (I use OpenOffice... deal with it) Now that I've got LOOKUP and ISERROR figured out I'm groovin pretty nicely. A lot of safety net redundancies but thankfully you will never have to see any of that.
Anyway, it will be a whole new version when it's done, probably jump right up to 0.85 with such severe changes... I've been naming them based on the build title and I don't want to stick a proper 1.0 on it till at least all suits (or their skills) exist in-game... That will be a day of celebration indeed.
I just felt everyone deserved to know why I had been messing with colors and suddenly stopped seeming to work on this for the past week or so. |
Chankk Saotome
SyNergy Gaming EoN.
410
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Posted - 2013.06.27 14:45:00 -
[29] - Quote
Okay, this is driving me utterly insane.
I've had some things happening which have slowed me down with this and other personal projects.
Currently I've got the updated sheet, it's got manual loadout entry for all weapon slots, grenade, 5 high, 5 low, and 4 equip... By entering in whatever modules and suit you should want by clicking on the option tab it will auto-calculate out the skills required and SP totals of course. On top of that, I've done a messy bit of function which will also bump up your Engineering and Electronics should more CPU/PG be required for said fitting and if it's simply not possible it will give a VOID or Insufficient warning.
This is based off of modular effects and base CPU/PG bonuses. It does not account for other skills which may lower equipment levels to auto-calculate other possibilities as it's already a bit of a mess. I will be writing another function list for each PG/CPU lowering skill to affect these later but that element will unfortunately be a manual entry at that point.
Life is... complicated. I'm busy with a lot of things right now and I hope you guys can all understand. I really wish I could make this everything it is inside my head but as I've said I'm literally learning this as I go and it's taken me days to just get what I have done.
I will be uploading and colorizing it in GoogleDocs tomorrow and it should be fully ready for release some time after Friday's downtime.
I apologize for delays and I am also sorry it is not all that I may have promised or intended.
I can't get it to auto-draw from hydraSlav's work but he has my full permission to just cut and copy any sheets or pages of my own work he wants to just import into his own tool to combine them if he's interested.
I have too many other things driving me mad right now to let a personal side project like this get so frustrating it's no longer fun so I'll probably be taking a break from it after I get what's done up, at least until new changes or news and ideas from hydraSlav's.
Again, I apologize for all of this guys and hope no one is too disappointed. |
Chankk Saotome
SyNergy Gaming EoN.
411
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Posted - 2013.06.29 11:29:00 -
[30] - Quote
_0.8.40_(Uprising_6-30) A few coloring retouches and revisions. Added Fittings Calculator to allow auto skill requirement calculation for various module setups (manual entry only currently. Simply impossible to load in from hydraSlav's tool as it would require full merge of the two projects and his doesn't work offline) Included skill adjustments to display proper Weapons CPU/PG usage after skills. Added vehicles and skill requirements. New function for skill availability tested on Dropsuit tab (I apologize for the big color bar, but GoogleDocs won't let me copy just the function to all cells) Learned that, undoubtedly, GoogleDocs is the worst spreadsheet program ever created, which is why: Maintaining full 100% offline capacity. At least for OpenOffice and I believe Excel.
I'm taking a break from all of this for a while guys. Will watch comments on errors and hopefully get back into updating and correcting things after the next big release. I still need to fix the dropsuit colors again but I'm just so tired of it all at the moment that I need some space. |
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Chankk Saotome
SyNergy Gaming EoN.
489
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Posted - 2013.07.26 10:08:00 -
[31] - Quote
Beren Hurin wrote:Are your scan radius' on suits correct? I'm logi so i don't know... They are showing 2 or 3 m except for heavy suits which are 10m.
Sorry about that. These numbers were taken from the CCP Marketplace Data Dump which was about 80% wrong from day one. hydraSlav's, I, and many others have been slowly working through it to edit and fix it but those numbers weren't really that important for what I was doing so I forgot to rectify that.
All suits have a flat 10.0m scan radius base, one of those silent tweaks CCP made without telling us. |
Chankk Saotome
SyNergy Gaming EoN.
537
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Posted - 2014.01.27 11:03:00 -
[32] - Quote
I'm back... Lets get this thing fixed and updated. |
Chankk Saotome
SyNergy Gaming EoN.
539
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Posted - 2014.02.09 06:58:00 -
[33] - Quote
Okay.. so this is gonna take a while. Been playing the game, getting back into things, not really paying attention to various skill additions, removals, or changes there but more of actual mechanical and technical gameplay changes. Sitting here just collecting the skilltree data currently but it's gonna take some time as I'm pretty busy with RL stuff also at the moment. I promise it will be done though... Just in time for CCP to change everything again next month. |
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