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Posted: Sat, 24. Apr 04, 13:55
by Hroch
Actually, I think I am being stupid, I came across the 'find greatest need' thingy which kind of answers the second question.

This thing is great, cheers dude.

Posted: Sat, 24. Apr 04, 15:28
by LordSuch
Zathos wrote:Looks like a great idea...but I can't get it running.
Something about quickview.exe not being there :?
Zathos, you will need the microsoft installer installed if you're running Win 98, or it could be because you're trying to run it directly from the zip file. If you still have difficulties let me know via PM and I'll try and help you out.
Hroch wrote:Looks cool as custard, but, forgive me if I'm being stupid - on the resource usage panal, some negative resources are highlighted and some are not. What's the difference? And does a negative resource represent a shortfall, and a positive a surplus of that resource, or the other way around?
Hroch, sorry this isn't well documented (or documented at all!)

The highlighted resources are thoses that aren't produced "locally". By local I mean within the number of jumps specified. I.e. if you select Queen's Space, you will see that Teladianium is highlighted with jumps = 1, as it is not produced in Rolk's Drift, Queen's Space or Melenlau's Frontier. However if you up jumps to 2 it will no longer be highlighted as Ceo's Buckzoid produces it.

As for the values; a negative number means that there is a shortfall (demand) for the product, a positive number means that there is a surplus.

HTH

LS

Posted: Sat, 24. Apr 04, 15:50
by X-it
This is just incredible. Very handy indeed. Thank you very much for sharing this with us!

Posted: Sat, 24. Apr 04, 16:23
by Grey Mark
LS

Your new URL works fine, and I can down load from it. Thanks again for the email.

Mark

Posted: Sat, 24. Apr 04, 17:30
by Zathos
LordSuch wrote:
Zathos wrote:Looks like a great idea...but I can't get it running.
Something about quickview.exe not being there :?
Zathos, you will need the microsoft installer installed if you're running Win 98, or it could be because you're trying to run it directly from the zip file. If you still have difficulties let me know via PM and I'll try and help you out.
Ah..direct from the zip file it was..
..
..working now and I'm very impressed :D
It's given me some good ideas for my next few loops. Thanks LS :thumb_up:

Posted: Sat, 24. Apr 04, 19:07
by Tinder
Great work LordSuch - just the kind of thing I've been waiting for. Planning to start a fresh game when 1.4 comes out and this is going to the be ideal companion. Seriously impressed with what you've done with the Sector Planner - well done!

:)

Posted: Sat, 24. Apr 04, 19:24
by old elite pilot
down load no problem now to plan a fresh empire thanks very good work :D

Posted: Sat, 24. Apr 04, 20:10
by Brodie
Great stuff, if there are any Moderators listening, THIS NEEDS TO BE STICKIED!!!!!!!

You might wanna include a help guide for the younger players and the stupid ones like me! :gruebel: :oops: lol
:lol:
:D Good work fella! :D

Posted: Sat, 24. Apr 04, 20:40
by White Tiger 30
Very Nice Sir!

Posted: Sat, 24. Apr 04, 21:11
by X-it
Ok I've had a brief look at it now, and I'm very impressed indeed. The Station Calculator and the Greatest Needs features are also very welcome.

A few questions:

- What does the orange(?) colour of some wares in the Resource Usage list indicate? At first glance it looks like it indicates the demanded/negative goods, but some of the negative ones are white as well.

- What exactly does the value of the above mentioned list indicate? Like in Kingdom End there is a -6 value of energy cells. Does it mean that there are not enough energy produced in the sector to 'fuel' 6 of the stations there?

- When adding your own stations to a sector, I suspect adding the ones of your own closed loops will give false results. So it's best to leave those out, and only add the ones actually selling to the AI?

Thank you once again for providing us with this. It will be of great help indeed.

Edit: I just found the answer to the coloured wares in the FAQ. Sorry for not noticing earlier.

Regards,

Posted: Sat, 24. Apr 04, 21:23
by Jethro Smiles
PEACHY :D

Posted: Sat, 24. Apr 04, 21:49
by LordSuch
X-it wrote: - When adding your own stations to a sector, I suspect adding the ones of your own closed loops will give false results. So it's best to leave those out, and only add the ones actually selling to the AI?
Regards,
A closed (or open for that matter) loop shouldn't matter as long as the complete loop is implemented as you should be consuming all of the resources you are producing apart from the final product - which is correct.

In essence the resources your loop factories create are consumed by your other loop factories and therefore cancel each other out in the resource usage display - as would be expected.

It could cause a little confusion as you could produce more silicon / ore than you use but is not available to NPC's (due to trade with other races set to no), although as long as you're aware of this it shouldn't cause any problems.

HTH

LS

Posted: Sat, 24. Apr 04, 22:02
by LordSuch
X-it wrote: - What exactly does the value of the above mentioned list indicate? Like in Kingdom End there is a -6 value of energy cells. Does it mean that there are not enough energy produced in the sector to 'fuel' 6 of the stations there?
X-it: Sorry I missed this point in the first response....

A negative value indicates demand and a positive value indicates oversupply.
Brodie wrote:You might wanna include a help guide for the younger players and the stupid ones like me!
I will try to put something brief together on the websites in the next few days, along with adding to the FAQ, however I would like to get some more questions etc to locate the areas where things need more detailed explanation.

If anyone has any issues or thinks the user interface could be improved in certains areas (I know of a couple of places already!) or even has feature requests please let me know as I would like SectorPlanner to be as useful as it possibly can be!

Cheers

LS

Posted: Sat, 24. Apr 04, 22:05
by sq_paradox
Would it be possible for you to add the ability to add NPC Pirate Bases to sectors in the next version?

Posted: Sat, 24. Apr 04, 22:19
by LordSuch
sq_paradox wrote:Would it be possible for you to add the ability to add NPC Pirate Bases to sectors in the next version?
Paradox, yeah I was looking into it yesterday (well early hours of this morning actually!). I can add the functionality, the only problem is that the products stocked by pirate bases varies. However I could make it so that you can add a "standard" pirate base and then you might have to add or remove one to two products to make it fit the new one in your game.

If someone knows differently (i.e. all respawned pirate bases have the same products) then please let me know!

Cheers

LS

PS I'll put this on the todo list for the next release.

Posted: Sat, 24. Apr 04, 22:52
by sq_paradox
Thanks, and I'll take a look at whether my respawned bases have the same products... although they may not be representative of all respawned bases (only have 2 that respawned).

And once again, nice work.

Edit: My respawned pirated bases do not have the same products.

Posted: Sat, 24. Apr 04, 23:14
by Titaniumplanck
This Thing has proved itself as valuable resource in my search for fortune... Basically WELL DONE!!! :P :P :P :P

Posted: Sat, 24. Apr 04, 23:52
by Shingen
A negative value indicates demand and a positive value indicates oversupply.
Really great work, but what exactly do the numbers represent? Say there is a -2.33 demand for stott spices in Argon Prime, does that mean stations, units, or percentage or what?

Also, does the program read my current game universe ( changed through game-play over time ), or does it read a default, generic game state as in the universe in a new game?

Posted: Sun, 25. Apr 04, 00:15
by LordSuch
Shingen wrote:
A negative value indicates demand and a positive value indicates oversupply.
Really great work, but what exactly do the numbers represent? Say there is a -2.33 demand for stott spices in Argon Prime, does that mean stations, units, or percentage or what?

Also, does the program read my current game universe ( changed through game-play over time ), or does it read a default, generic game state as in the universe in a new game?
The numbers are standard factory units, basically 1 resprents the output or input of one factory. The frational units (generally 1/3 or multiples thereof) are due to either secondary resource (1/3 of a unit) or a mine with a yield that is not a multiple of 25. There is a bit more information in the FAQ at http://www.lagerchurch.com/lordsuch/faq.asp

Unfortunately the program does not read anything about your current save games, you have to enter the factory locations etc. manually.

HTH

Cheers

LS

Posted: Sun, 25. Apr 04, 04:52
by X-it
LordSuch wrote:A closed (or open for that matter) loop shouldn't matter as long as the complete loop is implemented as you should be consuming all of the resources you are producing apart from the final product - which is correct.
Thank you. Seems my logic was not quite Vulcan there... :roll:

And thanks again for this great tool. I hope this becomes a sticky, or at least included in the Ultimate Guide sticky already there.