Difference between revisions of "Ecology"
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* The results have been described as a "heat map" style. <br> | * The results have been described as a "heat map" style. <br> | ||
+ | '''Transcript of Malard's demonstration in Meshwesh:''' | ||
+ | |||
+ | * First few lines not caught, but essentially he said the current system is staying, but level 5 no longer needs insects. Using an advanced chemistry lab you can make a kit that lets you create the heat map type images (see screenshots). | ||
+ | *Verbatim: | ||
+ | okay, so this is how I am 'fixing' ecology | ||
+ | |||
+ | there are no changes to the mechanics | ||
+ | |||
+ | just making it easier for you to visualise | ||
+ | |||
+ | i trust this will make the game way more enjoyable | ||
+ | |||
+ | as you won't get confused why veg stops growing etc | ||
+ | |||
+ | you can use this mechanic to track down the cause | ||
+ | |||
+ | i'm not telling you what the colours mean | ||
+ | |||
+ | you can use the existing ecology mechanics to derive the values | ||
+ | |||
+ | this is an overview addon | ||
+ | |||
+ | so you know where you need to probe | ||
+ | |||
+ | and where you don't need to probe | ||
+ | |||
+ | i.e. where i am stood | ||
+ | |||
+ | all around me is one 'value' | ||
+ | |||
+ | and here is another <moved to a different colour square> | ||
+ | |||
+ | so you can simplify your testing by only testing each colour change | ||
+ | |||
+ | rather than every co-ord in the game | ||
+ | |||
+ | (question: so the values aren't known, we have to test for them?) | ||
+ | |||
+ | you need to test for the exact numerical value | ||
+ | |||
+ | but as your knowledge grows | ||
+ | |||
+ | you can infer rough values based on colour | ||
+ | |||
+ | so once you know blue = 'value' | ||
+ | |||
+ | and greens = 'another value range' | ||
+ | |||
+ | then you might just go, okay onions need blue spots in the eco map | ||
+ | |||
+ | please take my example as fake news | ||
+ | |||
+ | but this should help you figure it out | ||
+ | |||
+ | any questions? | ||
[[Image:Ecology Kit.jpg|thumb|Output of an Ecology Kit]] | [[Image:Ecology Kit.jpg|thumb|Output of an Ecology Kit]] | ||
+ | |||
+ | (question: will the grid be visible for everyone, like yours here in the demo? or will it only be visible for the user of the kit?) | ||
+ | |||
+ | (question: what is range for us?) | ||
+ | |||
+ | yes | ||
+ | |||
+ | the kit will deploy a time limited range | ||
+ | |||
+ | so you need to make more kits | ||
+ | |||
+ | (they won't be that expensive) | ||
+ | |||
+ | (question: how do we get the kit?) | ||
+ | |||
+ | (question: this grid contains every pollutant?) | ||
+ | |||
+ | (question: and only the one with kit can see?) | ||
+ | |||
+ | but they will pop up for 2 minutes or so | ||
+ | |||
+ | no, anyone can see it | ||
+ | |||
+ | like you see it now | ||
+ | |||
+ | the kit will let you pick a single pollutant to view | ||
[[Image:Heavy_Metals_test.png|thumb|Heavy Metals test, at smelters, F8F8 view]] | [[Image:Heavy_Metals_test.png|thumb|Heavy Metals test, at smelters, F8F8 view]] | ||
+ | |||
+ | so if you want to see all 7 pollutants in a 500x500 grid | ||
+ | |||
+ | you need 7 kits | ||
+ | |||
+ | (question: will the kit be a consumable?) | ||
+ | |||
+ | yes | ||
+ | |||
+ | but they won't be expensive | ||
+ | |||
+ | (question: skill or test?) | ||
+ | |||
+ | you need advanced chem | ||
+ | |||
+ | and ecology level 4 or above to make the kit | ||
+ | |||
+ | then you need each ecology level to test for | ||
+ | |||
+ | but i've removed insects | ||
+ | |||
+ | and metal blue | ||
+ | |||
+ | its copper wire | ||
+ | |||
+ | and sulfur water instead | ||
+ | |||
+ | (question: will there be any way to force value changes? ie: force green to turn blue etc?) | ||
+ | |||
+ | yes, but that's you playing the ecology game | ||
+ | |||
+ | (question: eco 4 to make kit what about to use it) | ||
+ | |||
+ | (question: more to the point, can we UNpollute?) | ||
+ | |||
+ | <departed for Hyksos> | ||
+ | |||
[[Category:Skills]] | [[Category:Skills]] |
Revision as of 14:40, 18 April 2018
Source
Ecology is a multi-level skill taught at the School of Body.
Cost
Degree | Level | Cost | Test For |
---|---|---|---|
First | 3 |
|
Heavy Metal |
Second | 5 | Soil Acidity | |
Third | 7 |
|
Ground Water level |
Fourth | 9 | Phosphorus level | |
Fifth | 11 |
|
Soot level |
Sixth | 13 |
|
Nitrogen (A) Potassium (B) levels |
Seventh | 15 | Salinity level |
Use
- Ecology Survey Kits are made on a chemistry lab. Five kits are made at a time.
- Select the Ecology type you want and see a colored grid for 2 minutes.
- Colors on 500' x 500' grid represent levels.
- The results have been described as a "heat map" style.
Transcript of Malard's demonstration in Meshwesh:
- First few lines not caught, but essentially he said the current system is staying, but level 5 no longer needs insects. Using an advanced chemistry lab you can make a kit that lets you create the heat map type images (see screenshots).
- Verbatim:
okay, so this is how I am 'fixing' ecology
there are no changes to the mechanics
just making it easier for you to visualise
i trust this will make the game way more enjoyable
as you won't get confused why veg stops growing etc
you can use this mechanic to track down the cause
i'm not telling you what the colours mean
you can use the existing ecology mechanics to derive the values
this is an overview addon
so you know where you need to probe
and where you don't need to probe
i.e. where i am stood
all around me is one 'value'
and here is another <moved to a different colour square>
so you can simplify your testing by only testing each colour change
rather than every co-ord in the game
(question: so the values aren't known, we have to test for them?)
you need to test for the exact numerical value
but as your knowledge grows
you can infer rough values based on colour
so once you know blue = 'value'
and greens = 'another value range'
then you might just go, okay onions need blue spots in the eco map
please take my example as fake news
but this should help you figure it out
any questions?
(question: will the grid be visible for everyone, like yours here in the demo? or will it only be visible for the user of the kit?)
(question: what is range for us?)
yes
the kit will deploy a time limited range
so you need to make more kits
(they won't be that expensive)
(question: how do we get the kit?)
(question: this grid contains every pollutant?)
(question: and only the one with kit can see?)
but they will pop up for 2 minutes or so
no, anyone can see it
like you see it now
the kit will let you pick a single pollutant to view
so if you want to see all 7 pollutants in a 500x500 grid
you need 7 kits
(question: will the kit be a consumable?)
yes
but they won't be expensive
(question: skill or test?)
you need advanced chem
and ecology level 4 or above to make the kit
then you need each ecology level to test for
but i've removed insects
and metal blue
its copper wire
and sulfur water instead
(question: will there be any way to force value changes? ie: force green to turn blue etc?)
yes, but that's you playing the ecology game
(question: eco 4 to make kit what about to use it)
(question: more to the point, can we UNpollute?)
<departed for Hyksos>