转贴ecf翻译欧服的好文章,科研发明用!
[Topic of 28-Jun]Need sth hot? here comes Invention~~~[size=12px]Invention Guide
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[size=12px][list][url=http://www.eve-production.org/invention/intro.html#overview][color=#ffa500]Overview[/color][/url] [url=http://www.eve-production.org/invention/intro.html#skills][color=#ffa500]Skills[/color][/url] [url=http://www.eve-production.org/invention/intro.html#materials][color=#ffa500]Stuff needed[/color][/url] [*][url=http://www.eve-production.org/invention/intro.html#steps][color=#ffa500]Steps to inventing[/color][/url][/list][/size]
OverviewInvention is the new system that came with Kali 1.5 which now allows every day people to produce tech 2 goods. Well, almost. It takes numerous specialized skills and expensive items to build. It takes a significant (by most player's standards) investment to undertake, but the potential profit makes it worth at least looking at.
说在前面的话
发明是在Kali 1.5 版本中新增加的游戏系统, 这个系统允许普通玩家也可以生产T2物资. 恩, 大部分的T2物资. 这个系统需要很多种特殊的技能以及很昂贵的物品. 对于大多数玩家而言, 投资是相当的大, 但是潜在的利润还是值得玩家去冒险的.
SkillsThe skills that you need fall in the science category. The invention specific skills are as follows (as well as the requirements).
[list]Electronics II Engineering II Electronics Upgrades V Science V Hacking II [*]Racial Encryption Methods[/list]The racial encryption skills are named obviously, Caldari Encryption Methods etc. The only problem is at current these skills are 150-250 mil apiece and you need all four if you want to keep your options open. These are just the skills for invention; you also need the skills for manufacturing of the tech 2 good if you want to build it yourself. Those are listed under the manufacturing tab on the blueprint
Unfortunately these are not the only skills you need. In addition specialized science skills are required. For this guide the Ballistic Control System I will be used throughout. This require the skills Electronic Engineering and Mechanical Engineering, not a coincidence that these are the same types as the datacores needed.
I should mention at this point that the higher the skills related to the invention the better your chances at a successful job. How much better is a guess, but getting the skills to 4 is probably a good idea before you start blasting away. Note this includes the science skills that the datacores need. See [url=http://www.eve-production.org/invention/skills.html][color=#ffa500]here[/color][/url] for a more in depth look at skills needed. When in doubt, check your blueprint for what it needs, the datacores each have a corresponding skill they require.
技能
所有你需要的技能都可以在"科学"类里找到. 与发明相关的技能如下(也是发明必需的技能):
电子学II
工程学II
电子升级研究 V
科学 V
黑客技术 II
种族解密方法
种族解密方法是根据种族区分的, 例如加达里解密技术. 唯一的问题, 现在这些技能都价值150M-250M(OF 07年4月数据), 而你需要把四本书都学习了这样才能有更大的生产选择余地. 以上仅仅是发明需要的技能; 你还需要制造T2物资的技能, 如果你希望自己制造的话. 这些都在蓝图的制造一页里列出来了. 不幸的是, 你还需要更多的技能. 例如, 指定的几种科学技能是需要的. 例如, 弹道控制系统 I . 这个东西需要电子技能和工业技能, 并不巧合地, 这些也是数据核心需要用到的接纳能够。
我应该说明的是, 与发明相关的技能等级越高, 越有可能发明成功. 这中间的关系还不清楚, 所有技能都升到IV是个不错的主意. 请注意, 我所说的技能包括数据核心需要的那些工业技能. 当你不确定该学什么技能的什么, 看一下你的蓝图需要什么技能, 还有你的数据核心需要什么技能.
MaterialsThe first major item you need is an interface. There are three of each for each race, meaning twelve total. One type handles ship equipment, one is for ships themselves and the last is for rigs. You only need one of each type maximum, they last an infinite number of runs and can be used in all simultaneous jobs. Prices range from 25-300 mil depending.
材料
首先你需要的东西是个数据界面. 每个种族有三种, 也就是说总共十二种. 每种族三种中有一种是负责船体装备的, 还有一种是负责船的, 最后一种就是负责船插的了. 你每种最多只需要一个, 这东西可以无限使用, 而且可以在所有的同时进行的发明中同时使用. 价格大概在25-300M(OF 07年4月数据).
Race: Amarr [table][tr][td]Name[/td][td]Used on[/td][/tr][tr][td]Occult Ship Data Interface[/td][td]Ships[/td][/tr][tr][td]Occult Data Interface[/td][td]Ship Equipment[/td][/tr][tr][td]Occult Tuner Data Card[/td][td]Rigs[/td][/tr][/table]种族: 艾玛 [table][tr][td]名称[/td][td]用途[/td][/tr][tr][td]Occult Ship Data Interface[/td][td]船只[/td][/tr][tr][td]Occult Data Interface[/td][td]船只装备[/td][/tr][tr][td]Occult Tuner Data Card[/td][td]船插[/td][/tr][/table]Race: Caldari [table][tr][td]Name[/td][td]Used on[/td][/tr][tr][td]Esoteric Ship Data Interface[/td][td]Ships[/td][/tr][tr][td]Esoteric Data Interface[/td][td]Ship Equipment[/td][/tr][tr][td]Esoteric Tuner Data Interface[/td][td]Rigs[/td][/tr][/table][b]种族: 加达里[/b] [table][tr][td]名称[/td][td]用途[/td][/tr][tr][td]Esoteric Ship Data Interface[/td][td]船只[/td][/tr][tr][td]Esoteric Data Interface[/td][td]船只装备[/td][/tr][tr][td]Esoteric Tuner Data Interface[/td][td]船插[/td][/tr][/table]Race: Gallente [table][tr][td]Name[/td][td]Used on[/td][/tr][tr][td]Incognito Data Interface[/td][td]Ships[/td][/tr][tr][td]Incognito Data Interface[/td][td]Ship Equipment[/td][/tr][tr][td]Inognito Tuner Data Interface[/td][td]Rigs[/td][/tr][/table]种族: 盖伦特 [table][tr][td]名称[/td][td]用途[/td][/tr][tr][td]Incognito Data Interface[/td][td]船只[/td][/tr][tr][td]Incognito Data Interface[/td][td]船只装备[/td][/tr][tr][td]Inognito Tuner Data Interface[/td][td]船插[/td][/tr][/table]Race: Minmatar [table][tr][td]Name[/td][td]Used on[/td][/tr][tr][td]Cryptic Ship Data Interface[/td][td]Ships[/td][/tr][tr][td]Cryptic Data Interface[/td][td]Ship Equipment[/td][/tr][tr][td]Cryptic Tuner Data Interface[/td][td]Rigs[/td][/tr][/table]种族: 米玛塔尔 [table][tr][td]名称[/td][td]用途[/td][/tr][tr][td]Cryptic Ship Data Interface[/td][td]船只[/td][/tr][tr][td]Cryptic Data Interface[/td][td]船只装备[/td][/tr][tr][td]Cryptic Tuner Data Interface[/td][td]船插[/td][/tr][/table]Once you have the skills and the interface you need a bpc of the tech 1 good you want to invent. If the blueprint does not have an invention tab, like ammo at the moment, then you can't invent it. Also while you can invent tech 2 warp core stabilizers they are impossible to build so I would recommend against using your datacores in this manner.
A blueprint copy is a limited run version of a blueprint and you can't research them to improve the stats. For invention the only stat that matters is how many runs a bpc is. The material and production efficiency of the tech 1 bpc have NO effect on the final invented blueprint. The number of runs however does, so use max run bpc's for invention. In most cases this works out to be 300. Just put a huge number in the field, for example 10000000, and it will replace that with the maximum. That only works if you are doing the copy job yourself however.
等到你已经拥有了必须的技能和数据界面以后, 你还需要再找一张你想发明的T2物品对应的T1物品的BPC. 如果T1蓝图上没有"发明"这栏, 例如现在的弹药, 那就说明你不能发明. 还有, 例如T2的跃迁核心稳定器是无法制造的, 那你也没有必要去发明它.
所谓的BPC是BPO的有限流程版, 无法研究. 对于发明而言, BPC有效的属性只是它的流程. 生产力研究和制造时间研究对于最终研究出来的成果是没有影响的. 但是流程数量则是越大越好, 一般来说, 300次流程就差不多了.
Each invention job will require two different datacores; the number of each will be different depending on the job. Some items only take 1 of each all the way up to tech 2 battlecruisers at 16 each. Ship equipment is between 1 and 3. Here is a list of all datacores that are in game. The related skill should be fairly obvious, i.e. Quantum Physics for Datacore - Quantum Physics and the like.
每一次发明都需要两个不同的数据核心, 每种核心需要的数量都会根据发明物品的不同而不同. 有些物品仅仅需要每个核心各一个,而T2战列巡洋舰需要每样各16个。船只装备的需求量在1到3之间。以下是所有游戏中存在的数据核心的列表。相关的技能应该很明显了,例如, Quantum Physics for Datacore - Quantum Physics。
[list]Datacore - Amarrian Starship Engineering Datacore - Caldari Starship Engineering Datacore - Electromagnetic Physics Datacore - Electronic Engineering Datacore - Gallentean Starship Engineering Datacore - Graviton Physics Datacore - High Energy Physics Datacore - Hydromagnetic Physics Datacore - Laser Physics Datacore - Mechanical Engineering Datacore - Minmatar Starship Engineering Datacore - Molecular Engineering Datacore - Nanite Engineering Datacore - Nuclear Physics Datacore - Plasma Physics Datacore - Quantum Physics [*]Datacore - Rocket Science[/list]
StepsThe first step after learning all the skills is to get a blueprint copy of the tech 1 version of the good you want to invent. The higher the run count the better. For all my jobs on ship equipment 300 is the norm. Then you check the invention tab on the bpc to get what datacores you need, which is under the material tab.
Now is the time to think of any optional components you may want to use. See the [url=http://www.eve-production.org/invention/advanced.html][color=#ffa500]advanced[/color][/url] page for more details on how they can affect the job. After you have all the stuff gathered it is time to start the job.
[b]具体步骤[/b]
在准备好所有需要的技能以后,第一步就是准备一张你要发明的东西的T1版本的BPC了。流程数越高越好。我个人所有的船只装备发明使用的BPC都是300以上的流程。然后你就可以查看一下BPC的材料一览里的信息来得知到底需要哪些数据核心了。
现在就要考虑一下你要投入什么东西了。你可以[b]查看这里[/b]来得知这些可以选择的投入会对你的成果产生什么影响。当你把所有的东西都准备好了以后,就可以正式开始发明了。
Starting the job is just like starting any other build job except for a few extra fields. The fields on the invention tab are as follows.
发明和普通的制造没有什么不同,只是增加了一些要多考虑的问题而已。下面就是你要考虑的问题:
[list]Installation - Which queue you install the job in. Doesn't really matter which one, just choose an open one. 制造线 - 你打算把你的工作放在哪条线上。所有的制造线都是一样的,随便选一条。 Blueprint - What blueprint you are using. This should be fairly obvious. 蓝图 - 你要用哪张蓝图,这个问题很明显吧 Input/Output - Where to get parts from for the job (blueprint must be in the same location I believe) and where to put the tech 2 bpc if the job succeeds. 输入/输出 - 你的生产原料在哪里 / 如果成功了,T2的BPC要放到哪里 Base Item (optional) - Tech 1 item that can boost the odds of success. See [url=http://www.eve-production.org/invention/advanced.html][color=#ffa500]here[/color][/url] for more info. 基础物品(可选) - 可以增加成功率的T1物品。[b]请看这里[/b]以得到更多信息 Decryptor (optional) - Decryptor that can affect quality of blueprint and/or success rate. See [url=http://www.eve-production.org/invention/advanced.html][color=#ffa500]here[/color][/url] for more info. [*]解码器(可选) - 解码器可以影响蓝图质量以及/或许可以影响成功率。[b]请看这里[/b]以得到更多信息[/list]It is worth mentioning that in the cases where multiple tech 2 items exist, such as ships, then it picks randomly between them. You can tell which it picked shortly after starting the job as it is listed in the job queue.
有必要再提一下的是:如果T2物品不止一种的话,例如船只,那么最后产生的发明成果会在所有的T2物品中随机选取一种。当你的发明进入了生产线以后,你就可以从生产信息中看到到底你有可能得到哪种物品了。
As an example we will use the Ballistic Control System I, pictoral guide now available [url=http://www.eve-production.org/invention/guide2.html][color=#ffa500]here[/color][/url].
好吧,我知道有些人已经不知道我在说什么了。举个例子给大家看,T1 弹道控制吧,大家请看以下的操作细节。
[list=1]Create a 300 run blueprint copy off of a Ballistic Control System I blueprint original. Read the invention tab off of the blueprint. Required items: Esoteric Data Interface, 2 Datacore - Electronic Engineering, 2 Datacore - Mechanical Engineering. Either get the datacores from a R&D agent or purchase them off the market. Bring up the invention job and choose a queue to use. Choose the input/output and blueprint. Add any optional items that you feel might help. I added a Ballistic Control System I, because it is pretty much always worth it to add at least the tech 1 item. No decryptor was used. Start the job and wait. [*]After the job finishes and you complete it you get a message. There are several messages but the one you are looking for is research successful. This message tells you the stats of your new tech 2 bpc. Congratulations, you can now join the ranks of tech 2 manufacturing![/list]1. 搞到一张300流程的弹道控制 I 的BPC
2. 仔细研究一下蓝图上的“发明”部分。需要物品:Esoteric 数据界面, 两个Electronic Engineering数据核心, 两个Mechanical Engineering数据核心
3. 从研究代理人那里搞到核心,或者从市场上买来
4. 设置一下研究工作,选条生产线。选择生产输入/输出。加上些你认为可能对产品产生影响的可选物品。我个人是增加了一个弹道控制系统I。因为根据我个人经验来看,至少加入一个T1物品是很有必要的。解码器不需要。
5. 开始工作,然后等待
6. 当工作结束后,你就可以得到一条信息了。信息有很多种,但是你想看到的只有一种:发明成功。信息里会包含成功发明的T2 BPC的信息。恭喜你,你已经加入了T2制造商的行列了!
Tech 2 building is exactly the same as tech 1, except it requires more skills, a copy of the tech 1 good it is based on and R.A.M. modules. That is beyond the scope of this guide at the moment. Optional components are now covered in the advanced guide [url=http://www.eve-production.org/invention/advanced.html][color=#ffa500]here[/color][/url].
T2制造业和T1制造业没什么不同,除了需要更多的技能,T1物品的BPC以及RAM装备以外。当然了,RAM这个东西已经超出了这段的范畴,[b]请看这里[/b]以得到更多信息。
[url=http://www.eve-production.org/invention/guide2.html][b][color=#0000ff]Graphical Guide[/color][/b][/url]
This is a pictoral step by step how-to to creating an invention job. Not very impressive if you have ever done a build/research job but still worth a look. Step 1The first step is to get a blueprint original. Once again, the Ballistic Control System I is used throughout [img=366,374]http://www.eve-production.org/invention/step1.png[/img] Step 2Then you need a blueprint copy made to do the actual invention.
[img=367,386]http://www.eve-production.org/invention/step2.png[/img]
Step 3This is the blueprint copy page, press ok to be brought a page that confirms the build cost. Ok that and then wait for the copy to be made. In empire it can be a week or more for an open slot to apear. Note the run count at 1000, the maximum. This will affect how many of the tech 2 item we can build later on.
[img=404,400]http://www.eve-production.org/invention/step3.png[/img]
Step 4Luckily for us I already had a blueprint copy made up. You may note the ME and PE are very unbalanced. Good thing it doesn't actually hurt us in any way. The 300 runs on the other hand is sub-optimal. Oh well.
[img=306,429]http://www.eve-production.org/invention/step4.png[/img]
Step 5Go to the Bill of Materials tab, then the invention sub tab to get a list of what you need to start the job. For some reason it doesn't list the skills here, or on any of the interfaces. I attribute this to oversight by the devs and is one of the main reasons people getting started inventing get blindsided when their jobs won't start. We need two of each the Electrical Engineering and Mechanical Engineering datacores as well as a Esoteric Data Interface.
[img=301,426]http://www.eve-production.org/invention/step5.png[/img]
Step 6Once all those items, plus the optional ones you wish to use, are in the same place you can begin the invention job. Note that as far as I know the blueprint copy (bpc) must be in the same hangar as the parts being used. Not a big deal for individuals, but for corp jobs this may be a problem.
[img=364,422]http://www.eve-production.org/invention/step6.png[/img]
Step 7Choose a location/slot to install the job, just like any other one. I blocked out the location so this isn't exactly what it looks like in game.
[img=551,502]http://www.eve-production.org/invention/step7.png[/img]
Step 8Once you choose a slot the other required fields are filled out, at least if you got to the menu via right-click like I did here. Here an optional item is being chosen; although it is just the tech 1 version it is much better than nothing. This item will be destroyed no matter how the job turns out and only tech 1 named may be used; no tech 2, officer or factional.
[img=398,398]http://www.eve-production.org/invention/step8.png[/img]
Step 9Then a decryptor is chosen. The drop down menu is much more impressive if you have lots of decryptors, honest it is.
[img=401,401]http://www.eve-production.org/invention/step9.png[/img]
Step 10Once you press ok to get the confirmation window. This shows you what items are being used, how much the job will cost, how long it will take and what skills are required. Press accept quote and wait for the job to finish. The items will then all be pulled out of your hangar for the job, except for the interface. Those stay in the hangar so you can use them for multiply simultaneous jobs, good thing too considering their cost. Then you will either have a nice bpc for a tech 2 item or just a happy message saying the job failed.
[img=501,340]http://www.eve-production.org/invention/step10.png[/img]
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[/size][/font] [url=http://www.eve-production.org/invention/advanced.html][font=Comic Sans MS][size=2][color=#0000ff][b]Advanced topics[/b][/color][/size][/font][/url]
[font=Comic Sans MS][size=2]There are three main items that can be used to affect your invention jobs to varying degrees. This is where those are covered. Items can be used to boost the chance of success; decryptors and blueprint copies are what determine how good your tech 2 blueprint copy comes out.
[/size][/font][list][url=http://www.eve-production.org/invention/advanced.html#items][color=#ffa500]Items[/color][/url] [url=http://www.eve-production.org/invention/advanced.html#decryptors][color=#ffa500]Decryptors[/color][/url] [url=http://www.eve-production.org/invention/advanced.html#blueprints][color=#ffa500]Blueprints[/color][/url] [*][url=http://www.eve-production.org/invention/advanced.html#stats][color=#ffa500]Negative bp stats and you[/color][/url][/list]ItemsThe quality of the item used affects how much it adds to the job. The higher the meta level of the item the better the chance it adds. Tech 2 goods have a meta level of 5 and factional/officer's meta level is 5+. Since the meta level is above the meta level of what you are inventing (5 for tech 2 goods) they cannot be used. No matter how the job turns out this item is destroyed, so make sure it is worth it. How much this adds to the chance of success is still being determined and is currently unknown and subject to change. For an example of meta levels lets look at the Ballistic Control System I. You may notice how the quality of the item when placed in order of quality, better bonus's being better, they line up with their meta levels. Some parts may not sync up with this, but I doubt it is intentional. [table][tr][td]Item[/td][td]Meta Level[/td][/tr][tr][td]Ballistic Control System I[/td][td]0[/td][/tr][tr][td]Cross Linked Bolt Array I[/td][td]1[/td][/tr][tr][td]Muon Coil Bolt Array I[/td][td]2[/td][/tr][tr][td]Multiphasic Bolt Array I[/td][td]3[/td][/tr][tr][td]'Pandemonium' I Ballistic Enhancement[/td][td]4[/td][/tr][tr][td]Ballistic Control System II - Cannot be used on invention jobs![/td][td]5[/td][/tr][/table]Items that only have a few versions, like shield hardeners still start their meta level at one and count up to the highest item. Ships have only one version so they always have a meta level of one. But one is better than zero.
DecryptorsDecryptors are one time use items that modify the stats of invented blueprints in certain ways. They vary greatly in cost, some being only a few hundred thousand, others upwards of 300 million. They affect four stats: the chance of a successful invention, the final material efficiency (ME), the final production efficiency (PE) and the number of runs you can get from the end result. The base ME and PE of any invention job is -4, the following show the modification to that number. So a job done with the War Strategon will come out with ME: -7 PE: -2.
The chance is the only thing that is different from any other bpc. It is exactly like it sounds, the higher the better. The best a decryptor can do is add 30%; the worst is make it 60% less likely. Once again, these are destroyed no matter the outcome of the job. The following is a chart the decryptors in game. Note they are located under the respective pirate faction on the market place: Amarr is Bloodraider, Caldari is Gurista, Gallente is Serpentis and Minmatar is Angel. Please note that these may change as the devs tweak things, I will do my best to keep this table accurate however.
Amarr [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]War Strategon[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Classic Doctrine[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Formation Layout[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]Sacred Manifesto[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Circular Logic[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]Caldari [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]Installation Guide[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Prototype Diagram[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Tuning Instructions[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]User Manual[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Alignment Chart[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]Gallente [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]Stolen Formulas[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Test Reports[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Collision Measurements[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]Engagement Plan[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Symbiotic Figures[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]Minmatar [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]Assembly Instructions[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Advanced Theories[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Calibration Data[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]Operation Handbook[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Circuitry Schematics[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]BlueprintsThe final stats of the invented blueprint are determined in the following ways. Note the ME and PE are not in any way, shape or form related to what the original tech 1 bpc had. Final number of runs is affected only by the number of runs that the original bpc had and the decryptor bonus. At this point there is no randomness involved; if you perform multiple jobs with identical parts the results will always turn out the same, at least if they all succeed. Although hints from CCP indicate this may not always be the case. Thanks to Qual for posting these formulas.
ME = -4 + Decryptor bonus
PE = -4 + Decryptor bonus
The final number of runs formula is a doozy compared to the others, so I will explain.
Runs = max(1;Round.Down(ActualRunsInputBPC/MaxRunsInputBPC*MaxRunsOutputBPC + DecryptorBonusRuns))
[list]ActualRunsInputBPC: The number of runs that are on the bpc to be invented on. MaxRunsInputBPC: The maximum number of runs for the blueprint type (see following table). MaxRunsOutputBPC: 1 for ships, 10 for modules. [*]DecryptorBonusRuns: Just what it says, the bonus you get from the decryptor used.[/list]max(...) means take the largest value of those and use that. So it will either use 1 or whatever the result of the Round.Down(...) formula returns. This is a bit nasty, so lets use an example to demonstrate. If you hadn't guessed it, the Ballistics Control System 1 will be used. The bpc is a 1000 run (max for this part) with ME and PE at 0 (not like it matters). We are also using an Installation Guide decryptor.
ME = -4 + -3 = -7 PE = -4 + 2 = -2 Runs = max(1;Round.Down(1000/10*1000) + 4)
= max(1;Round.Down(10) + 4)
= max(1;10 + 4)
= 10 + 4 = 14
So we get a bpc with the following stats ME: -7, PE: -2 and 14 runs, not too bad. Ok compared to normal building the stats are terrible, but that can't be helped. At least we can make 14 of them.
[font=Tahoma][/font][size=9pt][font=宋体]所以我们得到的复制蓝图为:材料[/font][/size][font=Tahoma][size=9pt]-7[/size][/font][font=宋体][size=9pt],生产[/size][/font][font=Tahoma][size=9pt]-4[/size][/font][font=宋体][size=9pt],[/size][/font][font=Tahoma][size=9pt]14[/size][/font][font=宋体][size=9pt]流程,不太坏。比起正常的制造来看是遭了点,但是也没有办法。至少我们获得了[/size][/font][font=Tahoma][size=9pt]14[/size][/font][font=宋体][size=9pt]个东西。[/size][/font][font=Tahoma][size=9pt][/size][/font]
The following is the max number of runs that a bpc can hold currently. I copied this from the forums so it may or may not be 100% accurate. When making your own bpc's for invention always make sure to max the number of runs with the 999999... trick.
[font=宋体]下面是复制蓝图现在能够支持的最大流程数。我把它从论坛上复制下来。所以可能不是[/font][size=9pt][font=Tahoma]100%[/font][/size][font=宋体][size=9pt]真实。当制造你的发明使用的复制图时,最好将流程数写成[/size][/font][font=Tahoma][size=9pt]999999[/size][/font][font=宋体][size=9pt]。保证有最大的流程数[/size][/font]
[font=宋体][/font]
[font=宋体][/font][table][tr][td]Blueprint type[/td][td]Max runs[/td][/tr][tr][td]Frigates[/td][td]30[/td][/tr][tr][td]Destroyers[/td][td]20[/td][/tr][tr][td]Cruisers[/td][td]15[/td][/tr][tr][td]Industrials[/td][td]15[/td][/tr][tr][td]Battlecruisers[/td][td]15[/td][/tr][tr][td]Battleships[/td][td]10[/td][/tr][tr][td]Mining barges[/td][td]10[/td][/tr][tr][td]Rigs[/td][td]1000[/td][/tr][tr][td]Light missiles[/td][td]500[/td][/tr][tr][td]Heavy missiles[/td][td]750[/td][/tr][tr][td]Ammo[/td][td]1500[/td][/tr][tr][td]Charges[/td][td]1500[/td][/tr][tr][td]Probes[/td][td]1000[/td][/tr][tr][td]Most modules[/td][td]300[/td][/tr][tr][td]Some modules[/td][td]1000[/td][/tr][tr][td]Cloaks, etc[/td][td]100[/td][/tr][/table]Negative bp stats and youThis is how a negative stat on a blueprint affects your production time. You take your base speed and multiply it the constant. So if an item takes 2 hours to build with PE of 0 (what it lists normally) and the actual PE is -1 it now takes 2 hours and 48 minutes per item you build. [table][tr][td]PE[/td][td]Multiply base speed by[/td][/tr][tr][td]-1[/td][td]1.4[/td][/tr][tr][td]-2[/td][td]1.6[/td][/tr][tr][td]-3[/td][td]1.8[/td][/tr][tr][td]-4[/td][td]2.0[/td][/tr][/table]Wastage is how much minerals are wasted (duh). The more wastage the more it will cost you. 70% wastage means that instead of 100 tritanum you use 170 units, trit is just an example it works the same for all build materials needed. The formula for wastage on negative ME apears to be the following (blame Qual if this is wrong :痛苦:):
Waste = (-ME - 1)/10
The following table lists the ME, wastage and the constant to multiply the base mineral use by [table][tr][td]ME[/td][td]Wastage[/td][td]Constant[/td][/tr][tr][td]-4[/td][td]0.3[/td][td]1.3[/td][/tr][tr][td]-5[/td][td]0.4[/td][td]1.4[/td][/tr][tr][td]-6[/td][td]0.5[/td][td]1.5[/td][/tr][tr][td]-7[/td][td]0.6[/td][td]1.6[/td][/tr][tr][td]-8[/td][td]0.7[/td][td]1.7[/td][/tr][/table][url=http://www.eve-production.org/invention/decryptors.html][b][color=#800080]Decryptors[/color][/b][/url]
[color=#800080][/color]
Amarr [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]War Strategon[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Classic Doctrine[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Formation Layout[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]Sacred Manifesto[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Circular Logic[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]Caldari [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]Installation Guide[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Prototype Diagram[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Tuning Instructions[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]User Manual[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Alignment Chart[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]Gallente [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]Stolen Formulas[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Test Reports[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Collision Measurements[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]Engagement Plan[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Symbiotic Figures[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table]Minmatar [table][tr][td]Name[/td][td]Chance[/td][td]ME[/td][td]PE[/td][td]Runs[/td][/tr][tr][td]Assembly Instructions[/td][td]1.3[/td][td]-3[/td][td]2[/td][td]4[/td][/tr][tr][td]Advanced Theories[/td][td]1.1[/td][td]-2[/td][td]5[/td][td]1[/td][/tr][tr][td]Calibration Data[/td][td]1.0[/td][td]-1[/td][td]3[/td][td]0[/td][/tr][tr][td]Operation Handbook[/td][td]0.8[/td][td]0[/td][td]4[/td][td]2[/td][/tr][tr][td]Circuitry Schematics[/td][td]0.4[/td][td]-4[/td][td]1[/td][td]9[/td][/tr][/table][color=#0000ff][b]Invention Guide - Skills pageSince this is the area I get the most questions on by far it seems a good idea to talk about what skills you need to be a successful inventor.
[/b][list][url=http://www.eve-production.org/invention/skills.html#basics][color=#ffa500][b]Requirements[/b][/color][/url][url=http://www.eve-production.org/invention/skills.html#science][color=#ffa500][b]Science Skills[/b][/color][/url][*][url=http://www.eve-production.org/invention/skills.html#other][color=#ffa500][b]Other skills[/b][/color][/url][/list][b][color=#0000ff]Requirements[/color]The basic minimum skills to invent are as follows. Rank just means what level you have a skill at i.e. anywhere between 0 and 5. The level of these skills does not affect the chances of success in any way. [/b][table][tr][td][b]Name[/b][/td][td][b]Rank[/b][/td][/tr][tr][td][b]Electronics[/b][/td][td][b]2[/b][/td][/tr][tr][td][b]Engineering[/b][/td][td][b]2[/b][/td][/tr][tr][td][b]Electronics Upgrades[/b][/td][td][b]5[/b][/td][/tr][tr][td][b]Science[/b][/td][td][b]5[/b][/td][/tr][tr][td][b]Hacking[/b][/td][td][b]2[/b][/td][/tr][/table][b]In addition to this you need a racial encryption skill. There is one for each race and they are pricey, 150-250 mil per. The names of the interfaces and skill are related to the races in the following way, meaning that is the race needed. For Amarr you need the Occult interface etc. You only need the skill and interface for the race you are inventing on, no need to go buy them all if you are just making one races items. [/b][table][tr][td][b]Race[/b][/td][td][b]Interface name[/b][/td][/tr][tr][td][b]Amarr[/b][/td][td][b]Occult[/b][/td][/tr][tr][td][b]Caldari[/b][/td][td][b]Esoteric[/b][/td][/tr][tr][td][b]Gallente[/b][/td][td][b]Inognito[/b][/td][/tr][tr][td][b]Minmatar[/b][/td][td][b]Cryptic[/b][/td][/tr][/table][/color] [b][color=#0000ff]The names of the invention skills are fairly obvious. Because I like tables so much we will list them here and what race stuff you can invent using it. This skill level is very important and directly affects your chance at success, 4 is a good place to start before you really get going on jobs. Again you only need the skills listed by the blueprints, if it takes the Occult Data Interface then you need Amarr Encryption Methods etc. [/color][/b][table][tr][td][b]Race[/b][/td][td][b]Skill name[/b][/td][/tr][tr][td][b]Amarr[/b][/td][td][b]Amarr Encryption Methods[/b][/td][/tr][tr][td][b]Caldari[/b][/td][td][b]Caldari Encryption Methods[/b][/td][/tr][tr][td][b]Gallente[/b][/td][td][b]Gallente Encryption Methods[/b][/td][/tr][tr][td][b]Minmatar[/b][/td][td][b]Minmatar Encryption Methods[/b][/td][/tr][/table][b][color=#0000ff]Science Skills[/color]There are lots of skills that affect your chance of a successful invention job on top of just the racial encryption skills, and lucky for you we are now going to cover them here. These skills are needed to runs jobs and affect the outcome odds. I recommend getting the ones you use to 4 quickly and 5 can't hurt. With the exception of four skills they are all in the science category, the Starship Engineering ones being in the mechanic group. To figure out which skills you need check the invention page on the bpc you are inventing on. All the decryptors are tied to a single skill, listed in the following table. Remember only get the ones you need but get them to 4 at least. [/b][table][tr][td][b]Skill[/b][/td][td][b]Datacore[/b][/td][/tr][tr][td][b]Amarranian Starship Engineering[/b][/td][td][b]Datacore - Amarrian Starship Engineering[/b][/td][/tr][tr][td][b]Caldari Starship Engineering[/b][/td][td][b]Datacore - Caldari Starship Engineering[/b][/td][/tr][tr][td][b]Electromagnetic Physics[/b][/td][td][b]Datacore - Electromagnetic Physics[/b][/td][/tr][tr][td][b]Electronic Engineering[/b][/td][td][b]Datacore - Electronic Engineering[/b][/td][/tr][tr][td][b]Gallentean Starship Engineering[/b][/td][td][b]Datacore - Gallentean Starship Engineering[/b][/td][/tr][tr][td][b]Graviton Physics[/b][/td][td][b]Datacore - Graviton Physics[/b][/td][/tr][tr][td][b]High Energy Physics[/b][/td][td][b]Datacore - High Energy Physics[/b][/td][/tr][tr][td][b]Hydromagnetic Physics[/b][/td][td][b]Datacore - Hydromagnetic Physics[/b][/td][/tr][tr][td][b]Laser Physics[/b][/td][td][b]Datacore - Laser Physics[/b][/td][/tr][tr][td][b]Mechanical Engineering[/b][/td][td][b]Datacore - Mechanical Engineering[/b][/td][/tr][tr][td][b]Minmatar Starship Engineering[/b][/td][td][b]Datacore - Minmatar Starship Engineering[/b][/td][/tr][tr][td][b]Molecular Engineering[/b][/td][td][b]Datacore - Molecular Engineering[/b][/td][/tr][tr][td][b]Nanite Engineering[/b][/td][td][b]Datacore - Nanite Engineering[/b][/td][/tr][tr][td][b]Nuclear Physics[/b][/td][td][b]Datacore - Nuclear Physics[/b][/td][/tr][tr][td][b]Plasma Physics[/b][/td][td][b]Datacore - Plasma Physics[/b][/td][/tr][tr][td][b]Quantum Physics[/b][/td][td][b]Datacore - Quantum Physics[/b][/td][/tr][tr][td][b]Rocket Science[/b][/td][td][b]Datacore - Rocket Science[/b][/td][/tr][/table][b]Hopefully you have figured out the naming convention by now. Coincidentally the skills which are needed to use the datacores are the exact same ones you need to use a Research & Development agent to get those datacores, funny how things just work out some times. As far as skills that affect the odds of success for invention that is the list, everything after this point is just stuff I think you should have.
Here is an example of what you would see in game and what skills you would need to invent it. We go with our old standby, the Ballistics Control System 1.
[img=301,426]http://www.eve-production.org/invention/step5.png[/img]
Datacore - Electronic Engineering means we need the skill 'Electronic Engineering' at least at 1. Datacore - Mechanical Engineering means we need the skill 'Mechanical Engineering' at least at 1. Esoteric Data Interface means we actually need a Esoteric Data Interface lying around, plus the skill Caldari Encryption Methods at least at 1. These skills should be much higher than 1 of course, as I have been saying over and over shoot for 4 minimum. Datacores are pricey, no need to waste them when you could be much luckier in a few days.
[color=#0000ff]Other Skills[/color] [/b][list][b]Production Efficiency rank 5 - There is no reason to not have this if you are building stuff. It takes 5% off your mineral waste per level. Translation: more profit. Laboratory Operations and Advanced Laboratory Operations - Gives you more research jobs that you can run simultaneously. Invention jobs also fall under this category so get Advanced lab ops to 4 and enjoy 10 queues of researchy goodness. Scientific Networking - Allows you to start research/invention jobs remotely. Get this to 1 at the very least if you plan on using a research POS. Mass Production and Advanced Mass Production - Same as the research skills except for building. T2 goods take a long time to build (especially with a negative PE bpc) so you will need extra queues. [/b][*][b]Research Project Management - Allows you to use more than one R&D agent at the same time. Since you have the science skills might as well get into the T2 bpo lottery (or at least get a few free datacores).[/b][/list][color=#0000ff][/color][size=4][color=red][b]综上所述: [/b][/color][/size]
[size=4][color=red][/color][/size]
[size=4][color=red][b] 发明成功率有影响的几个因素: 1. (关键) 技能[/b][/color][/size]
[size=4][color=red][b] 2. 蓝图质量 [/b][/color][/size]
[size=4][color=red][b] 3. 解码器[/b][/color][/size]
[b][size=4][color=#ff0000] 4. 使用物品 T1原件[/color][/size][/b]
[b][size=4][color=#ff0000] 5. 关键中的关键..........RP[/color][/size][/b]
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