PropertyValue
rdf:type
rdfs:label
  • Node
  • Node
  • Node
rdfs:comment
  • Nodes are clustered groups of small components, either artificial or organic, which store different types of mediums such as data, navigational information, sensors, physical matter, or energy. (TNG: "Emergence" ; DS9: "Captive Pursuit"; VOY: "Unity", "Timeless", "Dark Frontier", "Unimatrix Zero, Part II") In 2374, on stardate 51186.2, Ensign Harry Kim and Seven of Nine removed a node with integrated Borg navigational data from the USS Voyager in order to download the data for Astrometrics. (VOY: "Revulsion")
  • A Node is a term used to describe an object that can be gathered. In Human populated regions (Ishalgen and Poeta), nodes can only be gathered by Humans with the gathering skill. After ascending, Daevas use the Essencetapping skill to gather the essences of ground objects, or Aethertapping to get various forms of Aether from vortexes in the air.
  • Every DOM (except Window) implements the Node interface.
  • A node is a point of interaction. Specifically, a node may refer to a vertex on a graph, like a destination on a flight path map. A node can also refer to a resource node, such as the five found in Arathi Basin. Resource nodes may also refer to the placen where herbs, mining nodes, fishing pools or gas clouds spawn, or to the herbs, mining nodes, pools or clouds themselves. Cobalt Deposits were known as Cobalt Nodes during the Wrath of the Lich King beta. Generally, a node can be any point at which entities spawn, like graveyards or starting locations in battlegrounds.
  • A node was a naturally occurring source of power, that generated the field that mancers drew upon prior to their destruction in 208 ATM.
  • A node is a point of interaction. Specifically, a node may refer to a vertex on a graph, like a destination on a flight path map. A node can also refer to a resource node, such as the five found in Arathi Basin. Resource nodes may also refer to the place where herbs and ore spawn. Generally, a node can be any point at which entities spawn, like graveyards or starting locations in battlegrounds.
  • A node is
  • A Node is a reservoir of magical energy which occurs when two or more Ley-Lines meet. Nodes are extremely powerful, and it takes an Adept-level mage to tap into one. The Tayledras have learned a way to make Heartstones which act like artificial Nodes.
  • A node is an internal signal of an information processing structure. Examples for nodes are common input signals to several blocks or the output of a summing junction as well as the input point or the output point of a system in its whole. In diktyology, however, a node is a building block of a network.
  • NODES is the name of a WAD lump which is a component of a level. It is normally generated automatically from other data for the level using a node builder tool. The nodes lump constitutes a binary space partition of the level. It is a binary tree that sorts all the subsectors into the correct order for drawing. Each node entry has a partition line associated with it that divides the area that the node represents into a left child area and a right child area. Each child may be either another node entry (a subnode), or a subsector on the map.
  • Nodes are weapons, tools and gadgets. They appear in Revenge of the Fallen. Weapon Nodes Include: * M. Pistol 1 * M. Pistol 2 * RPG MK.1 * RPG MK.2 * RAIL GUN 1 * RAIL GUN 2 * ORB LAUNCHER 1 * ORB LAUNCHER 2 * BOMBARDER 1 * BOMBARDER 2
  • A node may be an element of a linked list or a tree. The notion of a node in programming refers to both, while in mathematics, nodes are linked to the mathematical tree. In general, a node is made up of a data field, which contains the information about the object in the data structure, and one or more pointers to other nodes. These links of pointers virtually make up the whole data structure.
  • Nodes were points captured by turning a bolt crank.
  • They had limited functionality, answering visitors' simple questions and passing on messages. They looked like an abstract statue with a large headpiece which contained a "real looking flesh aspect", a human face. Such faces were donated by people who had died, a practice apparently quite common in the 51st century. One of the people who had donated a face was Mark Chambers. Each node had an automated decency filter installed to make sure it remained polite. Faces were chosen for each user individually from flesh banks by the computer, based on what it thought the user would like.
  • Nodes are productions facilities with needs and products. Some are simple, like a mining node, others very complex, for example high-tech nodes like shipyards or weapon factories. They are the tiniest part of the economy. And as the developers said, even a simple village on a planet consists of multiple nodes of different types. But even if you say, nodes are the tiniest part of the Star Citizen Economy and resemble therefor atoms, nodes consist of many sub-parts, just like atoms. As you can see, a node consists of six modules, an internal Event Generator and some economic parts.
  • Nodes are the unit of distance in the Renaissance Kingdoms. Slightly under half of the nodes are towns, the rest are empty between them. It is on the empty nodes that robbery takes place. On foot, a regular player can travel 2 nodes per day, and a lord can travel 3 on a horse.
  • A Node is a type of Terrain Special, which doubles both as a potential File:Icon Power.png source and a high-level Encounter Zone. Nodes also represent unique terrain types that are not found elsewhere (apart from other Nodes), and give different benefits than the generic terrain that the Surveyor (F1) reports them to be on. There are three types of Nodes in the game. Each type corresponds to a specific Realm of magic, and behaves differently as a result:
owl:sameAs
params
  • child
  • newChild , oldChild
  • newChild , refChild
dcterms:subject
individuals
dbkwik:el.wow/property/wikiPageUsesTemplate
dbkwik:fr.dictionnaire-catalan-francais/property/wikiPageUsesTemplate
dbkwik:masterofmagic/property/wikiPageUsesTemplate
dbkwik:memory-alpha/property/wikiPageUsesTemplate
dbkwik:ratchetandclank/property/wikiPageUsesTemplate
dbkwik:tardis/property/wikiPageUsesTemplate
dbkwik:wowwiki/property/wikiPageUsesTemplate
dbkwik:whitewolf/property/wikiPageUsesTemplate
Appearances
Affiliation
returns
  • Node
Name
  • Node
Type
  • Node
Standard
  • DOM Level 1DOM Level 2DOM Level 3
booktypes
  • of the Node's own Realm
sorcery
  • 100
scouting
  • Encounter_NatureNode_Dialog.png
ZoneType
  • Node
Chaos
  • 100
dbkwik:itlaw/property/wikiPageUsesTemplate
dbkwik:doom/property/wikiPageUsesTemplate
dbkwik:htmlcss/property/wikiPageUsesTemplate
dbkwik:javascript/property/wikiPageUsesTemplate
Nature
  • 100
Documentation
  • MozillaMicrosoft
wikipage disambiguates
abstract
  • Nodes are clustered groups of small components, either artificial or organic, which store different types of mediums such as data, navigational information, sensors, physical matter, or energy. (TNG: "Emergence" ; DS9: "Captive Pursuit"; VOY: "Unity", "Timeless", "Dark Frontier", "Unimatrix Zero, Part II") In 2374, on stardate 51186.2, Ensign Harry Kim and Seven of Nine removed a node with integrated Borg navigational data from the USS Voyager in order to download the data for Astrometrics. (VOY: "Revulsion")
  • A Node is a term used to describe an object that can be gathered. In Human populated regions (Ishalgen and Poeta), nodes can only be gathered by Humans with the gathering skill. After ascending, Daevas use the Essencetapping skill to gather the essences of ground objects, or Aethertapping to get various forms of Aether from vortexes in the air.
  • Every DOM (except Window) implements the Node interface.
  • A node is a point of interaction. Specifically, a node may refer to a vertex on a graph, like a destination on a flight path map. A node can also refer to a resource node, such as the five found in Arathi Basin. Resource nodes may also refer to the placen where herbs, mining nodes, fishing pools or gas clouds spawn, or to the herbs, mining nodes, pools or clouds themselves. Cobalt Deposits were known as Cobalt Nodes during the Wrath of the Lich King beta. Generally, a node can be any point at which entities spawn, like graveyards or starting locations in battlegrounds.
  • A node was a naturally occurring source of power, that generated the field that mancers drew upon prior to their destruction in 208 ATM.
  • A node is a point of interaction. Specifically, a node may refer to a vertex on a graph, like a destination on a flight path map. A node can also refer to a resource node, such as the five found in Arathi Basin. Resource nodes may also refer to the place where herbs and ore spawn. Generally, a node can be any point at which entities spawn, like graveyards or starting locations in battlegrounds.
  • A node is
  • A Node is a reservoir of magical energy which occurs when two or more Ley-Lines meet. Nodes are extremely powerful, and it takes an Adept-level mage to tap into one. The Tayledras have learned a way to make Heartstones which act like artificial Nodes.
  • Nodes are the unit of distance in the Renaissance Kingdoms. Slightly under half of the nodes are towns, the rest are empty between them. It is on the empty nodes that robbery takes place. On foot, a regular player can travel 2 nodes per day, and a lord can travel 3 on a horse. Note that if two players with the same IP are on the same "Town node," or both are on any "non-town" node (i.e. both are out of towns, travelling, even if not in the same places), the Holy Inquisition evidently kicks in. This leads to a series of events, that if not properly navigated, leads to eradication. Players who share IP addresses must also avoid travelling on the same day, as this has sometimes been shown to trigger the Inquisition as well.
  • A Node is a type of Terrain Special, which doubles both as a potential File:Icon Power.png source and a high-level Encounter Zone. Nodes also represent unique terrain types that are not found elsewhere (apart from other Nodes), and give different benefits than the generic terrain that the Surveyor (F1) reports them to be on. There are three types of Nodes in the game. Each type corresponds to a specific Realm of magic, and behaves differently as a result: * File:TerrainSpecial ChaosNode.png File:Icon Chaos.pngChaos Nodes, * File:TerrainSpecial NatureNode.png File:Icon Nature.pngNature Nodes, * and File:TerrainSpecial SorceryNode.png File:Icon Sorcery.pngSorcery Nodes. There are no Nodes associated with the Realms of File:Icon Life.pngLife and File:Icon Death.pngDeath, which relay their power through religious institutions instead. Initially, all Nodes are guarded by a contingent of Fantastic Units that belong to the Node's Realm. Once these creatures have been removed, any Wizard may send a File:Icon Arcane.pngMagic Spirit or File:Icon Life.pngGuardian Spirit to File:Ability Meld.png Meld with the Node, thus acquiring a constant input of File:Icon Power.png based on the Node's coverage area. 30 Nodes are generated across the Planes at the start of each game. These Nodes cannot be removed or altered, and no new Nodes will be added during the course of the campaign. The 14 Nodes found on the Plane of Myrror produce much more File:Icon Power.png than the 16 found on Arcanus - but are also better defended. Nodes cause (and represent) oddities in the magical field. During combat at a Node, these interfere with the casting of any spell that is not from the Node's own Realm. The aura of magical energy emanating from the Node also boosts the abilities of all Fantastic Units that belong to the Node's Realm during any battle within the Node's area of influence. File:Icon Power.png output from a Node is determined by the size of its influence zone, a random field spanning 5 to 10 tiles for Arcanus Nodes and 10 to 20 for Myrran ones, roughly centered around (and always including) the tile that the Node itself is on. The Magic Intensity Setting chosen when starting the game also has a direct effect on the generated File:Icon Power.png . Nodes can be subverted using the File:Icon Death.pngWarp Node spell, and random "Conjunction" type Events may temporarily alter the amount of File:Icon Power.png they provide.
  • Nodes are productions facilities with needs and products. Some are simple, like a mining node, others very complex, for example high-tech nodes like shipyards or weapon factories. They are the tiniest part of the economy. And as the developers said, even a simple village on a planet consists of multiple nodes of different types. But even if you say, nodes are the tiniest part of the Star Citizen Economy and resemble therefor atoms, nodes consist of many sub-parts, just like atoms. So, let's sharpen the economic scalpell and take a closer look, how a single node works in general. This is the Anatomy of the Node of a Factory for Laser Cannons. As you can see, a node consists of six modules, an internal Event Generator and some economic parts. The six modules are: * Population Module * Manufactoring Module * Health Module * Power Module * Entertainment Module * Warehouse Module The Internal Event Generator is there to generate a smoothly running economic operation. Are there enough starting materials? If yes, then produce the product. The Commerce Interface, closely working with the Warehouse Module, checks needs and products of the node. If there is a problem, it will create missions for buying or selling goods and products. Are there enough starting materials? Or shall be bought more? How many units of products are in the storage? Shall the production be slowed down until a trader buys some units? Of course it can only work, if the necessary money is in the Node Wallet. Taxes are substracted from this Wallet, so a growing node with plenty of suppliers and customers will generate more Taxes and so the growth of the entity, the node is a part of. So, if the Node of this Factory for Laser Cannons is well supplied and has enough buyers, it will enhance the growth of the nodes around it, for example the Population Node, the Enterainment Node and others. And the settlement may grow too by adding other Nodes. Maybe a Node for Raw Materials or Transport.
  • A node is an internal signal of an information processing structure. Examples for nodes are common input signals to several blocks or the output of a summing junction as well as the input point or the output point of a system in its whole. In diktyology, however, a node is a building block of a network.
  • NODES is the name of a WAD lump which is a component of a level. It is normally generated automatically from other data for the level using a node builder tool. The nodes lump constitutes a binary space partition of the level. It is a binary tree that sorts all the subsectors into the correct order for drawing. Each node entry has a partition line associated with it that divides the area that the node represents into a left child area and a right child area. Each child may be either another node entry (a subnode), or a subsector on the map.
  • Nodes are weapons, tools and gadgets. They appear in Revenge of the Fallen. Weapon Nodes Include: * M. Pistol 1 * M. Pistol 2 * RPG MK.1 * RPG MK.2 * RAIL GUN 1 * RAIL GUN 2 * ORB LAUNCHER 1 * ORB LAUNCHER 2 * BOMBARDER 1 * BOMBARDER 2
  • A node may be an element of a linked list or a tree. The notion of a node in programming refers to both, while in mathematics, nodes are linked to the mathematical tree. In general, a node is made up of a data field, which contains the information about the object in the data structure, and one or more pointers to other nodes. These links of pointers virtually make up the whole data structure.
  • They had limited functionality, answering visitors' simple questions and passing on messages. They looked like an abstract statue with a large headpiece which contained a "real looking flesh aspect", a human face. Such faces were donated by people who had died, a practice apparently quite common in the 51st century. One of the people who had donated a face was Mark Chambers. Each node had an automated decency filter installed to make sure it remained polite. Faces were chosen for each user individually from flesh banks by the computer, based on what it thought the user would like. It was from such a node (with the name 710/aqua) that the Tenth Doctor and Donna got their first clues to what had happened in the Library. It replayed a message by the head librarian, warning visitors to count the shadows. Donna briefly became a node when the Tenth Doctor failed to send her back to the TARDIS. (TV: Silence in the Library) Her biological data was saved to the Library's virtual world instead and remained there until she was restored back into reality. (TV: Forest of the Dead)
  • Nodes were points captured by turning a bolt crank.