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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Please test this stuff for me. I would like to do a patch tomorrow on the main server after people have had a chance to try some of this out.
- Colonies get the suitability from the highest CA base attached rather than the average. - Can't transfer or cap another players slave that has equipment on it that you can't use. Can't equip a controlbot on a ship that has equipped items that you can't use. - Can supposedly cap an AI that has equipment that you can't use, but as soon as you dock it, if you re-slave it, anyone else trying to cap it will need to be able to use any equipment on board. - DT's and Bart now will launch and drop Dark Fighter Defenders, the toughest fighters so far. - Spawners will now spawn with built-in items that are supposed to come with their hull - If their carrier is destroyed, fighters will keep fighting until they run out of fuel, rather than float off into space when they reach their return time and keep floating until they run out of fuel _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Tue Aug 14, 2007 4:56 am |
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Member
Main: PullMyFinger
Level: 1331 Joined: Fri Oct 27, 2006 5:06 am Posts: 0 |
Haven't tested it yet, but:
JeffL wrote: - Colonies get the suitability from the highest CA base attached rather than the average. GOOD - Can't transfer or cap another players slave that has equipment on it that you can't use. Can't equip a controlbot on a ship that has equipped items that you can't use. GOOD - Can supposedly cap an AI that has equipment that you can't use, but as soon as you dock it, if you re-slave it, anyone else trying to cap it will need to be able to use any equipment on board. GOOD - DT's and Bart now will launch and drop Dark Fighter Defenders, the toughest fighters so far. Can't wait to try Barty. - Spawners will now spawn with built-in items that are supposed to come with their hull What does this mean? - If their carrier is destroyed, fighters will keep fighting until they run out of fuel, rather than float off into space when they reach their return time and keep floating until they run out of fuel _________________ The original Junkie |
Tue Aug 14, 2007 5:02 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Just means that there was a bug and AI's that spawned with hulls that had built-in items weren't getting them. Not that that really mattered, because I think DT and Bart are the first spawned AI's to have hulls with built-in items. =)
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Tue Aug 14, 2007 5:17 am |
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Team:
Rank: Director Main: PlasmitetheSecond Level: 858 Joined: Wed Jan 04, 2006 7:17 pm Posts: 12 Location: durkadurka street |
:O DTs and barty with fiters FTW
_________________ Plasmite |
Tue Aug 14, 2007 7:14 am |
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Team:
Rank: Councilor Main: Trevor Level: 5369 Joined: Wed Jul 12, 2006 10:01 pm Posts: 4162 Location: Alabama |
question, about the colonys, is that done by gal or char
as in if the suit of the main planet is 125% does all planets get that or how does that happen , plz explain in depth _________________ Stay strong, live long, and walk humbly. |
Tue Aug 14, 2007 6:48 pm |
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Team:
Rank: Officer Main: Xenophanes Level: 7991 Joined: Sat Sep 24, 2005 10:57 pm Posts: 11 |
trevor54 wrote: question, about the colonys, is that done by gal or char as in if the suit of the main planet is 125% does all planets get that or how does that happen , plz explain in depth He's refering to if you have a CA base on a planet, and a non CA base on the same planet... that planet will get the highest suit, rather then the average like before. |
Tue Aug 14, 2007 6:54 pm |
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Team:
Rank: Councilor Main: Trevor Level: 5369 Joined: Wed Jul 12, 2006 10:01 pm Posts: 4162 Location: Alabama |
so i can place an EE, and a CA and do both at a high pop sweet
_________________ Stay strong, live long, and walk humbly. |
Tue Aug 14, 2007 9:17 pm |
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Team:
Rank: Main: _7_ Level: 5179 Joined: Wed Jan 04, 2006 5:06 pm Posts: 138 Location: New Zealand |
Yup, basically you only need a CA char to go around and put a tech 1 base on every colony planet, from there it doesent matter what else you put on it....
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Tue Aug 14, 2007 10:32 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
oooh - I want to make a new sniper AI that tries to one shot any tech 6 CA base that it sees. =)
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Wed Aug 15, 2007 1:03 am |
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Team:
Rank: Officer Main: Xenophanes Level: 7991 Joined: Sat Sep 24, 2005 10:57 pm Posts: 11 |
JeffL wrote: oooh - I want to make a new sniper AI that tries to one shot any tech 6 CA base that it sees. =) hehe, give it an adum's blocker then so people can't shoot it down now that would be fun hehe |
Wed Aug 15, 2007 1:06 am |
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Team:
Rank: Main: _7_ Level: 5179 Joined: Wed Jan 04, 2006 5:06 pm Posts: 138 Location: New Zealand |
Tech 6 bases with shield augs then, lol.
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Wed Aug 15, 2007 1:15 am |
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Team:
Rank: Main: TehGeneral Level: 2847 Joined: Wed Sep 15, 2004 7:52 pm Posts: 0 |
Happy_Tree_Friend wrote: Yup, basically you only need a CA char to go around and put a tech 1 base on every colony planet, from there it doesent matter what else you put on it.... Well, that would certainly make a war against you fu nat the least *Caps the base to a non aggro char, upgrades to t20* *repeats on all other similar bases in the gal* *Unleashes hell* Even Minch can figure that one out _________________ I'm not attached to your world. Nothing heals. Nothing Grows. Cause it's a great big white world, and we are drained of our colours. We used to love ourselves, we used to love one another. |
Wed Aug 15, 2007 1:16 am |
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Team:
Rank: Main: _7_ Level: 5179 Joined: Wed Jan 04, 2006 5:06 pm Posts: 138 Location: New Zealand |
Considering the majority of bases I see are Tech =>14 anyway...And I didn't say that is what I would do, I said that is what cheap lazy people will do....I still intend to level up my second CA char on my secondary account, as I enjoy making good bases.
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Wed Aug 15, 2007 1:20 am |
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Team:
Rank: Main: Equinoxe Level: 736 Joined: Mon Apr 03, 2006 3:04 am Posts: 0 |
Your team score would get punched in the face if you ran around putting tech 6 bases on planets because of the new score rule.
_________________ Squirt(le) |
Wed Aug 15, 2007 1:24 am |
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Team:
Rank: Main: _7_ Level: 5179 Joined: Wed Jan 04, 2006 5:06 pm Posts: 138 Location: New Zealand |
You are missing the point, I was saying that people can have one CA char, put tech 6 bases on colony planets, then use say an EE to make the main base which would get EE bonuses while keeping the full suitability.
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Wed Aug 15, 2007 1:29 am |
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