Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 21 posts ]  Go to page 1, 2  Next
Author Message
Site Admin / Dev Team
User avatar
Team: Admins
Rank: Director
Main: Jeff_L
Level: 1969

Joined: Wed Mar 23, 2005 2:21 am
Posts: 3894
Location: Santa Clara, CA
Post Now on Test2
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
Profile WWW
Member
User avatar
Main: PullMyFinger
Level: 1331

Joined: Fri Oct 27, 2006 5:06 am
Posts: 0
Post Re: Now on Test2
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
Profile
Site Admin / Dev Team
User avatar
Team: Admins
Rank: Director
Main: Jeff_L
Level: 1969

Joined: Wed Mar 23, 2005 2:21 am
Posts: 3894
Location: Santa Clara, CA
Post 
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. =)


Tue Aug 14, 2007 5:17 am
Profile WWW
User avatar
Team: Sykes
Rank: Director
Main: PlasmitetheSecond
Level: 858

Joined: Wed Jan 04, 2006 7:17 pm
Posts: 12
Location: durkadurka street
Post 
:O DTs and barty with fiters FTW

_________________
Plasmite


Tue Aug 14, 2007 7:14 am
Profile
User avatar
Team: Solstice
Rank: Councilor
Main: Trevor
Level: 5369

Joined: Wed Jul 12, 2006 10:01 pm
Posts: 4162
Location: Alabama
Post 
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
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: Xenophanes
Level: 7991

Joined: Sat Sep 24, 2005 10:57 pm
Posts: 11
Post 
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
Profile
User avatar
Team: Solstice
Rank: Councilor
Main: Trevor
Level: 5369

Joined: Wed Jul 12, 2006 10:01 pm
Posts: 4162
Location: Alabama
Post 
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
Profile
Team: Eminence Front
Rank:
Main: _7_
Level: 5179

Joined: Wed Jan 04, 2006 5:06 pm
Posts: 138
Location: New Zealand
Post 
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....


Tue Aug 14, 2007 10:32 pm
Profile
Site Admin / Dev Team
User avatar
Team: Admins
Rank: Director
Main: Jeff_L
Level: 1969

Joined: Wed Mar 23, 2005 2:21 am
Posts: 3894
Location: Santa Clara, CA
Post 
oooh - I want to make a new sniper AI that tries to one shot any tech 6 CA base that it sees. =)


Wed Aug 15, 2007 1:03 am
Profile WWW
User avatar
Team: Eminence Front
Rank: Officer
Main: Xenophanes
Level: 7991

Joined: Sat Sep 24, 2005 10:57 pm
Posts: 11
Post 
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
Profile
Team: Eminence Front
Rank:
Main: _7_
Level: 5179

Joined: Wed Jan 04, 2006 5:06 pm
Posts: 138
Location: New Zealand
Post 
Tech 6 bases with shield augs then, lol.


Wed Aug 15, 2007 1:15 am
Profile
User avatar
Team: Blueberry Pancakes
Rank:
Main: TehGeneral
Level: 2847

Joined: Wed Sep 15, 2004 7:52 pm
Posts: 0
Post 
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 :P

*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 :P

_________________
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
Profile
Team: Eminence Front
Rank:
Main: _7_
Level: 5179

Joined: Wed Jan 04, 2006 5:06 pm
Posts: 138
Location: New Zealand
Post 
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.


Wed Aug 15, 2007 1:20 am
Profile
Team:
Rank:
Main: Equinoxe
Level: 736

Joined: Mon Apr 03, 2006 3:04 am
Posts: 0
Post 
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
Profile
Team: Eminence Front
Rank:
Main: _7_
Level: 5179

Joined: Wed Jan 04, 2006 5:06 pm
Posts: 138
Location: New Zealand
Post 
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.


Wed Aug 15, 2007 1:29 am
Profile
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 21 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 113 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.