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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
ship info window isnt 100% accurate, it doesn't include some stuff as the dev's have said before
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Sun Apr 17, 2016 2:59 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Fixed (Base calculator):
- Base overloaders are now imported correctly, and thus adding mods into the calculation - Base augmenters does not apply mods twice anymore. Sorry for the inconvenience |
Thu Apr 21, 2016 3:25 am |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
only thing i see atm, is missing over chargers. the resist stats for some bases arent all in. cant do atm (exams and what not)
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Thu Apr 21, 2016 6:57 am |
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Team:
Rank: Director Main: hawk Level: 1366 Joined: Wed Dec 26, 2012 3:58 pm Posts: 115 |
also, is there a way to get how much damage it takes to hurt the base ? like regen-(dmg-resist), i dont know if that's how it works though. also you said something about comparing bases, how do i do that or is it not in yet ?
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Thu Apr 21, 2016 7:01 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
nobody285 wrote: also, is there a way to get how much damage it takes to hurt the base ? like regen-(dmg-resist), i dont know if that's how it works though. also you said something about comparing bases, how do i do that or is it not in yet ? Assuming Mining damage, you would do Regen*Vulnerability, where Vulnerability takes the kit's Mining resistance and Resistance augmods into account. However, the real stat of importance would also take the Transference vulnerability of the kit into account, in addition to the total HPS incoming from other bases in the galaxy. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Apr 21, 2016 8:26 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
nobody285 wrote: only thing i see atm, is missing over chargers. the resist stats for some bases arent all in. cant do atm (exams and what not) |
Thu Apr 21, 2016 8:48 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
andsimo wrote: nobody285 wrote: only thing i see atm, is missing over chargers. the resist stats for some bases arent all in. cant do atm (exams and what not) I believe the up-time is equal to the charge time. Don't forget that they do take a lot of elec, though. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Apr 21, 2016 9:15 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Fixed:
- The tooltip on stats now changes on save / update |
Thu Apr 28, 2016 9:10 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Fixed:
- Fixed some issues with functionality that disables options you don't have the skills for. Also shows the actual skill required or the ship type which is required. - Now all items in the drop down fields are sorted by tech and then name. |
Tue May 03, 2016 3:12 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Does the base over charger automatically activate and thus the electricity drain and bonus are continuously on?
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Mon May 09, 2016 4:50 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Am I correct in assuming that the temporary drones is not transparent enough to be added to the calculator? There are bonuses tied to the "ship" / hull that are not known, and for most drones the equipment is unknown?
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Mon May 09, 2016 4:54 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
andsimo wrote: Does the base over charger automatically activate and thus the electricity drain and bonus are continuously on? It activates whenever available when the base fires a weapon at an enemy. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon May 09, 2016 7:46 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8124 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
anilv wrote: andsimo wrote: Does the base over charger automatically activate and thus the electricity drain and bonus are continuously on? It activates whenever available when the base fires a weapon at an enemy. Or whenever a healer kit fires a trans at a friendly. _________________ Lemon/Meo |
Mon May 09, 2016 7:46 pm |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Ok, thnx for feedback.
Added: - Base Overchargers (Either on [equipped] or off [unequipped]) Fixed / Optimalization: - The calculator will now load the stats on save way faster (Hopefully it didn't break anything) |
Tue May 10, 2016 5:55 am |
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Team:
Rank: Operator Main: Brugle Level: 4111 Joined: Sun Feb 17, 2013 5:24 am Posts: 362 Location: Norway |
Optimization:
- Improved the speed of the dropdown, when selecting/finding ship items. - Reduced the amount of script needed, hopefully increasing page load speed. |
Thu May 12, 2016 4:53 am |
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