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[FAQ
Forum Index » » Developer Announcements » » Gadgets / Bug Fixes...
 Author Gadgets / Bug Fixes...
Faustus
Marshal
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Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2001-12-28 07:46   
Firstly, fixed a major CTD bug with the client. Second, fixed a memory leak issue with the server code which make the servers less prone to getting slower over time.

Added code, so when a ship explodes, there is a slight chance some devices will survive, which can be picked up by another ship. I'm working on the code today to allow you to change your systems of your ship.

Started work on the code for trade goods and ecnonomics, but will keep this code disabled until next week.

-Richard

[ This Message was edited by: Faustus on 2001-12-28 07:47 ]
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Samweis*
Cadet

Joined: May 29, 2001
Posts: 515
From: Berlin, Germany
Posted: 2001-12-28 09:23   
Cant await to pick up a fighter bay or a cl1000 for my scout
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Faustus
Marshal
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Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2001-12-28 16:13   
Note, some device will not survive... especially fighter bays. However, you might be able to grab a CL1000 for your scout.
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Patlukowsky
Marshal
Mercenaries of Andosia

Joined: May 29, 2001
Posts: 451
From: germany
Posted: 2001-12-29 06:43   
but then u need a fusion reaktor too
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Deleted
Marshal

Joined:
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Posted: 2001-12-29 07:50   
10 cl1000s to a transport *grins evily*
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Taelron
Grand Admiral

Joined: October 06, 2001
Posts: 1035
From: SF Bay Area,
Posted: 2001-12-29 19:05   
We need to set a required "Hull" size on some of these items. And a Maximum Hull Size or Effectiveness...

Ie a Scout should not be able to run around with a CL2000 and a Dread should not be able to cloak with device from a scout...

The cloak devices should be tied to the size class of the ship it came from.

How about not allowing use of the captured equipment until taking it to a Tech Center on planets?
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Chromix
Cadet

Joined: June 29, 2001
Posts: 3052
Posted: 2001-12-29 19:26   
Yep, collecting items by simply flyin over it is too much arcade style
And class restriction... I´d prefer a +/- 1 class restriction, so you could use a device from a frigate on a scoutship aswell as a destroyer.
But then there'll be the "why can´t I mount the cl500 from the frigate, but from the destroyer?" question problem
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Joined:
Posts: 0
Posted: 2001-12-29 19:39   
im up for class restrictions, more realistic... i just hope we don't have a situtation where ppl will be fighting over trying to grab the devices from a destroyed enemy... a tractor beam would really be handy then to have on your ship... hehe i can imagine tug of wars trying to grab devices...
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Faustus
Marshal
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Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2001-12-29 20:38   
After some thinking, I've decided to add class restrictions to the gadgets as well... so a CL1000 couldn't be mounted on a scout... but could be mounted on a cruiser, dread, or station.

-Richard
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Lord_Binary
Midshipman

Joined: June 20, 2001
Posts: 459
From: €/Austria/Sol-System
Posted: 2001-12-30 07:47   
well, but a VERY tiny probabilty that e.g a transport can mount a CL1000 would be nice :]

I think class based mount-PROBABILITIES instead of YES/NO's would be cool.
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[ This Message was edited by: Lord Binary on 2001-12-30 07:48 ]
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