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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » Official v1.481 building discussion thread...
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 Author Official v1.481 building discussion thread...
Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-02-17 16:21   
This thread is for discussing the new buildings in v1.481 (beta).

Bugs, observations, and suggested changes go here.


Known bug:

Defense bases and fighter bases don't seem to be working quite right, with reguards to components and launching fighters.

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[ This Message was edited by: Gideon on 2004-02-17 16:21 ]
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-02-17 16:51   
Well allow me to be the first one to give some positive feedback...

First of all these new buildings are GREAT... was something that was needed from the start.
However i feel that some things are missing so here are some suggstions for ya

Researchbases

Now i realize that the research is a tricky and new addition to the game.
However i do not understand why a lvl3 Rbase give 22 research.
since all items that i know off work whit rounded figures.
10,20,30 etc etc etc.
so perhaps change this 22 to 25 to be able to get these rounded figures again.

Food
This is onething i LIKE.
lvl1 is the basic one 1 pop +10 food.

lvl2 automated.
-0 pop
+20 food

lvl3 superfarm
-2 pop
+30 food.

great addition to the game that allows for terran planets to use the superfarm and the barren ones the automated to safe on pop.

**************************************************

Supply
To my shame i did not notice any lvl 2 or 3 depots.
this could be a valuable addition to the game to create real depot repair planets next to the Shipyard planets.

lvl 1 - current depot

lvl 2 - Refit depot.
2x faster then the depot.
-2 pop
power same as lvl 1 depot.
Range 150 Gu

lvl 3 - Automated drydock.
Same speed as lvl 1 depot.
-0 pop
Power 2x normal depot.
range 150Gu
abilety to repair 2 ships at a time?

Domes
Although i like the fact that these havent changed or new ones have been added i feel that there is the possibilety for some addons.

lvl 1 - normal dome

lvl 2 - Research colony.
-1 pop
2x power normal dome
+5 research.

lvl 3 - Mining colony
-0 pop
2.5x power normal dome
+5 mining

*********************************

Dictors
THe dictors could use an upgrade in my opinion.
ofcourse such upgrades on these HEAVY pieces of defense would need one hefty fee.

lvl 1 - Dictorbase.
-1 pop
-20 power
Range 1000Gu

lvl 2 - Advanced Dictor base
-3 pop
-30 power
Range 1500Gu

lvl 3 - Fusion Dictor base.
-0 pop
-45 power
-Range 1500Gu

***********************************************



well these are for the moment the only ones i can come up with
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-20 21:02   
I dunno. I think adv tech buildings should suffer some sort of fucntion impairment when the planet tech drops below the tech level to sustain that building. Not a big drop, but some.
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Strategery
Grand Admiral
Sundered Weimeriners


Joined: December 07, 2002
Posts: 522
From: Straight Outta Boston!
Posted: 2004-02-20 21:04   
My only comment is we need to figure out what the heck to do to keep the planets in Beta Metaverse from revolting. I don't think 1 planet i've built has stayed ICC for more than 2 hours.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2004-02-20 22:41   
we need a superlaser

structure: superlaser
Purpose: makes things go boom
energy: -150
Fire Rate: 2 1/2 minutes
Ammount of damage: 20x10^10 (not able to fit into normal scale. weapon instaly nukes everything on it's half of the planet)
Range of weapon: 180 degrees (one half of side of the planet)

notes: boom.
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-02-21 01:25   
Quote:

On 2004-02-20 21:04, -=~NubMarine~=- wrote:
My only comment is we need to figure out what the heck to do to keep the planets in Beta Metaverse from revolting. I don't think 1 planet i've built has stayed ICC for more than 2 hours.




That's been fixed for over half a week now...

You might want to check the beta servers a little more often...
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-21 01:34   
DB Is are kinda wimpy. They're not *THAT* bad, i actually kinda like em, but the beam needs to have a faster recharge for UGTO. (Haven't fought against K'luth yet).

I mean, UGTO/Lobsters don't get planet-shields, after all.

Can anyone clear up the differences between Defence Base I, II, III and between Fighter Base I, II, and III?

I also think that civialian structures are too susceptible to bombing currently in Beta MV. A few bombs splashing in one location can have the same effect as a PCM.



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[ This Message was edited by: Sandalpocalypse on 2004-02-21 01:36 ]

[ This Message was edited by: Sandalpocalypse on 2004-02-21 01:37 ]
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tomcat
Cadet

Joined: December 31, 2003
Posts: 24
Posted: 2004-02-22 07:55   
well there is 1 curiousity when building hightech buildings on a fast rotating planet:

when the build is in progress and it move out of range for building the msg appears "abort building" but it seems that the drones are still able to finish building.

how about an orbiting engi is in a stationary orbit = engi rotates synchronized with the planet? then the engi has more control over the location he wants to build them.

and since we went 1 step back to beta already in building why not go back to where only depots and sups can reload (reloading the jump is fine as it is). a lonly dread is no more able then to cap a whole sys if there is 1 planet he owns (unbuilded).

is the penalty for scrapping buildings like it is in released code ? scrapping buildings is now a must for building planets and shouldn't be punished, at least not as much as it is now.

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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2004-02-22 08:08   
With the new buildings, the penalty for scrapping is pretty much offset. You can now easily make prestige by building. Just remember, build one at a time. Or get your Heavy Supply and build 2...
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2004-02-22 09:23   
Well from what I've seen, as a Kluth, defense base I are our live equivalents. Defense base II have more beams. Defense base III fire some sort of cannon (pretty damaging too), have even more beams, and missiles that I never get to see cause they get destroyed upon launching (I know they're launching because I hear them then see the explosion just beyond the planet surface)

With the fighter bases, I think they just launch more fighters per upgrade, nothing more. That will most likely change though with 1.482 and the fighter changes.
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Josef
Marshal

Joined: February 15, 2002
Posts: 833
From: The Internet
Posted: 2004-02-24 00:47   
I think the defense bases shooting cannons is a nice addition.

I tried playing around with def bases on release side, to limited success:


Def bases with Gauss guns
Aside from the hit detection problems, it looked pretty cool.



Def bases with Mirv bombs.
Finally, a planet that bombs back





Def bases with sabots.
A little too powerful.



Def bases with QSBs
A lot too powerful



I've tried torpedoes as well, which worked out OK. They were most effective on big ships but might be too much of a deterrent to sticking around and defending a planet you're trying to capture.

However, giving some new weapons to advanced Defense bases is an interesting avenue I hope you follow.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-02-24 07:47   
wow josef now thats some good feedback
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2004-02-24 08:31   
Omg Josef that's great. I really love the MIRV bombs
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Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2004-02-24 10:05   

Building has become so much better, I especially like the way it causes planets to specialise.

Enhanced factories.

There dont seem to be any enhanced factories. There could be room for manufacturing planets (lvl2/worth two factories), manufacturing complex (lvl 3. worth two plants) . These could be required for more advanced/complex devices.

i.e. Basic Weapons and Componets, would require a factory.
i.e System like engines and reactors could require a manufactoring planet.
i.e Complex or Advanced systems such as FTL drives, Builds, and faction specific tech could require a manufacturing complex.


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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-02-24 10:37   
Good ideal... so different factories would also help is catagorizing the devices as well, i.e. weapons at a weapons factory, drives at a drive factory, etc..

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[ This Message was edited by: Faustus on 2004-02-24 10:37 ]
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