Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 +21.8 Hours

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » A few bugs I have found....
 Author A few bugs I have found....
Bandit
Cadet

Joined: May 25, 2004
Posts: 165
From: Under a rock
Posted: 2005-09-10 16:45   
I have observed these bugs in beta...

Mineing bases do not produce resources while you have a starport built. It is like the starport drains ALL of the resources leaveing none for you to build with. And this was done with 4 lvl 3 extractor bases. Once you delete the starport will the planet start to gain resources.

The UGTO extracting ship has 3 mineing beams but it seems that only one of them works. While mineing, only one cargo slot fills up at a time instead of three.

Resources sold to a starport are not being added to the total resources for the planet. In fact, most of the time, if you sell resources to a starport, the total resources DROPS a few thousand. I don't think the starport is working correctly at all.

Bombs still cause too much damage. I took out a planet with lvl 14 def base 3's with ONE UGTO bomber destroyer on 2 runs. Wiped the planet cleen. And this was Articus. As big as that planet is, it should not be done.

When mineing with eng, If you mine more than your ship (4 cargo bays) can handle and then sell or drop the resources on a planet and continue mineing, the resource count in cargo is not correct. it will quickly fill to 1000 but when you drop or sell, it is not 1000 units but a random low 100's number. So you will not know exactly how much resource you have.

Also I have noticed that sometimes you will pay 500001 credits for a 1000 unit resource but when you go to sell it you only get back 50000. It is kinda jipping us. No big deal, just a minor bug.

Now all of this was tested while playing the UGTO side so I dont know if the same is true for the other two factions.


What is with the factories? Are the turned off for a reason or is that how they will be from now on? If so, what will be their purpose?

Also, can someone with GA rank go on UGTO and unlock UGTO home planet 3? Some idiot locked it with 15 fricken factories, 10 mineing bases and NO DEF BASES!

TY
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-09-11 10:19   
Dont touch the home planets. They have no def because no one is allowed to bomb them.
_________________


Drow
Fleet Admiral

Joined: June 06, 2003
Posts: 449
From: USA, WI
Posted: 2005-09-11 12:45   
Thank you Jack. It's about time all the def bases were removed from the home worlds. UGTO used to be in a line of jump and unless you went around you would die.
_________________
Nindol tangi, dos zhal zah'har l' jiv'undus d'
natha szithrel Tagnik'zun elggor

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-09-11 13:01   
sorta true for any planet. ugto's home cluster is just badly placed that way
_________________


Page created in 0.008774 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR