Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

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
05/04/24 +6.6 Hours

Search

Anniversaries

1st - Alamode

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 » » Developer Announcements » » 1.481 Fixes for 3/8/2004 [Delayed until Tuesday]...
Goto page ( Previous Page 1 | 2 | 3 | 4 Next Page )
 Author 1.481 Fixes for 3/8/2004 [Delayed until Tuesday]...
Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-03-07 01:08   
This new system is ideal. You can still travel around the MV via shipyards guys, you just can't do it with one ship. you *CAN* still spawn at a SY on the frontlines!
_________________


Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2004-03-07 01:20   
Thats good for those of us who never really bother modding, but what about those who do?
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-03-07 01:36   
Use unmodded ships or fly your modded ships to the frontline.
_________________


DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2004-03-07 03:11   
I agree with what some said
Although the shipyard exploit was of course a downside it made the MV very attractive for the scenario players
This will vanish now
Personally I can live with the exploiting, anyway, I can still spawn unmodded ships whereever I want, therefore this change will not end the exploiting
_________________
If the buildings on your planets disappear, guess who was there....

Never forget what you fight for
I have earned my betatester badge for being part of the open beta

  Email DOM700 [-IMO-]   Goto the website of DOM700 [-IMO-]
Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-03-07 03:38   
No, I think the problems were caused:

- You could bring in as much infantry as you wanted through a SY. This made SY planets nearly uncap-able.

-Same with resources

- You couldn't starve a SY of resources. :/
_________________


Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2004-03-07 03:52   
I think the new locked shipyards thing isnt very cool...

You should be able to De- and Reconsruct your ship at shipayrds.
So that someone would be able to deconstruct it at Sag Hotta and Reconstruct it at Procyon 3.
Any inf you had in the cargo would of course be left behind...

This way it would still use up planet resources.

Also whenever a planet is being invaded the shipyard should be shut down because the inf in it are needed to defend the building.

The new locked system makes moving around the MV a Pain in the ass.

Anyway, Fixing lag - good
_________________
Fleet Admiral Barthezzz - Intergalactic Pirate...Rawr...


[ This Message was edited by: Barthezzz on 2004-03-07 04:22 ]
_________________


  Goto the website of Barthezzz
Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2004-03-07 04:25   
Quote:

You should be able to De and Reconsruct your ship at shipayrds.



Yeah, it would be cool if you could 'post' your modded ships to a different shipyard. Maybe with a 2 minute time delay. You could still spawn new ship at your destination, but you would have to wait for the ship you want to arrive before you can get it. Also.. any ships that are 'posted' would have all cargo/infantry removed.

_________________
http://darkspace.mysite.freeserve.com/

[ This Message was edited by: Drafell (Recruiting) {ASC} on 2004-03-07 04:26 ]
_________________
It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
NoPants2win
Cadet

Joined: February 23, 2002
Posts: 1275
From: Poorly ventilated paint storage facility.
Posted: 2004-03-07 06:03   
I agree with pent, 300 second jumps make me want to cry.
_________________
You sir, have an incurable case of rationality. I'm afraid the only thing you can do is develop a deep cynicism before the stress of searching for something you cannot find causes a stroke.

  Goto the website of NoPants2win
NightDragon
Cadet

Joined: May 26, 2002
Posts: 893
Posted: 2004-03-07 06:18   
the system is bad for what you want to solve, a timer would be good, as there is a timer to log out, it would stop the just-about-to-die-jump-into-the-shipyard thing, the spawn-an-inff-ull-station on-top-of-invadeing-forces thing

plus if it would require the rescorces, plus the tech lvl it would fix it i am saying this becuase right now minus the lag, MV has been REALLY fun, with so many people, minus the delayed and sticking turning.

but the shipyard thing, its kinda.... messed up, and also what would happen if a shipyard gets capped or destoryed? do you have to pick another starting location or what?
_________________
\"Experience is a tough teacher. She gives the test first and the lesson after.\"
~ William H. O

Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-03-07 08:50   
I dont think the filnal words have been spoken on the issue yet, but it is a start!
_________________


Ceridan
Cadet

Joined: May 24, 2003
Posts: 608
From: Canada
Posted: 2004-03-07 09:08   
Lets keep the old SY system but then we add this:

If an enemy ship Or the Planet is Invaded Then Lock SY to nulify the 5000 spawn at shipyard and/or make SY planet capable

(I hope this system will negate Virtu's habbit to SYout of an area when I tag him with about 15 beacons

But dont remove the ability to store Infa in the ship's cargo because, for exemple, All my ship(exept my Steath Scout) have Infa on them.



_________________
-1st Rear Admiral Ceridan

stuck in Univercity limbo

Demorian
Fleet Admiral
Galactic Navy


Joined: October 06, 2001
Posts: 3406
From: Charlotte, North Carolina
Posted: 2004-03-07 09:15   
Alright, guys.

Let's try the changes out before we judge them. All this complaining isn't fair to Faustus, who hasn't even implemented the code you're all (most of you) condemning.

-Dem
_________________


Mr tinkles anti wibblinator
Cadet

Joined: October 13, 2002
Posts: 435
Posted: 2004-03-07 10:16   
I agree with everyone else the SY spawning has revived the MV it makes the action fun and fast.
_________________
Just say no to intel!!!!

  Goto the website of Mr tinkles anti wibblinator
Undergamer
Fleet Admiral

Joined: March 12, 2002
Posts: 45
Posted: 2004-03-07 10:22   
I disagree with the SY fix. There should be some kind of restriction, so that if your planet is activly defending or being invaded then you cannot spawn at that SY.

But, the SY should function as it did before. How are we supposed to get to the Sol system from the CD system if that was our last gate?

I suppose that means gating through 2 or 3 systems, catching a wormhole to 61 Cyg, and then mabye catch another one to Alpha centari. After that its another 3 jump gates to sol.

So instead of battling each other, we spend the majority of our time jumping around doing nothing, falling prey to those hidden asteroid fields

Thats just my 2 Cents.
_________________


Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-03-07 11:04   
Could you guys please actually try to read and understand this:


Quote:

On 2004-03-06 21:31, Faustus wrote:

- Ship storage is now locked to the shipyard/gate that was last used. This will stop exploiting of shipyards in the MV.





_________________


Goto page ( Previous Page 1 | 2 | 3 | 4 Next Page )
Page created in 0.028190 seconds.


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