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Forum Index » » Developer Announcements » » 1.481 Patch Changes...
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 Author 1.481 Patch Changes...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-03-11 10:34   
Just letting everyone know whats in this next patch for 1.481...

- New spawn selection interface.... basically, spawn selection and ship selection have been combined into 1 screen. You'll now see the navigation map on this screen, with all the spawn points displayed on the map in white. Additionally, you'll see blinking red indicators showing you where the enemy has been detected on the map (this change applies to the normal nav map as well).

- Load-Balance calculation changes... basically, I'm now using CPU usage to balance the servers instead of noun counts. I do have some concerns about how well this is going to work, it may require some more tweaking over the next few days to get it just right.

- New planet event Blockade!... If enemy ships are near one of your planets, it may become blockaded... if blockaded, no resources can move out or into that planet until the blockade is lifted... in other words, go destroy the enemy ships to lose the blockade.

- Enemy detected messages... planets will now send a message to ships in the same zone when enemy ships have been detected. Additionally, a blinking red circle around the planet appears on the navigation map.

- Stored ships locked to the last shipyard/gate used. If the SY gets captured, then you can spawn that ship out at any available spawn point.

- New command /focus... this command controls your focus area, which is basically the area round your ship for which you receive network packets. The focus area is set automatically, based on your BPS detected. However, you can use this command to override that setting if your lagging out really badly during a battle, just type /focus 1025 to make your focus area 1025 gu in size (any objects further away then 1025, you won't receive any updates).

- Fighter bays have been reduced from 10 to 5... This should cut down on the number of fighters active at any one time.

-Richard

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Richard -Faustus- Lyle
Lead Programmer - DarkSpace
www.darkspace.net / www.palestar.com


[ This Message was edited by: Demorian on 2004-03-11 10:43 ]

[ This Message was edited by: Faustus on 2004-03-11 10:57 ]
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Reason
Cadet

Joined: April 14, 2002
Posts: 156
Posted: 2004-03-11 10:36   
Keep up the Great work Faustus,

- |2eason -
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-03-11 10:42   
Oooh, Demo editing F's posts.
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-03-11 10:50   
Quote:

On 2004-03-11 10:34, Faustus wrote:
Just letting everyone know whats in this next patch for 1.481...

...

- Stored ships locked to the last shipyard/gate used. If the SY gets captured, then you can spawn that ship out at any available spawn point.

...

-Richard




Recommendation:

- Stored ships locked to the latest shipyard/gate used. If the SY gets captured/destroyed, then you can spawn that ship out of your faction's home gate.
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-03-11 10:54   
I would almost like, you couln't spawn at all... so basically, if your SY gets captured, so is your storage... (hehehehe)

Gives players alot of motivation to make sure that they store their stuff in a good location...

BTW... Just to ease everyones mind, if you get disconnected or logoff without docking your ship, then your ship can be spawned at any spawn point in the MV. I know some of you were concerned about that issue.

-Richard
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Demorian
Fleet Admiral
Galactic Navy


Joined: October 06, 2001
Posts: 3406
From: Charlotte, North Carolina
Posted: 2004-03-11 10:56   
Quote:

On 2004-03-11 10:54, Faustus wrote:
I would almost like, you couln't spawn at all... so basically, if your SY gets captured, so is your storage... (hehehehe)



Hear hear. I totally agree. Make entire fleets come out to defend shipyard planets... the way it should be.

Quote:

BTW... Just to ease everyones mind, if you get disconnected or logoff without docking your ship, then your ship can be spawned at any spawn point in the MV. I know some of you were concerned about that issue.



Hmm. Okay.

  • Player(s) spawns station in friendly system during a raid of a distant enemy system.
  • Player(s) log off and waits a minute or two.
  • Player's team builds a shipyard on a barren planet with little resources.
  • Player logs back in, spawns at impromptu shipyard.
  • Back to the old ways. Just a little more complicated.

Translation: Do not perpetuate this problem. Have the server remember where the ship spawned, and if they log off in space, tough luck... they go back to where they docked.

-Dem

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`We are the GTN. You will be resupplied. Resistance is optional.`

PaleStar Staff
DarkSpace Manual Team
Galactic Navy Founder and Fleet Admiral

[ This Message was edited by: Demorian on 2004-03-11 11:01 ]
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-03-11 10:58   
Quote:

On 2004-03-11 10:54, Faustus wrote:

...

BTW... Just to ease everyones mind, if you get disconnected or logoff without docking your ship, then your ship can be spawned at any spawn point in the MV. I know some of you were concerned about that issue.

-Richard





Devil's advocate:

So, I can just disco, wait 2 min, and then teleport to anywhere in the MV I want?


Hmmmm...
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-03-11 11:12   
Lamer Flamer:

System damage isn't a priority I guess.
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TAZ
Cadet

Joined: July 04, 2002
Posts: 143
From: U.S.A.
Posted: 2004-03-11 11:48   
Quote:

On 2004-03-11 10:56, Demorian wrote:
Quote:

On 2004-03-11 10:54, Faustus wrote:
I would almost like, you couln't spawn at all... so basically, if your SY gets captured, so is your storage... (hehehehe)



Hear hear. I totally agree. Make entire fleets come out to defend shipyard planets... the way it should be.




I totally agree with this as well......taking a shipyard planet should be a crippling blow!!

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[ This Message was edited by: TAZ*FA* on 2004-03-11 11:49 ]
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Patriarch
Cadet

Joined: November 26, 2003
Posts: 252
From: Germany
Posted: 2004-03-11 12:35   
Whats with UGTO's Flux?
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-03-11 12:55   
Update...

Now, if the shipyard gets captured, any ships you have stored at that yard are not usable until you capture the planet back.

Planet events are now only sent to their own faction, had to do this because the enemy detected event would confuse everyone if they were the enemy.

-Richard
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2004-03-11 12:58   
Kluth's doomed We never have FAs or wormholes available.

But let's see how this works.

EDIT: you know there's another problem here. Kluth need to mod ecm. Our cloaks are worthless without it. And we can't rely on planetary ecm because that lets pcms through. We just can't use stock ships.

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[ This Message was edited by: MrSparkle on 2004-03-11 13:32 ]
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TAZ
Cadet

Joined: July 04, 2002
Posts: 143
From: U.S.A.
Posted: 2004-03-11 13:08   
Quote:

On 2004-03-11 12:58, MrSparkle wrote:
Kluth's doomed We never have FAs or wormholes available.

But let's see how this works.



Hey sparky.....what about last night....IM an FA and I was making wormies available........dont I count??
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2004-03-11 13:19   
Yeah Taz, last night was great!

But try being on during the day. If there's 5 of us on that's a lot, and if more than one of us is an admiral that's like hell freezing over.
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-03-11 13:24   
Quote:

On 2004-03-11 10:56, Demorian wrote:
Translation: Do not perpetuate this problem. Have the server remember where the ship spawned, and if they log off in space, tough luck... they go back to where they docked.




I second that.
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