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

Search

Anniversaries

21th - Sir Oblivion {C?}

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 » » Bio bombs / AM torps
 Author Bio bombs / AM torps
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-14 18:04   
- Changed bio cluster bombs so that shields are effective defense against them. Increased the reload time to 8 seconds. Increased the signature generated by launching bio bombs to 0.625.
- Am torps now take 4 seconds to recharge. This reduces the signature generation to 6.25 per torpedo launcher.
- Removed 1 bio bomb from the k'luth transport, giving it a total of 2 bio bombs.

-Richard


[ This Message was edited by: Faustus on 2002-02-14 18:05 ]
_________________


  Goto the website of Faustus
Demorian
Fleet Admiral
Galactic Navy


Joined: October 06, 2001
Posts: 3406
From: Charlotte, North Carolina
Posted: 2002-02-14 20:28   
Omg no no no no no no no, AM Torps are way too powerful for that rate of fire.....please bring it back up, Faustus.

-Dem
_________________


Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-14 21:43   
Dem, the AM torp recharge rate before was 2 seconds, I increased it to 4 seconds.
_________________


  Goto the website of Faustus
Demorian
Fleet Admiral
Galactic Navy


Joined: October 06, 2001
Posts: 3406
From: Charlotte, North Carolina
Posted: 2002-02-14 22:29   
OH. lol

-Dem
_________________


Lord_Binary
Midshipman

Joined: June 20, 2001
Posts: 459
From: €/Austria/Sol-System
Posted: 2002-02-15 01:49   
I'm a right that the last .. hmm 100 or so bugfixes/changes announced here are *not* in the current release ?

(I don't speak of beta)

Might be a *HUGE* source of confusion !!!


[ This Message was edited by: Lord Binary on 2002-02-15 01:52 ]
_________________
"Oh, don't worry, I had some, too. It will be over soon!"'>----------------------------------------------------
Two planets meet in the Universe...
Are you sick? You look so pale!"
"Don't mention it! I have some bad Homo Sapiens!"
"

  Email Lord_Binary
nimby
Lieutenant Commander

Joined: May 29, 2001
Posts: 260
Posted: 2002-02-15 05:26   
Right, these are changes that have been put up on the beta servers and are being checked out before they are released in the official game. All the recent changes/bug fixes seem to be working well and I expect Faustus to be putting up a new build this week.
_________________


  Email nimby
DrMud
Cadet

Joined: May 29, 2001
Posts: 292
Posted: 2002-02-15 18:58   
can u guys plz review the ship configs, specially of the icc dreads ?
as me and others mentioned before, the icc dreads are now good for... whatever but they are useless in combat now !!

thats something mentioned before uve put the new code up, so i ask myself why ive been testing the hole day on it...

btw: i love the carrier cruiser and the new stuff, but the dreads just suck....
_________________
GER_DrMud
Admiral A.D.


  Goto the website of DrMud
Page created in 0.015772 seconds.


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