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Updates to base functionality - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Updates to base functionality (/showthread.php?tid=85466) |
Updates to base functionality - Cannon - 08-11-2012 We've deployed a few base functionality updates. They are: /base setmasterpwd This command allows a base administrator to easily change the master password. /base rep This command sets the affillation of the base to that of the base administrator issuing the command. When a base affillation is set, players will be hostile or friendly to the base based on their NPC reputations rather than their tag/ship name. The base will override the NPC reputations if the base administrator has explicitly defined a tag as being friendly (or hostile). Weapons platform AI The weapons platform AI has been updated. The anti-fighter/bomber platform should fire faster now. Others Various bugs related to jumpdrive and docking modules have been fixed. Updates to base functionality - James. - 08-11-2012 Just... just... so awesome! :yahoo: Cannon's magic :laugh: Thank ya for your time Updates to base functionality - AshHill07 - 08-11-2012 Good news all around it seems. Thanks for the good work as always. Updates to base functionality - SummerMcLovin - 08-11-2012 The /base rep should be especially useful. However, to what extent does it affect the base's interactions? For example, a base set to fire at everything except those tags added, and NPC faction X. Are all players with an X ID able to dock at the base, or just get by without being shot (by setting it the base-X rep to neutral)? Updates to base functionality - James. - 08-11-2012 ' Wrote:The /base rep should be especially useful. However, to what extent does it affect the base's interactions? For example, a base set to fire at everything except those tags added, and NPC faction X. Are all players with an X ID able to dock at the base, or just get by without being shot (by setting it the base-X rep to neutral)? I think it means if someone set Molly rep it means anyone with at least neutral molly npc rep wont be shoot by base Updates to base functionality - Cannon - 08-11-2012 ' Wrote:I think it means if someone set Molly rep it means anyone with at least neutral molly npc rep wont be shoot by base Yes, this is right (assuming it works as I intended). Updates to base functionality - Hidamari - 08-11-2012 legend. Updates to base functionality - Fletcher - 08-11-2012 Excellent work here, well done.:) Updates to base functionality - Tigger - 08-11-2012 ' Wrote:/base setmasterpwd Thank you!!! ' Wrote:The base will override the NPC reputations if the base administrator has explicitly defined a tag as being friendly (or hostile). Does this mean that we now have a black list and can define those specifically hostile? Thanks for all the rest too! Is the jump drive thing with the jump ending up to 100k from the coordinates a bug or a feature? Updates to base functionality - AeternusDoleo - 08-11-2012 Just to clarify how this works so people don't get confused: - When you set a rep with an appropriate base administrator character the plugin will tell you "OK, base affiliation set to <insert faction>" - When you undock, the base will -still- show as an object without IFF, scanning it does not get you the IFF of the base. - When anything that is hostile to your faction enters the system the base is in, the playerbase (and all it's turrets) automatically configure themselves to be hostile to the entering player. With the fix to the turret firing rate, this can turn bases into quite the strongpoints now. |