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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.81 features, bugs & suggestions

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Discovery 4.81 features, bugs & suggestions
Offline romer
10-15-2006, 04:04 PM,
#51
Member
Posts: 407
Threads: 1
Joined: Mar 2006

Not a bug really. Just a small disparity.
The 'Ship Infocard' for the Raven's Talon states that the armor is 9000.
The ship dealer info says 10600.

[Image: 1c7e8191.jpg]
 
Offline kiggles
10-15-2006, 04:55 PM,
#52
Member
Posts: 436
Threads: 13
Joined: Feb 2006

A small thing the Large Trains (not sure about normal one and the transports) engines are always small to the person who is flying the ship even when you cruise the engines stay the same size and they do not have the charging up affect, but to other people who look at the large train the engines get larger when you cruise just like most ships.

Kiggles :mellow:

I've been mildly miffed by one-shot weapons since their implementation, oh so long ago. I remember the days when fights were a matter of who could aim better, rather than who could aim a single shot. - Virus
 
Offline DarkOddity
10-16-2006, 12:44 AM,
#53
Member
Posts: 931
Threads: 67
Joined: Aug 2006

kiggles,Oct 15 2006, 09:55 AM Wrote:A small thing the Large Trains (not sure about normal one and the transports) engines are always small to the person who is flying the ship even when you cruise the engines stay the same size and they do not have the charging up affect, but to other people who look at the large train the engines get larger when you cruise just like most ships.

Kiggles :mellow:
[snapback]40584[/snapback]

I think that was done because if you fly the train in first person view the engine "effects" are right on your screen. Enabling that ship to show cruise normally would leave big shiny lights on your screen. Not fun :D

My Website
 
Offline Nemesis
10-16-2006, 02:21 AM,
#54
Member
Posts: 2
Threads: 0
Joined: Oct 2006

I have found perhaps the tiniest little bug in the mod, not sure exactly how I found it, but anyways I was looking through weapon_equip.ini and happened to see this when scrolling down to the Nomad Energy Blaster (special_nomad_gun01)

hull_damage = 625.700012

originally it was, and if i'm not mistaken should still be...

hull_damage = 635.700012

just giving a heads up for the next release, hopefully it gets fixed, every bug we weed out is another step closer to perfection for the discovery mod :).
Offline Qunitinius~Verginix
10-16-2006, 05:36 AM,
#55
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

I ahve a good suggestion. But i dont know if it would be possible to implement:

When a cap shipp is reduced to 10% armour, it looses power to ins engines sheilds and weapons so the enemy ship can board it and take its stuff and the dissabled ship has to wait till allied NPC's come and it can ask for a repair ship or a human player can come and fix the other players ship. But the disable ship only has 10 min other wise you run out of O2 cause your life support systems have failed.

[Image: qvsigaz9.gif]
 
Offline marauder
10-16-2006, 10:43 AM,
#56
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

So once your capship is down to 10% hull you've got 10 minutes with no engines, weapons or shields?

Which means you're a sitting duck for every level 2 NPC in an LF to come along and ram you because even without your shield they do bugger all hull damage.

There are no ships that can repair others, unless you mean having another player come along a offer aload of bots for a rediculous price.

The NPCs either scan you, shoot you or ignore you, they don't try to repair your ship and they don't offer you bots and batts.

The only way to get bots and batts off the NPCs is the blow them up.
 
Offline Retread
10-17-2006, 01:41 AM,
#57
Member
Posts: 43
Threads: 1
Joined: Sep 2005

Has the bumping problem with the cap ships and frieghters been fixed?
I have a formula which seems to work extrememly well for it and have been testing this extensively.
With this new formula, most other "smaller than you ships" will bounch off your ship.
Large transports, gunboats, cruisers and battleships hold rock steady with it...even to the demise of the lesser shield equipped ships.

[Image: MySigLogo.jpg]

AKA Retread

"Where WAS that jumphole from the other run?"
 
Offline DarkOddity
10-17-2006, 01:59 AM,
#58
Member
Posts: 931
Threads: 67
Joined: Aug 2006

No we currently don't have a solution in game.

Do you have working test versions of this as a modification for the game?

My Website
 
Offline The_Laser
10-17-2006, 04:56 PM,
#59
Member
Posts: 36
Threads: 4
Joined: Jun 2006

Several things:

BUGS

1. In Open Single player setup it says for start location; Los Angeles (loads you in California) and California (Loads you on PLANET DENVER IN COLARDO)

2. Pirate Pilots are "illegal" in Liberty were as carrying LR, Xeno or Lane Hackers is not.

3. in the California System Info Card (Universe Map/right click on california/click ?) It says; battleship Yukon, it should say Battleship Yukon.

SUGESTIONS

1. A good LSF base would be prisson station mitchel as they are secretive and so is alaska

2. Would it be possible to make some of the minor News item come true. for example it says that BS Yukon is sheduald (sp?) to return to NY for a refit, therefore could the name be changed of the current yukon and a weaponless, undockable BS Yukon be placed at Norfolk SY

3. one other thing is that would it be possible for maby every 0.2 to 0.5 versions of the mod for the planets being terraformed to change slightly so that they look like they are getting more habitable

[Image: userbar128566ki.gif]
[Image: thelaser15ta.jpg]

My Characters:


The_Laser => A freelancer, exploring the universe and joining in whith anything happening

PS Very good mod people, well done
 
Offline DarkOddity
10-19-2006, 01:35 AM, (This post was last modified: 10-19-2006, 03:26 AM by DarkOddity.)
#60
Member
Posts: 931
Threads: 67
Joined: Aug 2006

This idea sprouted from this thread.


Update on my idea:

Bribe on House Capital Planets:

Faction: Freelancer/Nuetral
Display: _____ (Haha, nothing!) (Or if having nothing isn't an option you can always have the faction tag be "Pilot - DarkOddity")
Faction Amount: Full Green (Tag)



Zoner Bribe Change

Faction: Zoners
Display: Zoners (Default)
Faction Amount: Normal. However 1 Zoner bribe (of any level) would make you nuetral with "Freelancer/Nuetral" faction.

What the Zoner bribe would do is enable you to "turn off" the "no tag" mode at any time. :)

What the Freelancer/Nuetral tag would do is enable you to have "no tag" and prevent 'chain-affiliations' from occuring when you are a freelance style player.

EDIT: Edit is underlined.

My Website
 
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