• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 532 533 534 535 536 … 547 Next »
Discovery 4.81 features, bugs & suggestions

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (24): « Previous 1 … 8 9 10 11 12 … 24 Next »
Thread Closed 
Discovery 4.81 features, bugs & suggestions
Offline DarkOddity
09-25-2006, 12:33 AM,
#91
Member
Posts: 931
Threads: 67
Joined: Aug 2006

the non turret solaris (if still in game) is still good for bomber craft.

My Website
 
Offline Winkie
09-25-2006, 10:14 AM,
#92
Member
Posts: 86
Threads: 8
Joined: Sep 2006

Igiss,Sep 20 2006, 04:13 PM Wrote:This is an official thread for reporting bugs found in the latest version of Discovery - Discovery 4.81 Beta 1 - and for proposing new features for future mod versions. If you feel that something's wrong with the mod, even if it's something minor, leave a message here.

Do not post anything related to server performance, characters etc., keep this thread only mod-related. Also please don't double post: if you have something minor to add to your previous post, better edit old post. This does not apply if you have something important to add or to discuss.

And, of course, you may comment on what others proposed or reported, post your general impressions and thoughts on the new version. Every opinion is valuable for making this mod better than it ever was.

Older features, bugs & suggestions thread (4.80 Final, 13 pages, closed):
http://discoverygc.com/forums/showthread.php?tid=1016
[snapback]37436[/snapback]
2 Minor things I noticed, was on Holman outpost and got a bribe for "0" credits for one of the miners guild (sorry i did not write it down fast enough) make me less status with lane hackers yata yata. and very minor thing on ship "slipstream" Up in the list of ships it said heavy fighter and the info card said light fighter. Very small thing but what the heck The first one I am not even sure is a goof...

My Lil' boats are
SS_Scorpion
SS_JackyBlue
SS_Guppy

 
Offline Demo
09-25-2006, 11:20 AM,
#93
Member
Posts: 58
Threads: 0
Joined: Jul 2006

is it an idea that some of the pirate factions like the corsairs got more types of gunboats such as gunboats wich they have rescued from the scrapyard and then modified them

another idea is for a system wich is just a very very big scrapyard of ships and stations etc. from all kind of factions like kusari bretonia etc. and maybe even destroyed nomad ships and in the middle a big Corsair base from wich they create those gunboats

Greetz Demo

Like the swiftness of the fire death will overcome you
 
Offline marauder
09-25-2006, 03:48 PM,
#94
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

Ok, spotted some more little things:

1) the starblazer's second engine doesn't work, it never has any engine contrail or effects on it.

2) transports and trains can still mount class 8 (gunboat) shields.

3) transports and trains can still mount class 8 (gunboat) turrets.
 
Offline Colm Cillian
09-25-2006, 04:47 PM,
#95
Member
Posts: 84
Threads: 3
Joined: Jul 2006

#3 isnt a bad thing..... a cargo ship should be able to take hold its own in a fight against a few fighters, after all, what selfrespecting trader would head out comepletely undefended.


even if they mount lvl 10 guns trains in particulare are vulnerable to fighters anyway as all but one of the guns are forward firing. what if instead of lowering them, they turrets get re-aranged on the ships to make squadren flying more practicle.

Think back on how the WWII bombers flew in squads so that each plane could cover the weakspots of the others in its formation. this wouldnt just encourage hiring of escorts would encourage RP by forcing traders to move around in groups.


also would it be possible to mount countermeasures on some of the transports maybe at the cost of the disrupter? the former atleast makes since being a defensive tool, but why on earth would something as offensively geared as disrupters be doing on a transport?

Colm_Cillian-Bounty Hunter-Colonial Viper
Honeycat-Free Trader-Transport
Myrna_Andraste-Colm's Battleship-Bounty Hunter Battleship
[RM]Damefrieden-Phantom
[RM]RMC_Geliebter_Sieg
Offline marauder
09-25-2006, 04:52 PM,
#96
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

It is a bad thing, because transports and trains cannot support more then 1 or 2 gunboats turrets, if the class goes down to 7 then theres no way people can mount gunboat turrets.

Besides transports and trains should die if they try fighting.

If you want something big that can fight get a gunboat or a cruiser.
 
Offline Colm Cillian
09-25-2006, 05:31 PM,
#97
Member
Posts: 84
Threads: 3
Joined: Jul 2006

oye, im not saying they should when all the time, just they should have enough firepower not to fall to the loan pirate. Yes give them the big guns, but limits the fireing angles so that they have gaps in coverage a fighter can exploit.

No marauder they shouldnt be able to just fly around fighting but much as sirious is a warzone, even in the home systems. and not selfrespecting ship captain transport or otherwise would fly around without anymeans of defense.


Igiss is there a ways to make Player transports loose spill their cargo into space when a pod gets destroyed like the NPC transports do? and maybe make it so they loose x% of their cargo space if they are missing a pod? example would be a train has 6 pods, so each pod would equal about 240 units of cargo.

Colm_Cillian-Bounty Hunter-Colonial Viper
Honeycat-Free Trader-Transport
Myrna_Andraste-Colm's Battleship-Bounty Hunter Battleship
[RM]Damefrieden-Phantom
[RM]RMC_Geliebter_Sieg
Offline Zukeenee
09-25-2006, 08:53 PM,
#98
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

marauder,Sep 25 2006, 10:48 AM Wrote:1) the starblazer's second engine doesn't work, it never has any engine contrail or effects on it.
[snapback]38155[/snapback]
I don't think that it ever has worked. Or at least, it hasn't as long as I've had a Starblazer (Since the 4.80 Betas).

[Image: Zukeenee2.gif]
 
Offline Qunitinius~Verginix
09-26-2006, 03:19 AM, (This post was last modified: 09-26-2006, 03:20 AM by Qunitinius~Verginix.)
#99
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

i didnt think the starblazer had a second engine

oh and well im on to it i had a bug today i dunno if ythis was just weirdness but when tracker'd in some engine componets. i looked at my cargo and they weren't there -.-

[Image: qvsigaz9.gif]
 
Offline DarkOddity
09-26-2006, 11:25 AM,
#100
Member
Posts: 931
Threads: 67
Joined: Aug 2006

Rheinland Battleship Flak Turret Bug
This turret is a battleship flak turret, however it is class 9 and thus un-equipable on battleships.

Figured this out when purchasing the SSO Flagship.

My Website
 
Pages (24): « Previous 1 … 8 9 10 11 12 … 24 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode