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  Discovery Gaming Community Discovery General News and Announcements
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4.88.6 (4.88 Final) - Fall Update: Bretonia and Liberty Cleanup

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4.88.6 (4.88 Final) - Fall Update: Bretonia and Liberty Cleanup
Offline Zyliath
10-11-2016, 02:50 PM,
#111
Spear of Light
Posts: 870
Threads: 64
Joined: Jan 2016

@Treewyrm
**..(rage)(anger)(!!!)..**
---
Jokes aside, that's good news that Unknown is back.
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Offline Treewyrm
10-11-2016, 03:11 PM,
#112
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(10-11-2016, 02:50 PM)Zyliath Wrote: @Treewyrm
**..(rage)(anger)(!!!)..**
---
Jokes aside, that's good news that Unknown is back.
Nah, ain't angry a bit. Just being mildly but unsurprisingly disappointed as before. Actually I'm considering putting some of my used and still-unused stuff to a Stellaris mod instead, would there be interest, perhaps someone might want to partake?
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Offline WesternPeregrine
10-12-2016, 12:01 AM,
#113
Kusari Vanguard
Posts: 2,311
Threads: 166
Joined: Oct 2013

At last, the landmark update

http://discoverygc.com/forums/showthread.php?tid=144124

With this valorous conquest of an already thrice evacuated planet after how many years of invasion, we can finally start calculating how many years we will still have to wait for other seemingly cosmological events will happen in the future, such as:

- gallics conquering leeds
- bretonians contesting Leeds again
- council revealing the open secret that is Roussilon
- exiles unparking one of their fleets from the parking lot and move towards kyushu
-and many more


I jest, of course, but it's amusing how one can't have a prediction on how long a major event will take to resolve around here....

[+]SIGNATURE
Kusari Former Mastermind
[Image: 5tZIDB3.jpg]
========================
| The Kusari Legal Codex |
| Character Profiles | The North Star Bulletin News|
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Offline Wesker
10-12-2016, 02:06 AM,
#114
Level 99 Boss
Posts: 5,296
Threads: 457
Joined: Nov 2014

>Gallic FG projectile change (was p dope tho tbh)

WHERE IS THE NEW HESSIAN FG PROJECTILE??????????????

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
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Offline Wesker
10-12-2016, 02:27 AM,
#115
Level 99 Boss
Posts: 5,296
Threads: 457
Joined: Nov 2014

That OSC ship is OP and needs to be deleted btw

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
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Offline Roman.Scott
10-12-2016, 02:33 AM,
#116
Member
Posts: 144
Threads: 17
Joined: Nov 2012

I'm finding it very hard to find much to like about this update. My junker character especially hates it.
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Offline nOmnomnOm
10-12-2016, 03:36 AM,
#117
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

OSC ship is perfect, thank you guys!

[Image: zBEqQfl.jpg?1]
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Online Kauket
10-12-2016, 03:37 AM, (This post was last modified: 10-12-2016, 03:38 AM by Kauket.)
#118
Dark Lord of the Birbs
Posts: 6,567
Threads: 507
Joined: Nov 2014
Staff roles:
Art Developer

(10-12-2016, 02:27 AM)Wesker Wrote: That OSC ship is OP and needs to be deleted btw
definitely needs that torp slot reduced to one slot/other slot being CD, turnrate reduced, and knock the missiles down to one.

like jeez mcgeez.
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Offline Oldum
10-12-2016, 11:58 AM, (This post was last modified: 10-12-2016, 11:58 AM by Oldum.)
#119
Member
Posts: 1,357
Threads: 87
Joined: Apr 2009

(10-12-2016, 03:37 AM)Auzari Wrote:
(10-12-2016, 02:27 AM)Wesker Wrote: That OSC ship is OP and needs to be deleted btw
definitely needs that torp slot reduced to one slot/other slot being CD, turnrate reduced, and knock the missiles down to one.

like jeez mcgeez.

It was ment to be a SHF , and as such, I took the INI and hardpoints pretty much from the Mjolnir. I might have made a minor screwup on that, but as far as I remember, when I gave the files to @Durandal , I also told him the INI might need checking to make sure I didn't screw up much. On the other hand, I havent tried it in game yet, so I can't tell if it's how I figured it to be.

If it can mount two torps, than that's deffinately a screwup, cause it was suppose to be 1 torp, 1 CD.
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Offline Sombs
10-12-2016, 12:24 PM,
#120
Three orange cats in a mech
Posts: 6,813
Threads: 502
Joined: Feb 2014

The replacements of the jump holes are weird. The only cool thing I've seen so far in this update map-wise is the merge of Londonderry and Poole, and I hate the merge. You should really overthink this idea of getting rid of systems that aren't very well visited. Instead, since they don't harm the mod after all, they should be made still accessable, maybe only as dead ends. You know, something to explore, as one of the coolest aspects of Freelancer was the exploring. That's also why I'm not happy to see Refugio and Fortaleza moved to Kansas with an jump hole to Pennsylvania. Now every boon can go there and stumble across the nomad gate, especially now that it will lead to Unknown again.

Some things should really remain for exploring, not just to force people stupidly to interaction. If that's going on that way, it'll just be contraproductive as it's likely some characters won't log anymore with their ZoI systems fucked up as they have to pass by certain things. I find that really annoying.




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