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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Buying a Small Base

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Buying a Small Base
Offline DarkOddity
09-15-2007, 01:04 AM,
#11
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Posts: 931
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I for one would love to see a huge elaborate base/shipyard/space COLONY the size of a planet.. but just a bunch of FL structures put together. a good 300k from anything... talk about fun!

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Offline me_b_kevin
09-15-2007, 01:57 AM,
#12
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Posts: 1,525
Threads: 132
Joined: May 2007

like i say it's a dream and yes it would cause a lot of problems if everyone started getting bases. like Dab said you'd have to really have strong RP and get the people in charge sold on the idea.

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Offline Dab
09-15-2007, 02:01 AM,
#13
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' Wrote:I for one would love to see a huge elaborate base/shipyard/space COLONY the size of a planet.. but just a bunch of FL structures put together. a good 300k from anything... talk about fun!
Talk about; would take me well over 500 hours of straight work on it to get it done in FLE, and the fact that after so many objects are added in a certain area, they mess up.

Here is an example; Tried making my new design of Freeport XV that wouldn't stop the docking. Well it didn't stop it, but it also screwed up and I can't stop it (will ask Igiss if he knows how to fix it, but its doubtful).

In FLE, all the biodomes are correctly aligned. Because of the amount of them, this is what happened.
[Image: screen525mb8.jpg]

[Image: DFinal.png]
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Offline Unseelie
09-15-2007, 03:06 AM, (This post was last modified: 09-15-2007, 03:07 AM by Unseelie.)
#14
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Posts: 4,256
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Joined: Nov 2006

thats...odd.....

what in god's name would randomize the orientation of the biodomes?

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Offline Dab
09-15-2007, 03:47 AM,
#15
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Posts: 9,570
Threads: 320
Joined: Aug 2005

No idea. Thought it might have been that it messed up when activated, but I compared the rotate = #, #, # from the modded folder, to the FL folder when the mod was activated, and the numbers are the same. Just when I go in-game it appears like this.

[Image: DFinal.png]
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Offline Unseelie
09-15-2007, 03:48 AM,
#16
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Posts: 4,256
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Joined: Nov 2006

perhaps the explorer is missrepresenting them?

have you tried switching the rotation, relative to where the biodomes are actually facing?

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Offline Dab
09-15-2007, 03:55 AM,
#17
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Posts: 9,570
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' Wrote:perhaps the explorer is missrepresenting them?

have you tried switching the rotation, relative to where the biodomes are actually facing?

No, as I can't be exactly sure which ones are which. There are 16, and in FLE, there is no number. There is a list of 16; space_dome in the base layout window. I could do it manually, but it would take hours.

If I don't find a way to fix this soon, the fixed version of Freeport XV will be in Beta 2. Basically, it won't have any more than 4 biodomes. (It works until you get over 4 biodomes, then goes all screwy.)

[Image: DFinal.png]
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Offline Unseelie
09-15-2007, 04:02 AM, (This post was last modified: 09-15-2007, 04:04 AM by Unseelie.)
#18
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Posts: 4,256
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Joined: Nov 2006

there's no way to give them custom names?


and....man, i really need to find explorer, and look around at it...hard to debug for a program you've never looked at.

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Offline Eppy
09-15-2007, 04:03 AM,
#19
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Posts: 3,865
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Joined: Apr 2007

You know, Dab, why don't you just make them a bunch of autonomous satellites? Undockable separate bases, 4 biodomes to a hub of, maybe, say, a small rock, some with guns for fortress effect?

Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
Eppy Wrote:Which Dreadnought was that?
n00bl3t Wrote:One of your nine. Tongue
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Offline Unseelie
09-15-2007, 04:19 AM,
#20
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Posts: 4,256
Threads: 235
Joined: Nov 2006

now....that is a good idea...unless the error is about object proximity.....

anyway....setting up 4 nonconected hubs, in an eliptic around the freeport, and then freeport 15 with a few, just make the hubs sell only food rations, with robots and no more amenities than the mechant, which only sells food, and have the freeport actually do the real trading...

idea has real potential.

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