' Wrote:The /addtag command sets up who is allowed on the base.
Yes, I figured that out, but I mean, who is hostile to my base? and will my base automaticly attack those hostiles or do they have to engage the base first?
Because there isn't such a thing as "add enemy tag" so I don't quite get that part.
I have buy a construction ship, normal i buy one for the factions here but oke.
I have all stuff on board for build a base, i do /base deployd password basename
And all my stuff is gone and no base, Error construction
Wel i have all stuff for build a base, is this maby a bug?
This is what i normal have on the construction ship.
So if the base is not attacked, the minimum it will eat through per day is 10,800.
I really wish you would post these changes in advance Cannon, or at least make an announcement each time you make a change. It would save many heart attacks.
I updated a section of the Guide for you. Info is from this thread.
Quote:Repairs & Shields
Calculations:
1 Spaceship Crew eats 1 Oxygen + 1 Water + 1 Food every 10 hours
If Food, Water or Oxygen numbers are less than the number of Spaceship Crew you ave on your base (when the code makes its 10-hour check) means 10 Spaceship Crew start disappearing every minute.
Less than 200 x Base Level of Spaceship Crew in your cargo = NO REPAIRS
Less than 200 Robotics OR Ship Hull Panels OR Basic Alloy in your base cargo =ONE THIRD REPAIRS
Less than 200 Robotics AND Ship Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS
Base repair rates and damage rates are:
Damage every 16 seconds = 300 + (base level x 300)
Repair every 16 seconds = base level x number of types of repair commodities x 60,000
Every 16 seconds the base will check for damage and use 2 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 2 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Ship Hull Panels. It will repeat this cycle once for every base leve. So, it will do it once for Base Level 1, twice for Base Level 2, and so on.
If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle.
A base that goes unassualted will use 10800 Basic Alloy per 24 hour period to repair the 'wear and tear' damage.
Quote:SHIELD GENERATOR MODULE
Arguably the first module you will want to construct on your base. The Shield Generator Module makes your base invulnerable to attack, just like every other Freelancer base. Unlike normal bases, you need to supply your base with fuel to keep the generator running (see 'Essential Commodities').
[...]
You shield will automatically turn itself on if your base comes under attack. The shield will deactivate between 1 and 15 minutes later - or you must manually deactivate it to turn it off again. You can change the state of your base shield by using the following command:
If i got it right the shield will only drop the damage the base takes down to 1% now. Also it will deactivate between 1 and 9 minutes is i am informed correctly.