• 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 General Discovery RP 24/7 General Discussions
« Previous 1 … 774 775 776 777 778 Next »
4.76 in development

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): 1 2 3 Next »
4.76 in development
Offline Igiss
08-24-2005, 09:44 AM,
#1
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

The new version of Discovery mod will mostly be about fixing bugs and enhancing balance, not about brand new features. This topic is for you to post your suggestions and ideas... and of course any bugs that you've noticed while playing. I'm not getting new bug reports for quite a while now. There shouldn't be too many bugs but I guess some yet remain unknown to me, apart from those that I know about and cannot fix (like Crete mooring fixture).

List of 4.76 changes (provisional):

- Fixed levels for battleship turrets, shields and other equipment
- Improved performance for codename weapons
- Energy-consuming capital ships weapons
- Energy capacity for capital ships improved
- Weapon balance improved for some ships: forward guns and flak cannons power reduced
- Fixed docking bugs that occured with some stations
- Corrected infocards
- Yanagi Depot trade route made less lucrative
- New commodities (??)

Needed your suggestions about codename weapons, super-weapons from Discovery and... whatever you can suggest to improve the mod.
Reply  
Offline Kane
08-24-2005, 12:36 PM,
#2
Member
Posts: 1,232
Threads: 67
Joined: Aug 2005

Could it be possible to make the battleships 'heavier'? The main problem with those ships now is that they get bounced around by asteroids and little ships way to easily. Because of their size, they are constantly getting into trouble in asteroid feilds, which are hard enough to navigate with the static asteroids without having to worry about getting blown compleatly off course by the little tiny minable asteroids. The fighters are a problem too. One time I was rammed by a Xeno Startracker. Insted of bouncing away or blowing up, I was bounced around like some sort of light-fighter after hitting a station, and the fighter continued on it's merry, unhindered way to keep trying to blow me up!

Other than the weight problem (And already mentioned fixes), things are good in the Discovery universe.

This is the real true story of rock and roll; it was not about anything more then, how to live your life, as a gangster, in sartorial splendor, and turning the world into a place where normality would never return again...- Malcolm McLaren
[Image: sigiv3.png]
  Reply  
Offline Igiss
08-24-2005, 01:22 PM, (This post was last modified: 08-24-2005, 01:23 PM by Igiss.)
#3
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Yes I know about weight problem. Tried to solve it several times but each time unsuccessful. There is one more way that I may try.

One more fix to mention - Liberty dreadnought will have cannons at the bottom of the hull, players reported that it cannot hit targets underneath itself.

By the way - there will be new commodities. And lootable pilots too - they are like commodities but you won't be able to buy them anywhere, only sell. Good rewards for players who prefer fighting over trade :)
Reply  
Offline Fire-Fly
08-24-2005, 01:36 PM, (This post was last modified: 08-24-2005, 02:12 PM by Fire-Fly.)
#4
Member
Posts: 94
Threads: 5
Joined: Jul 2005

Quote:By the way - there will be new commodities. And lootable pilots too - they are like commodities but you won't be able to buy them anywhere, only sell. Good rewards for players who prefer fighting over trade :)
[snapback]1482[/snapback]

no suggestions over here :), think you've hit the nail on the head :cool:

lootable pilots? :S does this mean we'll be tractoring in pilots of the ships we blow up now? how would we go about aqquiring one in the field?

one other question, battleship power drain. excellent idea to introduce as it prevents intership breeding with other weapons, but how will the power values be defined?

**EDIT:

playing freelancer on the server at the minute, and was wondering if you could perhaps devise a way to trade with your own characters? i've made a new character but have not found a way to transfer money over without using a friend or another player to help me out lol. anyone cracked this? or do you have to have the middle man? :unsure:

Admiral Fire-Fly (Flt Adm Stuttgart)

Ships Currently In Commision;

Fire-Fly (Large Train)
[RM]-Fire-Fly (RM Cruiser)
[RM]-Lt. Fire-Fly (RM Valkye MKII)
  Reply  
Offline Igiss
08-24-2005, 02:29 PM,
#5
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Quote:lootable pilots? :S does this mean we'll be tractoring in pilots of the ships we blow up now? how would we go about aqquiring one in the field?
Yes.

Quote:one other question, battleship power drain. excellent idea to introduce as it prevents intership breeding with other weapons, but how will the power values be defined?
So that having one capital ship weapon on a fighter will drain all energy of a Titan class ship after 1-2 shots.

Quote:devise a way to trade with your own characters?
No, I'm afraid that's hardcoded, impossible to modify.
Reply  
Offline Fire-Fly
08-24-2005, 02:32 PM,
#6
Member
Posts: 94
Threads: 5
Joined: Jul 2005

lol rgr :)

Admiral Fire-Fly (Flt Adm Stuttgart)

Ships Currently In Commision;

Fire-Fly (Large Train)
[RM]-Fire-Fly (RM Cruiser)
[RM]-Lt. Fire-Fly (RM Valkye MKII)
  Reply  
Offline GDL_Hitman_xXx
08-24-2005, 08:02 PM,
#7
Member
Posts: 10
Threads: 2
Joined: Aug 2005

U making new trades, have u been thinking of making a new ship or wepons? But let everyone give there thoght about it?? I think a cool ship is the StarCraft BattleCruiser. But that just me, I am currently building a mod where u can use it.

GDL_Hitman_xXx
Reply  
Offline Korrd
08-24-2005, 08:28 PM,
#8
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

I've been looking for a way to trade between two chars without a third one (or two computers). I think it's possible to launch two sessions of freelancer in a single computer.

I've tried, but the game looks for itself into memory, and terminate itself if found.
Duplicating the instalation didn't work.

I'm trying to find a way to fool the process, by hidding the instance. So it will not see "himself" (or a copy of himself) in the memory. It might work, but i haven't made any progress yet.

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
  Reply  
Offline Raven
08-24-2005, 09:01 PM, (This post was last modified: 08-24-2005, 09:05 PM by Raven.)
#9
Member
Posts: 40
Threads: 5
Joined: Aug 2005

Fire-Fly, one way to transfer money is to do a trade run such as diamonds, and stop outside New Tokyo with a full load. Have the charactor you want to transfer the money to at the same spot. Drop the cargo from the full one, switch charactors and tractor it in and sell it. As long as you dont log off completely you can drop 4000 units of cargo and then stay on the recieving charactor tractoring and docking and it will remain there untill youve sucked it all up. It works good for starting new charactors because the Drone is there at NT to speed up the process. Of course if youve got a fighter and want to keep it that way that will slow the process down considerably.

Keep in mind that the tractor beam on the Large Train does not work, and this may apply to other mod ships as well as I have not used them all. Be sure the beam works before you dump a load of goods.

About as usefull as braile on a drive up ATM.
Reply  
Offline Kane
08-24-2005, 10:04 PM,
#10
Member
Posts: 1,232
Threads: 67
Joined: Aug 2005

Thanks Igiss. Good to know that at something has already been tried and continuing to be tried.

About the Starcarft Battlecruiser... That thing is just a bit to bit to fit through a tradelane, I think. Plus if you base it entirely on just the game, you have one primary cannon, and a super cannon (Torpido launcher, we'll call it). That type of ship wouldn't be able to hit anything worth a damn. Now, if it had, say, 20 turrets, you might be getting somewhere. And the Yamato Cannon would only work against stations or other battleships.
Basicly, it's an OK idea, but I don't think it makes much sence. Sorry, you didn't get my vote. Besides, Igiss isn't making any major changes for a while, as was said so in an earlier thread.

Evolutions has tractoring in pilots. Makes sence actually, you blow up a ship, this pilot ejects, and you pick him/her up and drop him off for a reward. Gives the fighters something to do besides taking missions from bases.

This is the real true story of rock and roll; it was not about anything more then, how to live your life, as a gangster, in sartorial splendor, and turning the world into a place where normality would never return again...- Malcolm McLaren
[Image: sigiv3.png]
  Reply  
Pages (3): 1 2 3 Next »


  • 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