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Player Bases
Offline Death.RunningVerminator
04-25-2012, 10:08 PM,
#11
Member
Posts: 4,308
Threads: 143
Joined: Nov 2008

Bump. Don't forget to update this pretty please.
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Offline Heraklion
04-27-2012, 08:17 PM,
#12
Member
Posts: 773
Threads: 78
Joined: Oct 2009

' 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.

[Image: signature.jpg]
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Offline Don_Paco_Corleone
04-27-2012, 08:27 PM,
#13
20yrs & I Only Got This Title
Posts: 530
Threads: 22
Joined: Jun 2010

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.

140 Polymers
140 Industrial Materials
140 Super Alloy
100 Basic Alloy
50 Optronics
50 Cryocubus
30 Nuclear Devices

No Matter How Good You Are, Don't Ever Let Them See You Comming

[Image: 1TomdAf.png]
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Offline Trogdor
04-28-2012, 12:20 AM, (This post was last modified: 04-28-2012, 12:23 AM by Trogdor.)
#14
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

Looks like base repairs were altered yet again. It's now consuming 2 commodities every 16 seconds, up from 1.

[5:17:25 PM] Corey (Gheis): tick_time = 16
damage_per_tick = 600
[5:20:14 PM] Corey (Gheis): base_repair_item = commodity_basic_alloys, 2
base_repair_item = commodity_construction_machinery, 2
base_repair_item = commodity_ship_hull_panels, 2
[5:22:07 PM] Trogdor: 2/16s x 60s/1m x 60m/1hr x 24hr/1d = 10,800/1d

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.

[Image: i4h0ll.gif]
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Offline Daedric
04-28-2012, 07:02 AM,
#15
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

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.

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Offline Friday
04-28-2012, 12:03 PM,
#16
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Updated info added, thank you.

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Offline Thyrzul
04-28-2012, 05:07 PM,
#17
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

Now I just can't find any info about fuel consumption for shields.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Talesin
04-28-2012, 05:41 PM,
#18
Member
Posts: 748
Threads: 31
Joined: Jan 2010

' Wrote:Updated info added, thank you.


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.

Regards,
Talesin
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Offline Trogdor
04-28-2012, 11:51 PM,
#19
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

' Wrote:Now I just can't find any info about fuel consumption for shields.

This. Daedric, you took out any mention of shield fuel consumption.

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Offline Daedric
04-29-2012, 12:43 AM,
#20
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:This. Daedric, you took out any mention of shield fuel consumption.

I didn't update that part of it. I'll look into it tonight.

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