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Player Bases
Offline Daedric
04-29-2012, 04:26 AM,
#21
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Posts: 4,321
Threads: 111
Joined: Nov 2010

I didn't update the Shield part of the Repairs and Shield section and it appears you just copied and pasted my previous update into place. Please amend the following to the Repairs and Shields section as I forgot to update that section and no there isn't one. This should be current as of Cannon's last official post.

Quote:The shield will automatically deactivate after a random period of time in the range 1 to 9 minutes and docking whilst the shield is up is blocked to all ships. A base administrator can manually activate or deactivate the shield using the /base shieldmod [on/off] command. A manually activated shield stays up for at least 8 hours (provided there is enough fuel) although this serves no real purpose now.

The fuel usage rates are:
Deuterium - 5 units per 16 seconds.
H-Fuel - 4 units per 16 seconds
MOX - 3 units per 16 seconds
Gallic Fuel - 3 units per 16 seconds.

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Offline Sir_Now
04-30-2012, 08:48 PM,
#22
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Posts: 164
Threads: 19
Joined: Aug 2009



Ahoy,

Thank you for your brief guide on starting a base.
However i would like to ask you to make it more into a step by step guide.
The beginning is like this, it's very clear on how to get the base started.
But then it's getting a bit fuzzy and confusing.
A lot of people dont understand that the new base only has 5 % health...
So you ofcourse mention essential goods and repairs andso, but only a lot further on in your guide.
Maybe you would like to make that a clear step 2 in your guide, how to let the base survive on short therm.
I had to look that up in other topics to be shure;

Quick tips to make sure your base survive at early of its life
1.Make sure you have at least 2 transport, 1 transport full of Basic alloys and another full of 200 spaceship crew, 1k of food, 1k of water and 1k of oxigen, dock at the nearest base of your future player base location, new deployed base have only around 5% hull, so you need to supply it with repair material as soon as possible.


And even now i am not completely certain about how things work in detail.
Are the spaceship crew starting their work on getting the health to 100 % directly?
Is the base at it's start in level 1 or is it level 0 and you have to upgrade the core first?

Maybe for fools like me you can make this guide more step by step in detail :-)

Thank you!

Yohoo
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Offline Daedric
05-01-2012, 09:37 PM, (This post was last modified: 05-01-2012, 09:45 PM by Daedric.)
#23
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Posts: 4,321
Threads: 111
Joined: Nov 2010

About to post an update for Friday. Please excuse the wall of text.

Most of it is Friday's work. I've added some stuff in and re-formatted the Guide.

I've a few updates I am holding off on until I can verify them with Cannon.

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Offline Daedric
05-01-2012, 09:45 PM, (This post was last modified: 05-02-2012, 05:23 AM by Daedric.)
#24
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Player Base Guide

Contents

1.0 Quick Start Guide
2.0 Admin & Bank Commands
3.0 Base Levels & Core Upgrade Information
4.0 Constructing Base Modules
5.0 Factory Modules
6.0 Defense Modules
7.0 Shield Generator Module
8.0 Storage Modules
9.0 Essential Cargo
9.0 Commoditiy Consumption Rates & Information
10.0 Commodity Settings FAQ

-----------------------------------------------------------------------------------------------------------------------------

1.0 Quick Start Guide

So you want to build yourself a piece of prime Disco real estate? Good for you! To construct the basic kit, you will need the following:

1) Fly around a Heavy Lifter - now renamed the Base Construction Platform (check the Wiki for purchase details).

2) You will to put the following commodities in the Heavy Lifter's hold:
140 Polymers
140 Industrial Materials
100 Basic Alloy
140 Super Alloy
50 Optronics
50 Cryocubes
30 Nuclear Devices

3) Fly out to where you want to put the base. When the base appears - it will appear about 200 meters in front of you - with the docking bays facing you. You do not get a chance to reposition your base - so be 100% sure of where you want it put.

4) Once you are sure you are ready to deploy your base, type the following FLHook command:

Code:
/base deploy <password> <base name>

Where <password> is your master admin password (no spaces, no character limit imposed), and <base name> is the displayed name of your base (spaces allowed, 60 characters max).

-----------------------------------------------------------------------------------------------------------------------------

2.0 Admin & Bank Commands

Base commands consist of an FLhook command and the required paramenters. If you type /base while on your base an in game help menu will display that describes most of the commands used for player bases.

Pressing F9 will bring up a useful list of data about the player base.

2.1 Administrative Commands

Code:
/base login <password>

Allows an administrator to access the base command functions.

Code:
/base lstpwd

Lists all passwords except the first password. Since the first password is not listed, a base owner can keep their password secret but allow other players to be administrators of the base.

Code:
/base addpwd

Adds an administrator password to the base.

Code:
/base rmpwd

Removes an administrator password.

Code:
/base info <paragraph> <command> <text>

This command allows the base administrator to set the base infocard text that is shown when the base info icon is clicked.
<paragraph> The paragraph number in the range 1-5.
<command> The command to perform on the paragraph, 'a' for append and 'd' for delete

2.2 Bank Commands

Code:
/bank status

List the current balance of the base's bank. The base needs money to buy goods off players. Unlike player ships, the bank can hold many times more than 2 billion credits and is essentially unlimited.

Code:
/bank deposit [credits]

Add credits to the base's bank.

Code:
/bank withdraw [credits]

Remove credits from the base's bank.

-----------------------------------------------------------------------------------------------------------------------------

3.0 Base Levels

Each level of base upgrade requires a Core Upgrade to be built in a free Module Slot.

Level 1
Starting Hit Points = 400,000
Maximum Hit Points = 8,000,000
Storage Capacity = 30,000
Module Slots = 3
Required Spaceship Crew: 200

Level 2
Maximum Hit Points = 12,000,000
Storage Capacity = 30,000
Module Slots = 6
Required Spaceship Crew: 400

Level 3
Maximum Hit Points = 16,000,000
Storage Capacity = 30,000
Module Slots = 9
Required Spaceship Crew: 600

Level 4
Maximum Hit Points = 24,000,000
Storage Capacity = 30,000
Module Slots = 12
Required Spaceship Crew: 800

3.1 Core Upgrade Information

You will very likely want to upgrade your base, so keep a module slot free for the Core Upgrade. To build this module, you will need the following commodities:

50,000 Ship Hull Panels
100,000 Industrial Materials
50,000 Robotics
50,000 Basic Alloy
50,000 Super Alloy
50,000 Optronics
50,000 Cryocubes
25,000 Polymers
25,000 Xenobiotic Filters

Remember, construction will pause if you run out of all of these goods. Once complete, the base stats will change immediately to reflect the new base level.


-----------------------------------------------------------------------------------------------------------------------------


4.0 Constructing Base Modules

To begin building a module, you need to hold at least 200 units of commodities needed to build what you want. The exact ingredients for each 'recipe' are listed under headings for each module type. If you have enough of the goods, you can start module construction - but building will be effectively paused until you have at least 200 units of at least one needed commodity.

Code:
/base buildmod

This shows a numbered list of the available modules. /base buildmod list will show you what you have installed, with a numbered list of 'slots' (slot 0 is always the base core). You can also choose whether to construct, or destroy a module if you want to unmake something.

So an example command might be

/base buildmod construct 2 3

This means you want to construct a number 3 module (from the list you will see in your chat screen), and put it into slot 2 of your base. You will get a message telling you that construction has started - and you can keep track of it by pressing F9.

200 units of one of the ingredient commodities will be eaten every ten seconds. If you run out, the base will look for another ingredient to eat. If you run out of everything, construction will pause until you deliver more goods.

You can cancel module construction at any time by using the destroy command.

Code:
/base buildmod destroy <slot>

Care must be taken not to fill your base with commodities which are not needed for current construction projects. It may be prudent to disallow selling new commodities to your base for a while. See 'Shop' for commands related to this.

-----------------------------------------------------------------------------------------------------------------------------

5.0 Factory Modules

Docking Module Factory

This factory module will allow you to construct the Docking Module for use on other ships.

20,000 Robotics
50,000 Ship Hull Panels
20,000 Industrial Materials
10,000 Optronics

To construct the Docking Module you will need the following commodities:

8000 Basic Alloy
20,000 Industrial Materials
9000 Polymers
8000 Robotics
4000 Ship Hull Panels
3000 Super Alloys


Jump Drive Factory

This factory module will allow you to construct Jump Drives.

10,000 Scientists
20,000 Robotics
10,000 Optronics
10,000 Quantum Multiplexors
40,000 Superconductors
40,000 High-Temperature Alloys

To construct the Jump Drive you will need the following commodities:

Jump Drive Series II
75,000 Basic Alloy
1500 Gate/Lane Parts
6000 High-Temperature Alloy
14,000 Industrial Materials
12,500 Robotics
12,500 Silver
5000 Superconductors

Jump Drive Series III
93500 Basic Alloy
2000 Gate/Lane Parts
12,000 High-Temperature Alloy
21,000 Industrial Materials
17,500 Robotics
25,000 Silver
10,000 Superconductors

Jump Drive Series IV
112,500 Basic Alloy
2500 Gate/Lane Parts
18,000 High-Temperature Alloy
28,000 Industrial Materials
22,500 Robotics
37,500 Silver
15,000 Superconductors


Hyperspace Scanner Factory

This factory module will allow you to construct Hyperspace Scanners.

10,000 Scientists
10,000 Robotics
40,000 Optronics
40,000 Quantum Multiplexors
40,000 Bio-Neural Processors

To construct a Hypersace Scanner you will need the following commodities:

Hyperspace Survey Module Mk1
125,000 Basic Alloy
18,500 Industrial Materials
12,500 Optronics
6000 Quantum Multiplexors
15,000 Robotics

Hyperspace Survey Module Mk2
156,000 Basic Alloy
23,500 Industrial Materials
15,500 Optronics
8000 Quantum Multiplexors
18,500 Robotics

Hyperspace Survey Module Mk3
187,500 Basic Alloy
28,000 Industrial Materials
18,500 Optronics
10,000 Quantum Multiplexors
22,500 Robotics

Cloaking Device Factory

This factory module will allow you to construct Cloaking Devices.

10,000 Scientists
10,000 Robotics
20,000 Optronics
20,000 Quantum Multiplexors
20,000 Bio-Neural Processors
1 Derelict Nomad Artefact (not Nomad Power Cell)

To construct a Cloaking Device you will need the following commodities:

Cloaking Device (small)
40,000 Basic Alloy
10,000 Industrial Materials
6000 Gold
5 Nomad Fighter Remains
2 Nomad Minor Brains
1 Nomad Major Brain

Cloaking Device (medium)
80,000 Basic Alloy
20,000 Industrial Materials
12,000 Gold
10 Nomad Fighter Remains
4 Nomad Minor Brains
2 Nomad Major Brain

Cloaking Device (large)
120,000 Basic Alloy
30,000 Industrial Materials
18,000 Gold
15 Nomad Fighter Remains
6 Nomad Minor Brains
3 Nomad Major Brain

-----------------------------------------------------------------------------------------------------------------------------

6.0 Defense Module

Every one of these you build spawns a Weapons Platform you can position around your base.

20,000 Munitions
10,000 Ship Hull Panels
20,000 Robotics
20,000 Industrial Materials
10,000 Optronics
10,000 Quantum Multiplexors

6.1 Defense Modes

Code:
/base defensemode <mode>

Set and display the defense mode of the base. There are three available modes you can set:
/base defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only.
/base defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only.
/base defensemode 2 = Neutral to non-allied ships, unrestricted docking rights.

Please bear in mind the following:
NPCs ignore player bases. Player Bases ignore NPCs.
Bases have no IFF and no faction diplomacy. The only thing a base recognises as an ally is whatever you set out in the list of nametags. See 'Docking Rights' for more information.

6.2 Positioning Defense Modules

Freelancer uses a three-dimensional coordinate system, one set for position, the other set for orientation. So you have to type in a set of 6 numbers to get a platform positioned where you want it.
An easy method for this is to use the /pos command whilst flying in space, using the following procedure:

1) Fly out of the base and pretend you are the weapons platform you just made.
2) Park yourself as you would like the platform to be positioned.
3) Type /pos
4) Write down the numbers generated by the command.
5) Fly back to the base and login as base Admin using /base login <password>
6) Type /base defmod list - this brings up a list of all the defense modules you have, and their current positions.

To set the position of a module, type /base defmod set <index> <x> <y> <z> <rx> <ry> <rz> where <index> is the module number from the /base defmod list command and <x> <y> <z> is the position of the platform and <rx> <ry> <rz> is the orientation of the platform.

-----------------------------------------------------------------------------------------------------------------------------

7.0 Shield Generator Module

Arguably the first module you will want to construct on your base. This module will give your base the ability to use a shield; which will turn on when the base is attacked and reduce all incoming damage by 99%. This damage reduction is only in effect as long as the shield is up and running. In order to keep the shield online you will need to supply your base with fuel for the shield.

To build a Shield Generator Module you will need the following Commodites.

20,000 Robotics
20,000 Industrial Materials
20,000 Superconductors
10,000 Nuclear Devices

Remember, construction will pause if you run out of all of these goods.

You shield will automatically turn itself on if your base comes under attack. The shield will deactivate between 1 and 9 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:

Code:
/base shieldmod [on|off]

If you use this command to manually activate the shield it will stay on for up to 8 hours, provided there is enough fuel.

It is important to keep a good fuel supply on the base as it is impossible to dock to a station while the shield is online.

The fuel usage rates are:
Deuterium - 5 units per 16 seconds.
H-Fuel - 4 units per 16 seconds
MOX - 3 units per 16 seconds
Gallic Fuel - 3 units per 16 seconds.

-----------------------------------------------------------------------------------------------------------------------------

8.0 Storage Module

This modules adds an extra 40,000 cargo to your base.

50,000 Ship Hull Panels
5000 Robotics
20,000 Industrial Materials

Once built, you will have immediate access to the extra space. Just like storage space on ships, base storage is volumetric. If a commodity takes up more than one cargo unit on your ship - it will take up more than one cargo unit on your base.

-----------------------------------------------------------------------------------------------------------------------------

9.0 Essential Cargo

Basic Alloy
Food (Food Rations, Luxury Food, Kyushu Rice, Synth Paste, Gaian Wildlife)
Fuel (Deuterium, H-Fuel, MOX, Promethene)
Oxygen
Robotics
Ship Hull Panels
Spaceship Crew
Water

Food, Oxygen, and Water are used to feed the Spaceship Crew.
Basic Alloy, Robotics, and Ship Hull Panels are used to make repairs to the base.
Fuel is used to power the shield.
Spaceship Crew are a requirement for the base to operate. 200 per base level.

9.1 Commoditiy Consumption Rates and Information

Below are the calculations on how player bases use the above commodities:

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 have on your base (when the code makes its 10-hour check) then 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:
'Wear and Tear' 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 level. So, it will do it once for Base Level 1, twice for Base Level 2, and so on. This is one repair cycle that processes every 16 seconds.

If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotics, 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.

-----------------------------------------------------------------------------------------------------------------------------

10.0 Commodity Settings FAQ

Using the following command will display a interface that will allow you to control what goods/equipment the base buys and sells and the price for said goods/equipment.

Code:
/shop status

To change the price, minimum stock, and maximum stock use the following command.

Code:
/shop price <good> <price> <min> <max>

For <good> put the number that corrisponds to the commodity you are wanting to modify. 01, 02, etc etc. You must enter the two digit number.

For <price> enter your desired price. This is a buy and sell price.

For <min> enter the minimum number of the goods you want the base to retain. If the stock falls below this number, base will not allow a docked ship to purchase the goods from the base.

For <max> enter the maximum number of the goods you want on the base. If the stock goes over this number, the base will not allow a docked ship to sell the good to the base.

A few settings I find useful:

100k min and XXX max

Where XXX is the number where you want the base to stop allowing docked ships to sell the goods to the base.

Example: 100k 2500

This setting will allow all docked ships to sell the commodity to the base until the stock exceeds 2500. At that time docked ships will not be able to buy or sell the commodity. This is because it is under the min (cannot buy) and over the max (cannot sell). Even though it is over the max and thus over stocked, it is still below the min setting and this prevents the good from being bought by docked ships, even it its over stocked state.

This setting is good for the essential commodities for the base. It allows you to let others help supply the base and also prevents anyone else from buying the good off the base and thus cause it harm. It also prevents people from excessively over stocking your base with an item.

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Offline Snak5
05-02-2012, 05:12 AM,
#25
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Posts: 1,165
Threads: 60
Joined: Aug 2011

Nice. Just double check those number for materila. Some commas are in wrong place or there are none.

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Offline Jim.Solo
05-02-2012, 10:31 AM,
#26
Member
Posts: 194
Threads: 3
Joined: Jul 2011

' Wrote:[Base repair rates and damage rates are:
'Wear and Tear' Damage every 16 seconds = 300 + (base level x 300)

That can't be right, we have a level 3 base and only use about 10,800 Basic Alloy's a day :unsure:



------------------ EDIT ---------------------------------------------------------------------------------------------

Ignore me, half asleep, this the damage rate, not the repair rate ! :$

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Offline Snak5
05-02-2012, 10:34 AM,
#27
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Posts: 1,165
Threads: 60
Joined: Aug 2011

' Wrote:That can't be right, we have a level 3 base and only use about 10,800 Basic Alloy's a day :unsure:
Maybe because:

Repair every 16 seconds = base level x number of types of repair commodities x 60,000

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Offline Blodo
05-04-2012, 12:59 PM,
#28
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Posts: 2,852
Threads: 128
Joined: Jan 2008

I put in the new values for fuel consumption for shields into the original post. Old ones were outdated.
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Offline MADSEEN
05-06-2012, 08:40 PM,
#29
Member
Posts: 12
Threads: 2
Joined: Nov 2008

How do you prevent the base from self-destuction after a half hour from it first being build? By the time I get the remaining essential cargo, it is ready to blow. Is there a quick start up guide to get this thing up and running?

:$

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Offline Zahas
05-06-2012, 08:50 PM, (This post was last modified: 05-06-2012, 08:50 PM by Zahas.)
#30
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Posts: 818
Threads: 30
Joined: Aug 2010

' Wrote:How do you prevent the base from self-destuction after a half hour from it first being build? By the time I get the remaining essential cargo, it is ready to blow. Is there a quick start up guide to get this thing up and running?

:$
Best thing to do it's to fill a 5k with 200 spacecrew, 400 food/water/oxygen and rest of it basic alloy, get your 5k-er where you want to place the base F1 there log on your heavy lifter , place the base , dock, acces docking points to your 5ker log on your 5ker dock sell and have alot luck building the shield generator fast
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