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Discovery 4.79 changes

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Discovery 4.79 changes
Offline Igiss
05-23-2006, 09:33 AM,
#1
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

As a number of bugs were found by different players during the recent time, I have to admit that there will be a new release of Discovery 4.79 after some time. Version number will be 47.92 or something like that; I know that it doesn't fit the normal 4.78-4.79-4.80 model, but this seems better than releasing a new version only to fix bugs. Not only to fix bugs, to be precise... here's the list of changes:

- Advanced version of Anubis will be included;
- Advanced version of Defender will be included;
- NPC ships will not be subject to player looting;
- Green Shuttle turrets will be fixed;
- Turanic Raider freighter views will be fixed;
- Battleship weapon range - for certain weapons - will be increased;
- Liberty Cruiser forward gun will become much more powerful;
- Liberty Cruiser will probably get more powerful power supply (to provide energy for that forward gun);
- Nova power and price will be reduced (both mine and torpedo);
- Bug about Inverness infocard will be fixed;
- Bug about Omega-47 sun will be fixed (finally!);
- Battlestar turrets placement will be fixed (level 2-level 10 thing);
- Power supplies of Kusari, Rheinland and Nomad battleships will now be as powerful as other battleships power supplies. Osiris will also lose its benefits;
- Some things will be done about making Order a 'proper' faction - I won't promise missions, no expert at this, but some things may be done;
- Storyline will continue. Kusari, Bretonia, remember? well, probably not...

That's all I can remember for now. If you have anything more to add, post here.

Certain questions still remain unanswered. For example, do we need cruise disruptors on large ships? Or, how effective should capship power supplies be?
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Offline The Damned
05-23-2006, 10:06 AM,
#2
Member
Posts: 317
Threads: 13
Joined: Sep 2005

Well power supply can use a little increace for caps (crusers , BS) but not more than 50 %. Thats what i think. And I'm happy that the omega 47 sun will be finally fixed :D

"Comm. Adama:
-Starbuck whadda 'ya hear?
Starbuck:
-Nothing but the rain sir!
Comm. Adama:
-Then grab your gun and bring in the cat!
Starbuck:
-Boom , boom , boom!"

--------------------------------------------------------------------
My characters:
- =BSG=Starbuck ; Maj. Kara Thrace(fighter pilot)
- =BSG=Galactica ; Commander Lee Adama(Battlestar)
- =BSG=Helo ; Lt. Karl Agathon (bomber)
- Colonial 795 (trader)

- [Phantom]The_Damned (oopps a baddie)
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Offline Nightfall
05-23-2006, 10:12 AM, (This post was last modified: 05-23-2006, 10:19 AM by Nightfall.)
#3
Member
Posts: 2,291
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Joined: Mar 2006

On the Cruise Disruptors on the cap ships - how would you stop the other cap ship from shieldrunning (cruising to recharge the shields and avoid damage) there are a lot of players who run when their shields are low, it will take forever to get them down.

I'm for the CD to stay as it is a good tactical weapon. Actually, some of the ships might use a little more susceptibility to the CD, like the Osiris, it's pretty immune.

About power supplies - a little better regeneration would be nice - like not having to wait too much if I fire 2x Inferno and 2x Heavy Mortar (I haven't timed it, but in battle, it seems like forever)

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[Image: I_like_it_shiny_by_ravenwoodarts.gif] [Image: duque-de-corsica.png] [Image: ghosts-of-razgriz-tr-bk-2.png] [Image: outcast-pilot-3.png] [Image: raving-outcast.png] [Image: jolly_roger_a1a.gif]
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The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
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Offline Fellow Hoodlum
05-23-2006, 10:55 AM, (This post was last modified: 05-23-2006, 10:57 AM by Fellow Hoodlum.)
#4
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Posts: 6,386
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Found one yesterday. Took my large train out to do some shopping for another char,
mainly scanner, tractor beam and armour. I unattached the lvl 3 armour on the train
and bought a lvl 7. Back at Manhattan I reattached the lvl 3 and launched to do a
transfer. In space the lvl 7 had attatched itself again, and does so repeatedly every
time I launch. Seems my train will be upgraded at the moment.

Hoodlum :unsure:

Sorry should have put this in the bug report. Move it if necessary. Thanks

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline Jamez
05-23-2006, 12:26 PM,
#5
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Posts: 1,571
Threads: 80
Joined: Feb 2006

I was thinking more variety in capship weaponry, like different refire rates for house capships, for instance:

Gunboat Turret Type A: refire 2.00, 650 hull 325 shield, 3000 energy per shot.

Gunboat Turret Type B: refire 4.00, 300 hull 150 shield 1500 energy per shot.

Gunboat Turret Type C: refire 8.00, 125 hull 75 shield 700 energy per shot.

And roughly the same idea for Cruisers/Destroyers and Battleships

Also Cerberus turrets are hopeless. They use redicoulous amounts of energy and would be suicide to use in battle.

The energy requirements must be lowered to make them more appealing for a capship arsenal.

At the moment most weapons on cruisers/gunboats are fighter turrets, because they deal more damage and use way less energy.

Andrew Skye
Starflier thrill-seeker

Evangeline Knight
Seasoned fighter pilot

Shinji Takeda
Renzu Corp ex-COO
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Offline Igiss
05-23-2006, 01:25 PM,
#6
Discovery Creator
Posts: 3,178
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Joined: Jun 2005

Quote:Back at Manhattan I reattached the lvl 3 and launched to do a
transfer. In space the lvl 7 had attatched itself again, and does so repeatedly every
time I launch. Seems my train will be upgraded at the moment.
I'll try to find out how is it possible.

Quote:Well power supply can use a little increace for caps (crusers , BS) but not more than 50 %.
Quote:Also Cerberus turrets are hopeless. They use redicoulous amounts of energy and would be suicide to use in battle.
That's just too bad. I thought that weapons like Cerberus would help to make capship weaponry more versatile. Never intended any ship to equip more than 2-4 of those... this also applies to Mortar or Inferno. Energy capacity is enough for stock turrets plus several additional weapons. So it won't exceed 6-7 million for battleships.

As for adding variations, you want me to add some 40-50 new weapons which is hardly possible (and hardly required by anyone).
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Offline Jamez
05-23-2006, 01:59 PM,
#7
Member
Posts: 1,571
Threads: 80
Joined: Feb 2006

Hows about this:

Onyx Gunboat Turret: refire 4.00, 300 hull 150 shield 1500 energy per shot.
Onyx Cruiser Turret: refire 4.00, 400 hull 200 shield 2500 energy per shot.
Onyx Battleship Turret: refire 4.00, 500 hull 250 shield 3500 energy per shot.

Only 3 Turrets to make which are efficient and have a faster refire rate.

Kinda like Cerberus turrets exept these ones are from Kusari or Liberty.

Andrew Skye
Starflier thrill-seeker

Evangeline Knight
Seasoned fighter pilot

Shinji Takeda
Renzu Corp ex-COO
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Offline Virus
05-24-2006, 03:12 AM,
#8
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Fellow Hoodlum,May 23 2006, 03:55 AM Wrote:Found one yesterday. Took my large train out to do some shopping for another char,
mainly scanner, tractor beam and armour. I unattached the lvl 3 armour on the train
and bought a lvl 7. Back at Manhattan I reattached the lvl 3 and launched to do a
transfer. In space the lvl 7 had attatched itself again, and does so repeatedly every
time I launch. Seems my train will be upgraded at the moment.

Hoodlum :unsure:

Sorry should have put this in the bug report. Move it if necessary. Thanks
[snapback]21188[/snapback]


That's simple. You HAVE to go to the equipment dealer to equip and unequip stuff. Otherwise, it doesn't save what you did before you launch. (Its kind of annoying, sometimes.... But you get used to it)

If that doesn't work... I don't know what to do...

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Offline Angel
05-24-2006, 03:16 AM, (This post was last modified: 05-24-2006, 03:20 AM by Angel.)
#9
Member
Posts: 1,277
Threads: 95
Joined: Sep 2005

Ok, Major Bug i found was here, the Raven claw when i tried to mount lvl 9 guns in lvl 10 gunslots i got all kinds of problems, guns wouldn't remount, and when i tried to change characters it crashed......

[Image: screen87ih.png]

Sorry poor rez, but thats a Lvl 9 Disinfector that won't fit in a lvl 10 slot, says I don't have an " Available Hardpoint " for it.

YAY about the anubis, and Was wondering If I could make a Turret for Capital class ships, i saw it in the Single player and would like to build it if u wouldn't mind.....PM

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Offline Igiss
05-24-2006, 07:22 AM,
#10
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Quote:Sorry poor rez, but thats a Lvl 9 Disinfector that won't fit in a lvl 10 slot, says I don't have an " Available Hardpoint " for it.
I'll fix that.

Quote:YAY about the anubis, and Was wondering If I could make a Turret for Capital class ships, i saw it in the Single player and would like to build it if u wouldn't mind.....PM
Do as many as you can. Would be great if you review different effects for them... I don't have enough time for that so you could help.
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