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[FAQ
Forum Index » » English (General) » » garage enhancements and rares
 Author garage enhancements and rares
BLADERUNNER2019
Chief Marshal
Ravenous Wolfpack Clan


Joined: December 18, 2010
Posts: 140
Posted: 2013-07-04 16:57   
Hi all,

I am not sure if this has been covered yet, if so my apologies.

I was wondering exactly what happens when 1.7 comes out in regards to saved enhancements in garage, and enhancements on ships. Also, how will rares be transfered to our new 1.7 garage (ie zlyggs weapon augmentation)?

Slainte,
Phantom
_________________


Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-07-04 17:23   
Quote:
On 2013-07-04 16:57, The Phantom of Darkspace wrote:
Hi all,

I am not sure if this has been covered yet, if so my apologies.

I was wondering exactly what happens when 1.7 comes out in regards to saved enhancements in garage, and enhancements on ships. Also, how will rares be transfered to our new 1.7 garage (ie zlyggs weapon augmentation)?

Slainte,
Phantom



I've already addressed this issue with the staff, they've told me that they know of this and the necessary implementations to resolve this will be had.
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-07-04 18:02   
We have an AuditShip function that goes through a ship when you attempt to spawn it and corrects any oddities compared to its current templates. This means a ship you have from 10 years ago can be spawned. It will remove all existing gadgets and place new ones on the ship, but most importantly, enhancements are not affected.

Not only that but we'll be removing the removal cost of enhancements when 1.7 ships for a week to give people a chance to remove their enhancements and try out stuff for a week.
_________________


+SuperNova+
Marshal

Joined: June 20, 2008
Posts: 30
From: Inside You
Posted: 2013-07-04 19:47   
Quote:
On 2013-07-04 18:02, Pantheon wrote:
We have an AuditShip function that goes through a ship when you attempt to spawn it and corrects any oddities compared to its current templates. This means a ship you have from 10 years ago can be spawned. It will remove all existing gadgets and place new ones on the ship, but most importantly, enhancements are not affected.

Not only that but we'll be removing the removal cost of enhancements when 1.7 ships for a week to give people a chance to remove their enhancements and try out stuff for a week.



This is great! You guys deserve a medal for being awesome.
_________________


Orkan [OO-XII]
Grand Admiral
The Myrmidon Legion


Joined: April 22, 2010
Posts: 201
From: A Point Perfectly Computed Yet Never Repeating
Posted: 2013-07-04 23:50   
Good work. This is much appreciated - esp like the part where the removal of enhancement cost is removed for a week. That's mighty nice of ya! : )
_________________


  Email Orkan [OO-XII]
Code Red
Chief Marshal
Non Omnis Moriar


Joined: September 08, 2007
Posts: 184
Posted: 2013-07-05 03:10   
Thats nice work guys had thought of the enhancement issues as well !!

_________________

Code Red, For winning in the 1RA Fleet Wars event, here's your coupon for a week.

Kratas
Vice Admiral

Joined: August 10, 2010
Posts: 6
Posted: 2013-07-05 09:43   
xm. i see a problem heare my 8 ships are full anh. And my garaze full of anh. to how i find space to unload all anh without destroy some of them?
_________________


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