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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
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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
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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.
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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.
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+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.
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This is great! You guys deserve a medal for being awesome.
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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! : )
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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 !!
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Code Red, For winning in the 1RA Fleet Wars event, here's your coupon for a week.
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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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