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DarkSpace Beta 1.536[Feedback] |
Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2010-07-14 09:29  
What are the new features
- Ships larger than frigates and transports do not take resources for spawning at their docked yard
- Ships which cannot be spawned at shipyards due to lack of resources are added to build queue
1. Ships tested with - frigate, engineer, cruiser, dreadnought, station
Tested resource decrease - 10% of ship cost.
Feature status - Green (functioning as intended)
Remarks - Request for resource costs to be less accurate, for the sake of keeping the 10% of a ship's cost to be a bulk amount. Ex-Hive takes 287xyz resources. I suggest this be changed to 285000. Nests should take 290000 resources, and colony may take either 285k or 290k. Same with all other ship classes, roundings to their nearest 5000/2500/1000 resource mark.
2. Ships tested with - Hive, claw, drainer, parasite, mandible, advanced worker
Tested ship build order - advanced worker, claw, drainer, parasite, mandible, hive.
Feature status - Yellow (requires inspection/rectifications)
Remarks - Button should be available to manage the order in which ships are built. 2 ships cannot be built in sequence.
Extras
1. K'luth assault dread 'siphon' has 2 torpedoes which can fire on the left, but only 1 torpedo which can fire to the right.
2. Ships now end their jumps 750-1000 gus from the target.
3. WHD recharges if tried to create a wormhole into inaccessible area, without creating any wormhole at all.
4. On ships with dual or more mining beams, the resource mined may read as :- second 1 - 30, second 2 - 45, 60, second 3 - 75, 90 i.e. a mining beam's harvested cargo count sometimes gets updated late. Cargo bug issues also confirmed in 1.534 and 1.535. [ This Message was edited by: Dr. Michael Paradox on 2010-07-14 10:05 ]
_________________ Forging legends and lives outside till naught remains inside.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-07-14 13:20  
Quote:
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On 2010-07-14 09:29, Dr. Michael Paradox wrote:
Remarks - Button should be available to manage the order in which ships are built. 2 ships cannot be built in sequence.
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you mean you own build-queue
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2010-07-14 21:31  
I just got back from romania so i have not tested 1.536 yet.
Just commenting as we go.
Quote:
| On 2010-07-14 09:29, Dr. Michael Paradox wrote:
--cut--
keeping the 10% of a ship's cost to be a bulk amount. Ex-Hive takes 287xyz resources. I suggest this be changed to 285000. Nests should take 290000 resources, and colony may take either 285k or 290k. Same with all other ship classes, roundings to their nearest 5000/2500/1000 resource mark.
Interesting suggestion of rounding the cost of the ship to 1K or another size. We could probally ad this.. FYI ships cost isn't a random number, the ship has a value and everything (gadgets) on the ship adds to the total number.
1.K'luth assault dread 'siphon' has 2 torpedoes which can fire on the left, but only 1 torpedo which can fire to the right.
will get fixed when new layouts get in here. I have a couple other devices on the list of things as well.
2. Ships now end their jumps 750-1000 gus from the target.
My best guess is that it is related to 1.535 - HOTFIX: Jump distance has been adjusted to old values to prevent AI from jumping into planets so often.
3. WHD recharges if tried to create a wormhole into inaccessible area, without creating any wormhole at all.
it is inaccessable, so why should a WH work? inside a planet/sun or close to it.. a planet has a 1K no wh zone and the wh can randomly hop around 1Kgu around your target. so theoreticaly 2K around a planet/sun a WH can fail
4. On ships with dual or more mining beams, the resource mined may read as :- second 1 - 30, second 2 - 45, 60, second 3 - 75, 90 i.e. a mining beam's harvested cargo count sometimes gets updated late. Cargo bug issues also confirmed in 1.534 and 1.535.
Will lookinto this, but i think the problem is more likely affiliated to more systems than just mining. |
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E.
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