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[FAQ
Forum Index » » Beta Testing Discussion » » Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here!
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 Author Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here!
Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-02-07 23:11   
About /e chat...

Would there be any possability to divide say, the MV into different 'chat zones' so we can still use /e? This might be a complex task so maybe for a future release like 1482, but I know nothing about programming so maybe not

[ This Message was edited by: Bobamelius on 2004-02-08 01:22 ]
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-02-07 23:45   
The problem with /e is that, by it's nature, it would spam every single person in the MV with the message. With the primary use of /e communication being what it is (to taunt and otherwise goad the enemy), the spam would quickly get very irritating.

As for divided by zones...

Why? /yell (the yell button) broadcasts to everyone in a certain radius. We could just increase the radius to cover a few thousand gu...
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-02-08 00:33   
Yeah that'd work too...

[ This Message was edited by: Bobamelius on 2004-02-08 01:22 ]
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-02-08 01:24   
--Planetary Depots count as Defense on the bottom right screen when selected.

--there is appearently no system damage.

[ This Message was edited by: Bobamelius on 2004-02-08 01:29 ]
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Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2004-02-08 01:53   
Baikon's SECOND Bug list for today, consisting of 9 bugs:

-Metals collecting in the spaceport past their base unit (1000) eg: 1079 metals in spaceport
-Metlas are NOT added to planet totals if sold at spaceports. They just build up.
-Fighters docking with their mothership are not added back to the fighter bay total.
-Spontanious combustion when trying to warp between 2 planets if you arn't moving at all and are between them. Looks like the server thinks you hit the planet, even if you are a good 100 gu away from the planet it claims to kill you.
-Can see enemy trade routes when sending/receiving planet is selected (F2 screen only)
-Deactivateing Depots DOES NOT stop them from reloading friendly ships.
-ECCM/ECM rings do not conform with their base's angle. It is straigth up/down, not at all expanding at an angle similar to its location in the planet's curvature.
-Enemies can be seen in F2 Screen, even if there is no friendly anywhere near them, or their signature is - and nobody can see them, they are still visible. Enemy JG can be seen as well.
-Enemy ship destroyed still persists in its existance, and is simply shown as flying in whatever its last order was. This happens if they are there, killed, and you come back if you left before they died. It only happens occasinally. The ship remains, untargetable, but still can be hit by weapons. Any damage that was sustained earlyer is not shown. Kind of like a shadow of a ship.
-(This one is already known I think) Def bases don't fire. (I'm thinking this is on purpose.)
-One I just rememberd: To be of ANY future use, solar gens MUST have their power output increased by 4 x, to counteract the roateting of the planet. As it is, the Fusion generator give more for the amount of space it takes in comparision to the Solar gens. (Old problem)

[ This Message was edited by: Baikon on 2004-02-08 01:54 ]
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-02-08 06:33   
Quote:

On 2004-02-07 14:30, Axianda *XO* wrote:

Infantry.
Infantry in a ships hold should be able to change theyr behavious to either Raze, Defend or Attack.
This should be done by right clicking the inf * yes 1 by one * and giving orders.
this will make them go down whit orders rdy.
This is especially handy when you just wanna Raze a planet




This seems to be implemented already and works as suggested above.
Thx.


Will Raze,Defend, Attack orders affect the result when you use them to board a ship?
if so in what manner?


Got another bug for you * i think *
Planets do NOT have metals when you first cap them... you need to get an extractor to mine the first bits.
dont kow if its a bug but its iritating as hell

1 more.
When entering a game it does not show which factions are full and which ones are not.
they show like you can join em even when they are full.
Although this doesnt apply for the MV it does for scenario


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[ This Message was edited by: Axianda *XO* on 2004-02-08 06:40 ]

[ This Message was edited by: Axianda *XO* on 2004-02-08 06:43 ]
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- Axi

Rocki
Grand Admiral

Joined: August 13, 2002
Posts: 1029
Posted: 2004-02-08 09:25   
Boba, Depots have always counted as defenses, even in release...

As for the no dropping on Ahaza (@Axi), that's because Faobian's hitbox covers it entirely... thus any inf enroute to it hits Faobian, and dies...
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-02-08 10:01   
planet defences-
dbases- fire on incomming bombs and inf, not ships
fighter bases- just sit
sensor bases- work
dictor bases- seem to be off
depots- have wierd priorities as to who they reload. ive been in range of them and they havent reloaded me, just the planet does, then some one else comes along and gets reloaded
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-02-08 10:29   
Quote:

On 2004-02-08 10:01, Doran wrote:
planet defences-
dbases- fire on incomming bombs and inf, not ships
fighter bases- just sit
sensor bases- work
dictor bases- seem to be off
depots- have wierd priorities as to who they reload. ive been in range of them and they havent reloaded me, just the planet does, then some one else comes along and gets reloaded




Also the current ICC Dbases have NO chance of shooting down even 1 drop pod they are way to weak.

ECM ECCM bases and Depots on a planet will give you a message that either ECM/ECCM is activated/deactivated or that you are reloading *someone* while you yourself are in a cruiser.
_________________

- Axi

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-02-08 10:52   
- cloaked kluth ships are now visible to teammates

saw that in the dev log
friendly kluth ships are still quite invisible

_________________
ship capture is too easy

would be nice if the windows (f4-f6) would A- stay where you moved em too, and B- retain the size you resize em to

[ This Message was edited by: Doran on 2004-02-08 11:34 ]
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$wiss
Admiral

Joined: November 08, 2002
Posts: 640
From: Prancing in the meadows with Jesus
Posted: 2004-02-08 12:04   
Quote:

On 2004-02-08 10:52, Doran wrote:
- cloaked kluth ships are now visible to teammates

saw that in the dev log
friendly kluth ships are still quite invisible



_________________
ship capture is too easy

would be nice if the windows (f4-f6) would A- stay where you moved em too, and B- retain the size you resize em to

[ This Message was edited by: Doran on 2004-02-08 11:34 ]



Is this a bug, in the Dev logs thats supposed to happen! FoO!
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-02-08 12:21   
Might as well post it here.


***************
Dictor base
***************

its USELESS now.
when a dread jumps at a planet at fullspeed it exits at 1000Gu distance.
Smaller ships exit at even a bigger distance thus making a dictor useless.

It's something that need checking into maybe not for 1481 but definately at 1482.
_________________

- Axi

Sky
Marshal
Pitch Black


Joined: July 31, 2002
Posts: 66
From: Somewhere in the MV...
Posted: 2004-02-08 12:34   
Okay, lets put it straight :

* I think Disruptors dont consume as much power as usual, i think that flying full speed in a claw and alphaing just grought my power at nearly 50%,

* Orbit paths of planets are missing on Sol map,

* Also found a bug that made me join the same faction than before I logged out.

Hunnn ... thats all for now

Cheers

Sky
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Cheers

Sky.

Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2004-02-08 12:34   
Re: Dictor Bases
That's only if you press J, manual jumps would get you under 1000gu, humm?
-Krim
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-02-08 12:43   
@axi
should still keep ships from jumping out, dictors do have two purposes, stoping ships from jumping and stoping ships already in a jump

@sky
check the display filters (d key) on the nav map screen. something probably got turned off

@krim
really depends on how fast your moving when you come out of a jump
25gu/s will drop you pretty close to the edge of the diction field, lag permitting. scouts @ 34gu/s end jumps about 1200-1300 gu's from target
below 20 ought to run you into the dictor field even if you point jump in
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