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 Author 1.730
Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2018-04-19 02:48   
the docking timer is redundant and it should be either reduced or removed.
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1st recorded subscription activation 8-17-01 (under a different name & email)
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bananasog
Chief Marshal
Ravenous Wolfpack Clan


Joined: January 29, 2018
Posts: 4
Posted: 2018-04-30 11:03   
Initating F3 while selecting a structure doesn't seem to work anymore. So while building and wanting to check your surroundings you need to take an extra step of reselecting the planet to go back to F3.
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Totenkopf
Marshal

Joined: June 16, 2010
Posts: 10
Posted: 2018-04-30 14:30   
Ive noticed that dictors range is 1.1k or 1.2k. I remember it was exactly 1k. Any idea why its changed?
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2018-04-30 15:01   
Quote:
On 2018-04-30 14:30, Totenkopf wrote:
Ive noticed that dictors range is 1.1k or 1.2k. I remember it was exactly 1k. Any idea why its changed?



I changed the way dictors functioned some time ago, unfortunately that change had an issue wherein under certain circumstances it would break the dictor entirely. Sadly, the longer the universe lived, the more likely it had a chance of happening, and so what you'd end up with is a ton of dictors not working.

Sadly, the thing that made them centered is what broke them, and there's no easy way for me to fix it, so I had to go back to not moving the location of the field to the center of the planet. I added a radius calculation in when I put the original change in, so that the dictor was exactly 1k from the planet surface, and I believe I left this in so that's why you might see that bit of wiggle room between 1.1k-900gu.
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BLADERUNNER2019
Chief Marshal
Ravenous Wolfpack Clan


Joined: December 18, 2010
Posts: 140
Posted: 2018-04-30 16:17   
Quote:
On 2018-04-19 02:48, Fatal Mack Bolan(WildCards_58th)*COM* wrote:
the docking timer is redundant and it should be either reduced or removed.




I agree. But the combat timer and the docking timer is like the Kluth cloak timer, it stops players from an easy way to avoid death. However, the cloak timer is a bigger issue because enemy players and AI still target a kluth ship path while it is cloaking. Both the combat timer and cloak timer need to be reduced or removed IMO. Also, ICC ecm needs to be looked at. Imagine if Kluth could fire at an enemy ship while cloaked, everyone would complain. These timers are all slowing down combat or options of combat. ICC already have sheilds, why does ICC also have the ability to "cloak" using ecms. ICC's ability to do this is better then Kluth cloaking.
[ This Message was edited by: BLADERUNNER2019 on 2018-04-30 16:25 ]
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Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2018-06-09 17:30   
glad the AI changes are working so well

peace out
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1st recorded subscription activation 8-17-01 (under a different name & email)
20 years of playing this mo'-fo....amazing isn't it ?
119 on prestige list..
R.I.P. Stephen Hawking
R.I.P. sean connery
R.I.P. adam west


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DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2018-06-11 08:50   
I find it so funny that after all these years of me trying to run a player run server with AI, and all the heat from the dev/admins back in the day about it your now relying on AI to make the game enjoyable now that the player-base is smaller than can fit in a school bus.

I hope that somehow DarkSpace can at least stay in existence.

I think that this update is a good one personally.

I agree the K'luth cloak timer needs to be reduced or eliminated.

Thanks very much to all that were involved in the programming and patching of this update.



[ This Message was edited by: DarkSpin on 2018-06-11 08:53 ]
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Rae
Admiral
Raven Warriors

Joined: May 23, 2002
Posts: 284
From: 10 minutes away in a fast boat
Posted: 2018-06-18 19:05   
Congrats to DS Staff for another patch. Many thanks, everyone knows this is a volunteer effort.

I have a question. Is it possible to do some planet tweaking to bring back something similar to the 1.478(approx) version of planet defense? Death stars? Something that requires a fleet to tackle, not a solo bomber dessy or even dread for that matter. Deathstars. Impenetrable systems, that would take a co-ordinated assault to take? Deathstars.

Just thinking abou things I used to enjoy when I played. I was never big on bombing them, but I loved to build em
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