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Dev Update 6 - Your Bugs
http://www.starsonata.com/forum/viewtopic.php?f=9&t=31038
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Author:  MagicSteve [ Mon Mar 09, 2009 3:15 am ]
Post subject:  Re: Dev Update 6 - Your Bugs

dark fighter defenders appear to have more sheild than the dark transport itself...

Author:  Antilochus [ Mon Mar 09, 2009 6:26 am ]
Post subject:  Re: Dev Update 6 - Your Bugs

My extraction limit values on bases has been lost, presumably on a server reboot. Other values are still there such as sell value, keep x number of commods, etc.

Author:  labrador_wow_wow [ Mon Mar 09, 2009 7:23 am ]
Post subject:  Re: Dev Update 6 - Your Bugs

Antilochus wrote:
My extraction limit values on bases has been lost, presumably on a server reboot. Other values are still there such as sell value, keep x number of commods, etc.


Same here.
My chars have also 'forgotten' all their commodities/items after the reboot.

Author:  Jester_Motley [ Mon Mar 09, 2009 8:45 am ]
Post subject:  Re: Dev Update 6 - Your Bugs

yugioh124 wrote:
The inbuilt OL in the pax astro now gives LOWERED DPS, as well as preventing you from equipping a real one. If you don't wanna fix this, will you at least get rid of it? My SD pax already got hurt enough when you completely ruined rhino gear, but with this I can't even use a VMag or something similar decently.

It has always gived lowered DPS. It gave increased DPE. 2 very different things. ~Smiley


Old pax astro OL was 40% damage, -25 RoF, for a net INCREASE to dps of ~15%, as well as a increase to DPE. Current OL is 10% damage, -15% RoF (drawn from recent memory, so it may be off, but I know the stats caused a net negative DPS). While DPE is increased, DPS is lowered, and the overall effect of the BUILT IN overloader is a nerf to the ship.

Author:  Dorin Nube [ Mon Mar 09, 2009 11:04 am ]
Post subject:  Re: Dev Update 6 - Your Bugs

I decided to make 60 transdims, which would cost half a mil each if built individually. I only had a bit over 26 mil on the base. I got the following message in events:

You don't have enough credits to build this, have 26,990,611, asking for 13495,305,500,000.

Yes, the odd missing comma at the begining of that number is how the client reported it in events.

I added a few million more cash and the transdims started properly.

EDIT: I went back and did the math. I didn't save any cash by building 60 at once. It still cost me 30 mil.

EDIT #2: The server restart that happend at about the same time as this post reset my extraction limits again. I wasn't sure if you had tried to fix that already or not.

Author:  Intelligent Design [ Mon Mar 09, 2009 3:28 pm ]
Post subject:  Re: Dev Update 6 - Your Bugs

Kinetic missiles, which do physical damage, are not knocking back ai when they explode.

Author:  Thaj [ Mon Mar 09, 2009 4:04 pm ]
Post subject:  Re: Dev Update 6 - Your Bugs

When entering DG, map changes to lower layer. If I click to correct layer (while in DG) and try to center the map -> it also changes to lower layer.

More usable solution would be map centered to gal outside DG. (imho)

-Thaj

Author:  pip8786 [ Mon Mar 09, 2009 4:05 pm ]
Post subject:  Re: Dev Update 6 - Your Bugs

Thaj wrote:
When entering DG, map changes to lower layer. If I click to correct layer (while in DG) and try to center the map -> it also changes to lower layer.

More usable solution would be map centered to gal outside DG. (imho)

-Thaj


Will do.

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