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Team: Traders
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Post Re: New Universe - Oct 2010 - Bugfix thread
The Armada Defender pushes itself with its physical weapons, which is definitely not a good thing in a drone.

it runs away =(

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Thu Oct 28, 2010 11:41 am
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Post Re: New Universe - Oct 2010 - Bugfix thread
Termite mounds spawning as huge, and often in the center of the galaxy, or less than 2k from a warp.

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Thu Oct 28, 2010 11:47 am
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Post Re: New Universe - Oct 2010 - Bugfix thread
Also, take a look at these stats and tell me what's wrong:


Apollo's Eyes
Tech 18
Vision: 9.44
Detection: 32100
Elec: 292
Elec +10%

Armada Sensors
Tech 20
Vision 9.39
Detection 27650
elec 191
(no mods on this one)

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Thu Oct 28, 2010 12:01 pm
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Post Re: New Universe - Oct 2010 - Bugfix thread
LactoseTolerant wrote:
Termite mounds spawning as huge, and often in the center of the galaxy, or less than 2k from a warp.


Thats intended. The idea was to make bases and mounds come into conflict when you shoot the mound. Think of it as "Practice BvB".

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Thu Oct 28, 2010 12:59 pm
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Team: Kami
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Post Re: New Universe - Oct 2010 - Bugfix thread
Hives seem to fly too far out. I just saw two 25k and 40k out of the galaxy center.

Pumpkin drones don't follow me as they used to. Apparently not a bug. Thanks Cyggles. Makes them suck... though... why'd this happen? :/

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Last edited by vampire2948 on Fri Oct 29, 2010 6:56 pm, edited 1 time in total.

Fri Oct 29, 2010 10:23 am
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Post Re: New Universe - Oct 2010 - Bugfix thread
The pumpkin drone thing is on purpose.

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Fri Oct 29, 2010 12:01 pm
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Post Re: New Universe - Oct 2010 - Bugfix thread
Demiser of D wrote:
The pumpkin drone thing is on purpose.



I've not got around to looking at adding Jey's new warp tag to drones yet; PaperTiger is snowed under with SM21, so I'll add it when I can.


Sat Oct 30, 2010 5:42 am
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Post Re: New Universe - Oct 2010 - Bugfix thread
Aurora Ex Machina wrote:
Demiser of D wrote:
The pumpkin drone thing is on purpose.



I've not got around to looking at adding Jey's new warp tag to drones yet; PaperTiger is snowed under with SM21, so I'll add it when I can.

Pumpkin drones suck more now. XD

I dropped one on my Gunner, they have like no range. XD

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Sat Oct 30, 2010 7:02 am
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Team: Kami
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Post Re: New Universe - Oct 2010 - Bugfix thread
jeff mc beth wrote:
Aurora Ex Machina wrote:
Demiser of D wrote:
The pumpkin drone thing is on purpose.



I've not got around to looking at adding Jey's new warp tag to drones yet; PaperTiger is snowed under with SM21, so I'll add it when I can.

Pumpkin drones suck more now. XD

I dropped one on my Gunner, they have like no range. XD


Yeah... they used to be a pretty integral part of my higher DF DGing stratergy. Could kite MF picks with them at like... 800 range with a range controller.

Anyway - Sorry for getting offtopic. Back to bugs! :)

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Sat Oct 30, 2010 7:26 am
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Post Re: New Universe - Oct 2010 - Bugfix thread
Poor App Ward+. Death to the person who tossed Large Armour Piercing Missiles to the Halloween AI! :lol:

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Sat Oct 30, 2010 3:46 pm
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Post Re: New Universe - Oct 2010 - Bugfix thread
Vampire Bite tweaks have the Werewolf Bite tweak description and stats.

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Sun Oct 31, 2010 11:24 am
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Post Re: New Universe - Oct 2010 - Bugfix thread
Battlecruiser23 wrote:
Vampire Bite tweaks have the Werewolf Bite tweak description and stats.

No they don't.

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Sun Oct 31, 2010 12:06 pm
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Post Re: New Universe - Oct 2010 - Bugfix thread
Look, you can mess with the Mausoleum all you want. Put the dang ubers back into place. Then you can patch in all the scripting and pretty stuff you want later. This is causing a hold for me personally and I am sure others don't appreciate not being able to get certain blueprints.

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Sun Oct 31, 2010 12:12 pm
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Post Re: New Universe - Oct 2010 - Bugfix thread
warfighter67 wrote:
Battlecruiser23 wrote:
Vampire Bite tweaks have the Werewolf Bite tweak description and stats.

No they don't.

I currently call you: a fucking idiot.


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Sun Oct 31, 2010 12:22 pm
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Post Re: New Universe - Oct 2010 - Bugfix thread
trevor54 wrote:
Look, you can mess with the Mausoleum all you want. Put the dang ubers back into place. Then you can patch in all the scripting and pretty stuff you want later. This is causing a hold for me personally and I am sure others don't appreciate not being able to get certain blueprints.



The Mausoleum error was caused by a bad nodal load on Uni restart - it has nothing to do with the scripts or system XML.

HAL is looking into it, and hopefully it can be fixed pronto.


Sun Oct 31, 2010 12:56 pm
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