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Team: Strawberry Pancakes
Main: Trevor50
Level: 4503
Class: Shield Monkey

Joined: Wed Jul 12, 2006 10:01 pm
Location: Alabama
Post Re: Patch 9/10/10 - Issues / Bugfix
Aurora Ex Machina wrote:
trevor54 wrote:
There is a bug in the Level before Poseidon , caused two team mates to not be able to see anything. Ie, they saw themselves, and thats it. I even personally logged onto there accounts and could see nothing either(my client was fine).


Kraken level or 1st level?


Kraken...

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Sat Oct 09, 2010 7:12 pm
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Joined: Mon Jul 19, 2010 1:43 pm
Post Re: Patch 9/10/10 - Issues / Bugfix
trevor54 wrote:

Kraken...



Ok, thank you. That's very strange, and worth a long look.


Sat Oct 09, 2010 7:14 pm
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Team: Eminence Front
Main: DemonBlood
Level: 1761
Class: Shield Monkey

Joined: Tue Jul 01, 2008 1:09 am
Post Re: Patch 9/10/10 - Issues / Bugfix
Tyler Durden wrote:
Ships being exactly 0 distance away from you when they blow up will send you into negative distance and have to log out for 5 min to get recentered.


its time travel!

maybe when that happens, make players jump to a special solo content galaxy?, then have a whole mission chain on it

or just fix the bug, but that wouldnt be as cool

also, concussions are way too strong

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Sat Oct 09, 2010 9:46 pm
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post Re: Patch 9/10/10 - Issues / Bugfix
Quiet Thrust.

why is it 10 vis now.

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Sun Oct 10, 2010 10:01 am
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Team: Eminence Front
Main: Paximaximus
Level: 2572
Class: Engineer

Joined: Wed May 26, 2010 7:51 pm
Post Re: Patch 9/10/10 - Issues / Bugfix
http://www.starsonata.com/forum/viewtopic.php?f=3&t=40842
Admins, see this.


Sun Oct 10, 2010 10:44 am
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
Location: Classified
Post Re: Patch 9/10/10 - Issues / Bugfix
You used the crappy arena code for Olympus. Aggro bugs galore, and there's no way to make slaves shoot the drone.

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Sun Oct 10, 2010 10:46 am
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Joined: Mon Jul 19, 2010 1:43 pm
Post Re: Patch 9/10/10 - Issues / Bugfix
yugioh124 wrote:
You used the crappy arena code for Olympus. Aggro bugs galore, and there's no way to make slaves shoot the drone.



Olympus had to be placed by hand this uni - and yes, its an arena gal.


Looked into Kraken, and I think I know the issue - fixed, awaiting a patch.


Sun Oct 10, 2010 11:57 am
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Team: Traders
Main: Bonecrusher
Level: 2144
Class: Shield Monkey

Joined: Tue May 04, 2010 5:18 pm
Post Re: Patch 9/10/10 - Issues / Bugfix
/lockout printout no longer put a "Return" char after each lockout listing. It just prints one long line... very hard to see what you are locked out of.


Sun Oct 10, 2010 2:49 pm
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Team: Pax Romana
Main: Ghost Commander
Level: 1138
Class: Berserker

Joined: Sat Dec 09, 2006 10:36 pm
Post Re: Patch 9/10/10 - Issues / Bugfix
AEM wrote:
/Lockout listing incorrectly - Known, will be fixed soon


Thats your answer, Thummper; It was already known.

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Sun Oct 10, 2010 2:58 pm
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
Location: Classified
Post Re: Patch 9/10/10 - Issues / Bugfix
Not sure if this is intentional, but ruins have an absurd mod chance. It's more common to get a double/triple modded item than a single modded atm, and an unmodded one is almost unheard of.

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Sun Oct 10, 2010 9:34 pm
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Team: None
Main: Seronys
Level: 1963
Class: Speed Demon

Joined: Sat May 23, 2009 8:22 pm
Location: Somewhere
Post Re: Patch 9/10/10 - Issues / Bugfix
no idea if this is a bug or intended feature, not even sure how it works tbh, but everytime a grav interruption is used, tractors no longer become operable until you unequip and requip them, kinda annoying tbh when your in fast paced pvp. Is this a bug? or does i have to hotkey my tractor now -.-

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Sun Oct 10, 2010 11:24 pm
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Team: Zephyr
Main: thebeast
Level: 2787
Class: Gunner

Joined: Sun Dec 14, 2008 11:32 am
Post Re: Patch 9/10/10 - Issues / Bugfix
rand4505 wrote:
saran wrote:
knockback pushes missiles away... recommend making missiles immune... or possibly just handing gunners a pistol and a bullet each so they can save the Ai the trouble.


LOL, I noticed this on test, proceeded to point this out, then was told to shut up and let the devs do there work. Can't say that I didn't say this would happen.



I noticed this as well on test and didnt think it to be much of a problem at the time; However, after going to kill AI tonight on my gunner i noticed very fast that gunners kinda got a case of the unintentional ( I hope at least ) nerf here. Annoying to take alot more time to kill a frigging Green Battleship because missiles wont connect due to knockback.

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Mon Oct 11, 2010 12:31 am
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Team: Aidelon
Main: Diabolus
Level: 1941
Class: Berserker

Joined: Wed Feb 13, 2008 9:25 am
Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
Post Re: Patch 9/10/10 - Issues / Bugfix
Tyler Durden wrote:
Ships being exactly 0 distance away from you when they blow up will send you into negative distance and have to log out for 5 min to get recentered.


Hahahaha, tried that. :P

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Mon Oct 11, 2010 1:40 am
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Team: Strawberry Pancakes
Main: ahileus
Level: 3088
Class: Berserker

Joined: Thu Feb 01, 2007 2:06 am
Post Re: Patch 9/10/10 - Issues / Bugfix
Seer mission in Bipolar doesnt work again, pls fix it.

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Mon Oct 11, 2010 2:07 am
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Post Re: Patch 9/10/10 - Issues / Bugfix
Bi-polar: Systems have to be manually altered mid-uni patch; the change will go live on uni restart. (If the fix doesn't hold for the nth time, I'm simply going to re-write the damn mission)

Missiles: I personally tested this using the suggested limits for Launchers / Hull - using the intended number of launches, and using a hotkey not macro, this wasn't a problem (maybe 1/10 missiles suffered). Put simply: this change only effects people who are missile spamming beyond the intended capabilities of the class, and as such, is intended. The gunner setup I was testing (I pulled a top end gunner's zebra setup and another's dread setup) worked fine; personally, I think that people being able to "missile spam" are using macros (i.e. click.exe or others to spam clicks multiple times / second) and as such...

Turtle: It is indeed designed to only have 1 weapon. I take it from the lack of other feedback that the ship is otherwise "nicely balanced" for its tech level?

Ruins mod chance: I've seen this reported, I'll have to get Jeff to look at it, as it is his code. Thank you for the honesty!

Tractors: Hmm. Putting this to HAL, who changed the code on grav disrupters.


Mon Oct 11, 2010 4:03 am
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