Forums » Bugs
Stupid Little Bugs
The Flechette Mk II costs less than the Mk I.
Plasma Cannon Mk III lacks the (s) prefix.
"Station Transaction Error: Ship already active." appears when you select your active ship for an active ship, while not a bug, it shouldn't be displayed.
Exiting or entering a wormhole or jump hole will be slightly off from the center.
Plasma Cannon Mk III lacks the (s) prefix.
"Station Transaction Error: Ship already active." appears when you select your active ship for an active ship, while not a bug, it shouldn't be displayed.
Exiting or entering a wormhole or jump hole will be slightly off from the center.
The MkII costs almost exactly 1/2 the MkI at Itan.
hey, I'm almost positive gauss MkII is always cheaper than Gauss.
hey, thats not a bug, its a feature.
I suspect that if you start from scratch the MK2 items are probably availible after the MK1 items either based on level or reputation. The disadvantage of the MK2 items is that they aren't availible as early. Still it would make sense for a better item to cost more.
I suspect that if you start from scratch the MK2 items are probably availible after the MK1 items either based on level or reputation. The disadvantage of the MK2 items is that they aren't availible as early. Still it would make sense for a better item to cost more.
I thought I fixed the wormhole effect being offcenter when you leave a sector.
The effect is *slightly* off center Ray. Not much. And is it by design that the effect starts about two ship lenghts ahead of the ship? Guess it could be analogous to a sonicboom shockwave.
Another stupid thing:
Sometimes when you initiate a jump it will take a bit for the game to change camera views. And for wormholes it might open too ahead of the ship far enough that it will never pass through the animation.
Sometimes when you initiate a jump it will take a bit for the game to change camera views. And for wormholes it might open too ahead of the ship far enough that it will never pass through the animation.
The cost of the weapons is based entirely upon what components they're made of and how available the parts are at the station. So I guess MkIIs have cheaper and better parts for whatever reason. Must be High-Tech!
Weapons are made of components now? Neato.
Yeah, Waylon made an entire tech tree for everything.
FlechetteCannon01 = {{"PowerDirect", "Refined2Plasteel", "PowerAdaptive"}, {"MechanicalConstruction"}}
FlechetteCannon02 = {{"PowerDirect", "Refined2Plasteel", "EnginePlasma"}, {"MechanicalConstruction"}}
PowerAdaptive = {{"Refined2Silksteel"}, {"CellProcessor"}}
EnginePlasma = {{"RefinedChemVolatile"}, {"FrameProcessor"}}
EnginePlasma is more generally available than PowerAdaptive, which requires extra refining steps. So it's not surprising that it's more expensive. Anyway, Waylon said he had some further tweaks to the economy to do, and here's one suggestion: reverse the power types of the flechettes.
FlechetteCannon01 = {{"PowerDirect", "Refined2Plasteel", "PowerAdaptive"}, {"MechanicalConstruction"}}
FlechetteCannon02 = {{"PowerDirect", "Refined2Plasteel", "EnginePlasma"}, {"MechanicalConstruction"}}
PowerAdaptive = {{"Refined2Silksteel"}, {"CellProcessor"}}
EnginePlasma = {{"RefinedChemVolatile"}, {"FrameProcessor"}}
EnginePlasma is more generally available than PowerAdaptive, which requires extra refining steps. So it's not surprising that it's more expensive. Anyway, Waylon said he had some further tweaks to the economy to do, and here's one suggestion: reverse the power types of the flechettes.
Network lag causes the effect to not be perfectly synchronized with the cinematic.
Hmm. That sounds like a good basis to add a crafting system and surprise all those ign reading people!
I was just thinking the same thing rogue. That sounds like the design for the framework of a crafting system. At the very least it sounds like a good start for another economy redesign that uses specific supply chains and has a more organized station supply chain.
Yes, I tried to base it off of a somewhat-realistic economic model that could be eventually expanded into a more dynamic economy, or even crafting. Raw materials are made into progressively more refined products, depending on what facilities the station has.
The main advantage, though, is that I don't need to manually specify the availability and price of all 160 objects at 110 different stations. :)
The main advantage, though, is that I don't need to manually specify the availability and price of all 160 objects at 110 different stations. :)
I was working off of 3.5.5 and earlier experience. The warp jump partical effect is pretty much dead on now, it's the worm/warp point that is off now. Sometimes, even the exiting animation is off now. There is no sense of speed when hitting a wormhole (hasn't been since the introduction of 3.5) while a warp gives nice approximation of that feeling of speed.
I've noticed that storms are starting to show up in sectors that appear to be empty/devoid of any bots or roids on the map but which contain both upon entering the eye of the storm.
I've noticed that storms are starting to show up in sectors that appear to be empty/devoid of any bots or roids on the map but which contain both upon entering the eye of the storm.
That component system is awesome. I speculated (in a roleplaying sense) that the manufacturing costs were less for the more advanced products and it seems I'm close to right! :D
Thats a seriously nifty spec, however, its also way too complex for ingame discovery of item avaiability. Will there be some more hints to what are avaiable?
Fex, which stations have the "MechanicalConstruction" ability and so on?
- note
with this I don't mean that everything should be obvious, however, more hints makes it somehow manageable ;)
Fex, which stations have the "MechanicalConstruction" ability and so on?
- note
with this I don't mean that everything should be obvious, however, more hints makes it somehow manageable ;)