I'm also against this for reasons mentioned before in this thread:
- It completely denies salvage to the winner (currently one of the few reasons to fight is salvage right?)
- It makes boarding completely useless
- you can rig this up yourself with warheads.
Warheads need a buff though, so...
Alright, sounds like that issue that some people have seen happening in SP for a while. Stuff becomes "invulnerable", triggered by some event (we had it before the overheating feature).
1 more question though, are they still invulnerable after restarting your SP? (not resetting the map, just...
You should be able to uplink again, changing passwords doesn't seem to work at this moment though (see ⚓ T1222 Changing password on Registry gives "New password cannot be blank!" no matter what.).
Can you try again using your username and password?
We had something similar in the past, where certain or all entities stopped receiving damage. I believe that was fixed after restarting though, and that's not the case for you.
You said you still saw damage numbers, so your weapons still hit the entity? it didn't fly through it? And could you...
Could you please post a log file when that happens? Basically boot up your game, open your entity structure menu and cause a crash.
After that, go to your starmade/logs folder and sort on last modified/created.
The one we're looking for should be called log.txt.0
Hm, latest hotfix didn't touch simulations so if there is a bug with it, it's not fixed.
Each server has a maximum amount of simulations running at the same time, the bigger the map, the more spread out they'll end up. More players online also decrease the chance of having one spawn near you...
The issue about anti missile turrets (and other turrets) not working is fixed in the latest hot fix candidate. Will be released today.
We did not touch power regen. However, turret AI was changed to stop firing after total power storage is less than 35% to prevent permanent power drains.
Does...
Looking at the config, it seems we need to increase the minimum heat damage by a decent amount. It's now 100 damage while it should be between 1 000 - 10 000. That should make small ships receive more damage than they're getting now and make people think twice to go near a star in any ship.
The...
The council is up and running again! Our backlog is big but we should be able to manage all of it for the next release.
From now on any suggestion that is not related to game balance will be deleted, even if it is a good one. Those belong in a stand-alone thread for the council to look at.
As lecic stated, it used to be more beneficial to use docked thrust modules due to an oversight. Seems that there was a fix attempt, looking at the results that fix needs to be looked at again. Not sure if we'll do a hotfix for this, but it should be fixed for next release (in 2 weeks).
You can only set something to "personal" if you have enough rank to access the faction module.
Rank 1: recruit -> rank 5: founder.
If you put ships on rank 3 or 4, no one of rank 1 or 2 can set it to personal. They can still use the ship if you use faction rank permission modules to exclude...
Currently either the rail docker or the rail basic (or whatever it is you're trying to dock to) has to stick out.
If both are surrounded by blocks, getting a touch fit is close to impossible. We have it reported in http://phab.starma.de/T944
Currently there's nothing I can do about it config wise, as lecic stated. This requires coding effort to solve.
There is 1 issue with the current system from my point of view:
- all missiles are considered equal
Decoy missiles or high damage ones, all considered the same when PD turrets are...
Just seems like a simple formula mistake to me. We wanted modular thrust, we did not want something like docked thrust "reactors".
The fix for it is easy though so we can probably implement it for the next release, or the one after that.
You're not forced to change any thrust. Keep all 3 directions on 33% and put rotational thrust on something like 25%-50%. It will give you the exact same thing you had before.
Those ideas were considered but we went with a fixed cooldown in the end, it's the simplest to start with and does what it should do. The ships that profit the most of changing thrust on the fly is the medium to large class. 100% rotational thrust is quite a buff for them and it's not like they...
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