So me and the Admin Fleche on FilleCraft are messing around with the mob spawning commands to see what's totally broken and run into something rather strange.
First thing I noticed was a group of long lost Trading Guild Spawns just sitting there. Now if the AI was the only thing off I'd only...
They are working on it but only the team of them that is able to is working on that is the point I was making. Keep in mind they might not tell us all they are working on for a large number of reasons.
Try to keep in mind there are many different teams within the company working on different parts of the game, some program, some make art, some cook up new features, etc. So the team that made the teleporters isn't the same one that is making the creatures. :P
I've tried that with station BPs before, it's a pain since the game likes to spawn semi randomly but if you hit C or whatever key aligns you to galactic center line than it should give you and idea at least since that is what is tries to spawn in relation to.
Basically what they've said. The AI tries to hold down all the triggers at once rather than checking total power needed to fire alongside cooldown. Needless to say if the ship isn't power stable enough to fire all at once it'll end up firing whatever is able to fire at the lowest costs just...
Normally I don't force Team Speak since I don't have it myself but I'm a tad busy building up on another server right now. Maybe once I get my base and faction self-sustaining where I am I'll pop into this place.
Yes dock the thing rather than just land. It likely got catapulted into the air when loading or something, or the server didn't save it as on the planet for some odd reason.
I've had issues with parts of blocks blocking others. As for getting new turrets to work right after a patch. This is the only real time I have issues when building turrets because it is like the game decides to forget how to make them function. >_>
If you are just starting on the server today or happen to need free resources there's a huge mass of pirates around spawn. :) Also we're working on a Common Questions Tutorial Station to try and answer some of those questions the normal tutorial doesn't, so if anyone has any ideas let us know. :)
Normally when I'm looking for asteroids if there is something odd about it like stats it should have I'll send a drone ahead of me to check. If it dies than I just pepper the area of the sector with a wall of nukes. XD
I'd say the devs didn't intend the Cord Anchor to be used outside of a shipyard so sooner or later they'll fix that. Does make a nice way to grab asteroids and take them back to base though.
lol I wonder how my ships are going to get rated since most of them are likely to take off and vanish before anything short of jump inhibitors + Beam Missiles can do anything.
The funny thing is if you have enough jump drives by the time you should have run out of jumps the other ones are fully charged again. :P Takes around 20+ drives and/or a super fast clock to do it though.
I used an overclocked logic clock with a really high tick rate. We've been talking about super fast clocks with small numbers of blocks here: http://starmadedock.net/threads/trying-to-make-this-basic-clock-faster-for-a-push-effect.8662/
lol my naming format was Topic Name, Fleet Name
Totally spaced on having player name in there for the file itself. XD Oh well, you'll know it's mine if it looks like it's made of things we need to build with and tries to either jump out before being noticed or tries to stall for time. :)
The...
oops forgot to add my name on mine. Also does it have to be on the file too since the update thing doesn't like changing files out if they aren't named the same. >_>
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.