501

Re: Gamma revamp testing

The Energy Well is not working for my base on the test server either.

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Re: Gamma revamp testing

for me it worked perfectly the last few days,

have to check if it has already mined out the depost, because it was almost empty when i checked it yesterday

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Re: Gamma revamp testing

Ville wrote:

The Energy Well is not working for my base on the test server either.

how should it when you do not place it at an energy deposit?

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504

Re: Gamma revamp testing

Is it using Titan Ore?

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Re: Gamma revamp testing

It's not using titan ore anymore, the energy mineral is in now, scanner charges available on the market.

506

Re: Gamma revamp testing

oh.. no wonder, where was that updated at?  I didn't see it in page 1.  My bad.

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Re: Gamma revamp testing

Yeah I haven't updated it yet.

Here, to make it easier:
http://pasteboard.co/2qSosoCV.png
http://pasteboard.co/2qSlR7Ui.png
http://pasteboard.co/2qSgqCzn.png

508

Re: Gamma revamp testing

http 403 fORBIDDEN

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Re: Gamma revamp testing

fixed

510

Re: Gamma revamp testing

If you have a no build zone around the coast won't Islands like this have their top left corners made practically useless?

http://pasteboard.co/2qSgqCzn.png

Just wondering

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Re: Gamma revamp testing

I wouldn't call it useless, but you won't be able to place a base there, yes. But minerals, artifacts, etc will spawn there. I guess you could call it "roamable".

512

Re: Gamma revamp testing

DEV Zoom wrote:

I wouldn't call it useless, but you won't be able to place a base there, yes. But minerals, artifacts, etc will spawn there. I guess you could call it "roamable".

Wait what. Your going to purposely put islands in the game you can't build on?

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

513 (edited by Annihilator 2014-08-20 23:52:49)

Re: Gamma revamp testing

Jita wrote:
DEV Zoom wrote:

I wouldn't call it useless, but you won't be able to place a base there, yes. But minerals, artifacts, etc will spawn there. I guess you could call it "roamable".

Wait what. Your going to purposely put islands in the game you can't build on?

Wait, after countless suggestions that they should do that... now someone wonders about it?

and you can build on that island, just not in that uper left corner (well, you can build mining towers, energy wells and noralgis farms there, and cutting off the entrance with your presence wink)

edit:
Zoom, what happend to the red slope display for building-blocked areas?

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514

Re: Gamma revamp testing

I need the server Re mirrored please, got a new player with no EP and no moneys.

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Re: Gamma revamp testing

Annihilator wrote:

Zoom, what happend to the red slope display for building-blocked areas?

Probably deleted by the sync. But I can draw some again if it's needed for testing.

516

Re: Gamma revamp testing

Testing Question-  Can the Mining Wells have an outgoing connection? 1?  I would like to put multiple mining wells on 1 Spot.  Without running multiple sets of command relays.

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Re: Gamma revamp testing

DEV Zoom wrote:
Annihilator wrote:

Zoom, what happend to the red slope display for building-blocked areas?

Probably deleted by the sync. But I can draw some again if it's needed for testing.

how shall we test the impact of a 2km no-build zone around the coast without it beeing present?

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518

Re: Gamma revamp testing

More Itemized List:

1.  Can we have the character list updated on the test server?
2.  Can a symbiont with ALL rechargers in the bottom of its leg slots be accumulator stable to run  5 construction arms?
3.  Can Mining Wells have Outgoing connections to link more than one over a field, so we don't have to tedious place more than one set of command relays?
4.  Can the Standard mining well be reduced in U?  If this is something I may potentiall have to move long distances a LITHUS has terrible slope capacity and the Scarab makes me cringle about moving it.  I would even be fine with a sequer MK2, but for the most part I would be sad to have to use a scarab to access a more remote part of an island.
5.  Terraform is terrible.  And I do mean terrible.
6.  Highway nodes need to be able to transfer more power down the lines and use less energy.
7.  Interface, please update the help icons.
8.  I strongly dislike terminal network zones, you know the I can't build a mpc structure outside the network zone.  I would like to run masker nodes along the side of highways and can not do that with this feature.


That's All for now.

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Re: Gamma revamp testing

additional to Villes list:

9. Geoscans should be visible on colony plans for mining tower and energy well placement.
9a. both structures should automatically scan for minerals in their area, and update this scan perodically
10. display gates on MPC plans with the ability to control them
11. display construction areas on MPC plans, instead of passable slope (i mean, show those RED and yellow tiles without the need to "verify" each planned building.

so far for "interface" points.

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520

Re: Gamma revamp testing

12.  Gates are easily killed.
13.  There is no relationship setting on the Gates.

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521

Re: Gamma revamp testing

14.  Red npcs need to deaggress.  If I'm on the other side of the island and aggro a mob that's sneaks up on my scarab while I'm dropping an energy well then have to run back to the terminal to deaggress, it's not going to make for fun game play.

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Re: Gamma revamp testing

14. Damage propagation:

This one hardly works as promised. When you shoot a wall tile with barely enough damage to harm it, it will only damage a single wall tile - the one shot at. This needs allot of further improvement. Suggestions:

A. damage after resists = "1"
-> damage is applied randomly to one of the neighbor or the hit tile.
B. damage after resists = ">1"
-> damage is equally spread between neighbor tiles and hit one. hit one is weighted "2".
C. rule A and B are also also applied to spread damage but excluding already hit tiles from the "neighbour list".

this should mitigate high damage across a larger number of wall tiles, and make "low" damage not cut like a scalpel through a wall.

15. MPC Repair nodes should pulse with the Wall-repair effect. not very fast, but if someone wants to fortify his inner base, he should be able to do so.

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Re: Gamma revamp testing

Updated the first post:

[*] If a friendly attacks a building, all the turrets in the same network need to turn on him.[/*]

Done.

[*] There are about 20 energy fields on every gamma zone (respawning like other minerals), and one field is supposed to hold enough energy to let one energy well feed off of it for a few days.[/*]

The energy mineral is now in, so energy wells use that now instead of titan.

All buildings have now a "kickstart threshold" and they will only start working after their accumulator level reaches this threshold. This is called a "warmup period", the building's accumulator bar will flash to indicate this, or there is a flashing icon when zoomed out.

Small addition here.

[*] Walls (and consequently, plants) can be directly targeted and destroyed by normal weapons.[/*]

Done. Also note that tile locking is now instant, as mentioned in the terraforming topic.

[*] Gates on the wall. These are 3x3 tile objects, deployable from your cargo. No need for construction, so they are big in volume. Doubleclick on its icon to open/close it (red=closed, green=open). Currently they can be operated by all members of the owner corporation, and every member in a corporation with good or friendly relation.[/*]

Done. The limits for operating them can be refined, we're open to suggestions.

[*] No degradation of concrete and wall tiles within areas claimed by buildings. They still take damage as normally.[/*]

Done, though I know this is a bit hard to test.

[*] Lots of visibility/update issues connected to gamma terminals. (Remote storage listing, spark teleport targets, market orders, etc.)[/*]

This should be fixed, please report if you still experience something similar.

[*] Plasma bomb damage is "bleeding" into emergency shields.[/*]

We can't stop the bleeding, but the patient won't die during an emergency phase even if it reaches 0 HP.

[*] Terraforming currently doesn't stop your modules when you can't terraform any further or you're terraforming a non-terraformable tile.[/*]

Unfortunately this can't be solved, but at least they don't work anymore on tiles where terraforming is not allowed at all.

[*] Turret AI is still work in progress.[/*]

Not anymore, so please test.

Re: Gamma revamp testing

Also, this isn't gamma-related, just a small QoL change: if you press the unlock hotkey repeatedly, it will clear all your targets from oldest to newest, without the need to select them one by one.

525

Re: Gamma revamp testing

Thanks for the update Zoom.

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Dev Zoom: I think its time to confess, Ville is my alt
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