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Moderators: Moleman, Kwijibo, Luna, Major
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bigT
- Posts: 107
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- Location: Scotland
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by bigT » Tue Nov 07, 2006 4:58 pm
patch 327 is the music one, the musics....well.......catchy
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omlow
- Posts: 1734
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- Location: The Ferrari Dealership
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by omlow » Tue Nov 07, 2006 5:01 pm
might replace it with music that i prefer personaly
its not as bad as other games tho, ive heard sum shithouse music on other games
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Tux
- Posts: 1827
- Joined: Thu Sep 07, 2006 8:46 pm
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by Tux » Wed Nov 08, 2006 9:24 pm
328, added pause button in options for music. (at least, I think it wasn't there before...)
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MadAce
- Posts: 4283
- Joined: Fri Oct 08, 2004 6:12 pm
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by MadAce » Wed Nov 08, 2006 9:28 pm
It was. I think 328 added the graphs for something called "chaff".
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Zavrith
- Posts: 1382
- Joined: Mon Apr 24, 2006 11:51 pm
- Location: Kanadorea
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by Zavrith » Wed Nov 15, 2006 10:20 pm
Flight graphics! Woohoo!
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MadAce
- Posts: 4283
- Joined: Fri Oct 08, 2004 6:12 pm
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by MadAce » Wed Nov 15, 2006 10:21 pm
So...
*Booming voice*
329: Exhaust trails changed
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DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
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by DarkLStrike » Wed Nov 15, 2006 10:22 pm
329:
Single Engine afterburners became the old missile flames
Dual engine afterburners are smaller and turns red. (except the sethdar)
Triple Engine (merchant freighter) have two smaller red ones and one normal one.
Merchant Cruiser special adds another big blue afterburner on its tail.
Missile flames became blue and bigger.
coolest tails: Merchant Cruiser, Merchant Freighter and Nukes!
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omlow
- Posts: 1734
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- Location: The Ferrari Dealership
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by omlow » Thu Nov 16, 2006 4:41 am
why'd u delete my other post madace?
seth has 2 single engies instead of a dual engine
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(MSR)Peace
- Posts: 207
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- Location: MI, USA
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by (MSR)Peace » Thu Nov 16, 2006 4:39 pm
omlow wrote:why'd u delete my other post madace?
seth has 2 single engies instead of a dual engine
I'm sure you mean it has a dual (2) engines instead of a single...?
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omlow
- Posts: 1734
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by omlow » Thu Nov 16, 2006 5:11 pm
no, it has 2 single engines, not a dual (duals have 2 small redish flames and a single has the old missle flame, when seth has 2 old missile flames)
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Nightmare
- Posts: 1462
- Joined: Fri Apr 29, 2005 1:58 pm
- Location: Antwerp, Belgium
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by Nightmare » Mon Nov 20, 2006 12:38 pm
Patch 333,number of NPC kills added to profile window.
Nightmare
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CaptKirk
- Posts: 289
- Joined: Sat Jun 17, 2006 4:50 am
- Location: Pennsylvania, USA, Earth, Sol
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by CaptKirk » Tue Nov 28, 2006 11:18 pm
334 ?
335 Tournament trophies & "Drop All" button in Weapons Fac
336 Bug fixes
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RedLeader
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by RedLeader » Tue Nov 28, 2006 11:20 pm
334 made it so that when people leave system their radar blip fades out rather than just vanishing
it's kinda neat
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Turkey
- Posts: 507
- Joined: Tue Nov 22, 2005 2:28 pm
- Location: Rib'zki
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by Turkey » Tue Nov 28, 2006 11:28 pm
The framerate no longer displays in ports or colonies. It used to display erroneously. That was somewhere between 334 and 336.
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DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
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by DarkLStrike » Thu Nov 30, 2006 1:54 am
337: Owner name added to holdings sorting
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nannal
- Posts: 1
- Joined: Fri Dec 01, 2006 10:51 pm
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by nannal » Fri Dec 01, 2006 11:19 pm
i think we can quite happily say, there have been hundreds of patches and most of them vital to the way the game looks and feels
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Tux
- Posts: 1827
- Joined: Thu Sep 07, 2006 8:46 pm
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by Tux » Fri Dec 01, 2006 11:37 pm
nannal wrote:i think we can quite happily say, there have been hundreds of patches and most of them vital to the way the game looks and feels
No, most of them fixed bugs, when I started there were about a patch or more a day, and only like two of those changed the game, pollution, and a rep adjustment.
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DarkLStrike
- Posts: 610
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- Location: London, Canada
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by DarkLStrike » Wed Dec 06, 2006 9:26 pm
Patch 338:
-[feature] ship's colour changed a little
-[feature] now missiles are fired like regular weapons (ship's speed and direction effect missile's thrust)
-[bug] hardware items cannot be used.
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Relentless
- Posts: 1371
- Joined: Tue Jun 14, 2005 12:59 am
- Location: Admiral - Gunboat Federation
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by Relentless » Wed Dec 06, 2006 9:36 pm
DarkLStrike wrote:Patch 338:
-[feature] ship's colour changed a little
-[feature] now missiles are fired like regular weapons (ship's speed and direction effect missile's thrust)
-[bug] hardware items cannot be used.
The one I bolded has always been so; perhaps the 'feature' was enhanced?
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MegaMan
- Posts: 638
- Joined: Thu Aug 17, 2006 5:24 am
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by MegaMan » Thu Dec 07, 2006 3:11 am
DarkLStrike wrote:Patch 338:
-[feature] ship's colour changed a little
-[feature] now missiles are fired like regular weapons (ship's speed and direction effect missile's thrust)
-[bug] hardware items cannot be used.
also 338: "Drop All" button at last added to weapon factory.
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DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
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by DarkLStrike » Thu Dec 07, 2006 3:21 am
MegaMan wrote:DarkLStrike wrote:Patch 338:
-[feature] ship's colour changed a little
-[feature] now missiles are fired like regular weapons (ship's speed and direction effect missile's thrust)
-[bug] hardware items cannot be used.
also 338: "Drop All" button at last added to weapon factory.
that was 336 or 337
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Tux
- Posts: 1827
- Joined: Thu Sep 07, 2006 8:46 pm
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by Tux » Thu Dec 07, 2006 5:27 am
DarkLStrike wrote:Patch 338:
-[feature] ship's colour changed a little
-[feature] now missiles are fired like regular weapons (ship's speed and direction effect missile's thrust)
-[bug] hardware items cannot be used.
They look like BBQ now.
And yeah the drop all has been in for like 2 patches.
And relentless it was changed a lot.
"Dark Mistress Envy (Gemini Holdings): did my nuke just fly backwards..."
"Dread Pirate Solar.Dancer (Gemini Holdings): no you must be on drugs"
That was after he got me to fire a nuke going full reverse...
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Relentless
- Posts: 1371
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- Location: Admiral - Gunboat Federation
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by Relentless » Thu Dec 07, 2006 7:53 am
Tux: I was on ROF and had to hop on over to 11th and practice with my nukes there... since then [hours ago] I've discovered what a I love you man! it is.
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Tux
- Posts: 1827
- Joined: Thu Sep 07, 2006 8:46 pm
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by Tux » Thu Dec 07, 2006 7:57 am
Relentless wrote:Tux: I was on ROF and had to hop on over to 11th and practice with my nukes there... since then [hours ago] I've discovered what a I love you man! it is.
Yeah, I know, I am not likely to be invading until it gets fixed and if it doesn't I may quit.
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omlow
- Posts: 1734
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by omlow » Thu Dec 07, 2006 6:26 pm
One upside to do with invading... you can now shoot nukes around corners without it getting stuck to a nuke trap, or without getting hit, or without making lasers start up
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DarkLStrike
- Posts: 610
- Joined: Fri Jul 21, 2006 9:13 pm
- Location: London, Canada
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by DarkLStrike » Thu Dec 07, 2006 8:57 pm
Patch 308: Made starport BBQ.
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Freeman
- Posts: 145
- Joined: Thu Jul 06, 2006 10:07 pm
- Location: Where you Least Expect Me
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by Freeman » Fri Dec 08, 2006 1:19 am
omlow wrote:One upside to do with invading... you can now shoot nukes around corners without it getting stuck to a nuke trap, or without getting hit, or without making lasers start up
oh noes what about my maneaters now? geesh thats it im gonna play my last rebang and call it quits for good unless something gets fixed.
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Zavrith
- Posts: 1382
- Joined: Mon Apr 24, 2006 11:51 pm
- Location: Kanadorea
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by Zavrith » Fri Dec 08, 2006 1:31 am
Freeman wrote:omlow wrote:One upside to do with invading... you can now shoot nukes around corners without it getting stuck to a nuke trap, or without getting hit, or without making lasers start up
oh noes what about my maneaters now? geesh thats it im gonna play my last rebang and call it quits for good unless something gets fixed.
Yup. With this there will be no skill in defending your planets.
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Drifter101
- Posts: 259
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by Drifter101 » Sun Dec 10, 2006 7:20 pm
326: Carbon gun on battleship given faster fire rate.
older patches not listed:
- EMPs were made to work on NPCs (this was quite a while ago) - pretty handy if you sneak up on an NPC whos resting against a planet
- impossible for neg reppers to recruit from ports now even if they have loads of xp, not sure when this happened.
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Tux
- Posts: 1827
- Joined: Thu Sep 07, 2006 8:46 pm
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by Tux » Sun Dec 10, 2006 8:04 pm
Drifter101 wrote:326: Carbon gun on battleship given faster fire rate.
older patches not listed:
- EMPs were made to work on NPCs (this was quite a while ago) - pretty handy if you sneak up on an NPC whos resting against a planet
- impossible for neg reppers to recruit from ports now even if they have loads of xp, not sure when this happened.
???
That was taken about 10 minutes ago on permaverse.