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svn game experience

Posted: Sat Nov 04, 2006 10:09 pm
by pheldens
Seems to be a little too busy, ingame map is unusable because of density of ships.

Most jumpports are guarded by nasty pirates which is fun, untill you're underarmed.

any trade tips?

Posted: Mon Nov 06, 2006 3:04 pm
by pheldens
- the increased traffic has become less annoying after some gameplay.
- impressive explosion waves when you destroy pirates lol.
- trading remains hard, profit is never over ~5%
- savegames that are loaded, reset the base tradegood counters to the values they were when you entered the base. Even when you bought goods at the base and put them in your cargo bays before saving. Thats exploitable, save/load/trade/save/load/trade/etc would fill you up bays nicely.

Posted: Mon Nov 06, 2006 3:13 pm
by klauss
Map tips: go to jumpnode graph, and leave it there. Don't ever use the system map until it's been fixed.

Pirates: should become easier when the other factions (the friendly-to-you factions) start shooting back. They don't yet because of problems with the dataset which is still a bit inconsistent in some places.

Posted: Sun Nov 12, 2006 3:34 pm
by pheldens
- Sometimes I get 2 waypoints, and 2 associated "steer this way" triangles in my hud at the same time. What causes this?

- When doing a trade mission, I'm told to go into a wormhole port, but it's position doesnt match the wireframe model. and neither inside the wireframe, nor on the spot where my radar says 0 km , does the jumpdrive work. I do have a jumpdrive verified.


isnt it strange there would be these kind of bugs in a game thats been around this long?

Posted: Wed Nov 15, 2006 1:44 pm
by pheldens
when wormhole jumpport wireframes are slightly red/orange, does it mean they are broken?

Posted: Wed Nov 15, 2006 3:10 pm
by pheldens
- Else I'd like to report a broken jumpport to Lisacc, which is problematic since it's used in missions.


- what is the function of LOCK? is it 'being locked'? or your own weapon systems 'having a lock'? since it behaves like 'being locked by someone'

I'm not talking about missile lock, which does work properly.

Posted: Thu Dec 21, 2006 4:43 pm
by pheldens
- locklight disambiguation is fixed in revised ph01_cockpit
- jumpports not working probably was a missing FTL capacitor