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    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=114049']

    As some may have noticed, the subject of reopening the ability to request unique ships was brought up again a while ago and it sparked some attention among both admins and devs. The subject underwent extensive discussion and a series of voting, and the final decision is to open up this opportunity once again. Ability to request inclusion of new unique ships will be opened up to factions and individuals under a new system, which would allow managing and maintaining said ships with ease.

    The SRP regulations have been updated to reflect this change:

    (Today 08:22 PM)aerelm Wrote:

    Unique Ship Request Regulations


    0. Requests for unique ships fall under the same conditions as a regular special roleplay request upon approval (e.g. ownership or ship name change would require admin approval), and the owner is required to submit the 1 month and 4 months check-in posts as explained in SRP regulations.

    1. One billion credits is the fee for a unique ship application. It will be taken from the character identified and is not refundable, success or fail. Put more than 1 billions on the character at your own risk, as we'll just be zeroing its bank balance.

    2. Requests for unique ships require approval of both administrator and development teams. The initial request will undergo an admin vote and if approved, the request will be forwarded to dev team for approval and implementation. Due to technical limitations, it would not be possible to implement a unique ship server-side, so the applicant must understand that the actual implementation of their ship, if approved by both teams, may take up to a few months.

    3. The character (not the player) owning the ship must have at least one year of backstory both ingame and on forums. Additionally, the construction of the ship should be roleplayed and documented on forums and needs to involve at least one official faction. Furthermore, background of the ship must fit within the Discovery canon and most not in any way contradict with the established lore.

    4. The submitted ship model must be ready for implementation, and should include a functional mesh with proper textures, hitbox and hardpoints as well as infocards and the required .ini adjustments. The model itself cannot be an import and it must meet the quality standards of Discovery mod. Balance of the ship will be decided by the balance team.

    5. Unique ships would undergo a monthly activity check after approval, with a set requirement of 6 hours per month. If the owner fails to meet this requirement for two consecutive or three non-consecutive months, the ship will be branded as inactive and removed from the mod.

    Use the following form to post a new unique ship request:
    Quote:1. Forum name of the owner:

    2. Exact name, identification and affiliation of the character:

    3. Which official faction(s) were involved in construction of this ship?

    4. Provide links to the forum roleplay centered around construction of this ship.

    5. Provide a cliffnote/summary for the links provided above.

    6. Provide other links to the forum roleplay relevant to the subject of this request.

    7. Provide a cliffnote/summary for the links provided above.

    8. How long has this character been building its backstory?

    9. Provide links to the ship model and other necessary files.

    10. If you feel that you would like to provide us with character references, specify whom.


    P.S: Needless to say, owners of existing unique ships do not need to submit a request and can continue using their ships with no additional paperwork. [/feedquote]

    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=113189']

    These changes were promised for update 6, but unfortunately due to various technical difficulties they had to be postponed. After beating the plugin with a large stick for about a week, the changes are finally ready thanks to our resident FLHooker, Kazinsal, and are being implemented server-side.

    Details of the new POB plugin update is as follows:

    1. Shield protection ratio is reduced to 97% (previously 99%)
    2. Wear & tear damage reduced to 300 per minute (previously 600)
    3. Factory construction requirements reasonably reduced.
    4. Construction speed for shield module increased.


    This basically means bases will be easier to build, easier to maintain, and also easier to siege and destroy. The actual cost of the upkeep and upgrade is also considerably reduced by these changes and to compensate for the vulnerability core 1 bases will receive with the new shield protection rate, construction of the module itself is made twice as fast.

    Feel free to use this thread for any possible feedback, but in case of any possible bugs, please use the appropriate bug report thread.[/feedquote]

    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=112894']

    After two months of work since the release of update 5, a lot of critical bugs have been successfully fixed and a lot of tasks from our to-do list are finally done. Due to the importance of some of the fixed bugs, such as the so-called "tractor bug", and the fix to mooring fixtures, it was decided to skip the niceties and release this update as soon as possible, which is why you may notice some oddities in a few corners of the mod, such as undated infocards and whatnot, as the team did not have enough time to fix those and the discomfort they might cause would be easily ignorable compared to the discomfort some bugs in update 5 were causing.

    Additionally, second phase of snubcraft balance overhaul is included in this update, and as you may notice, a lot of changes which were promised for some time are now included. Please take the time to study the new system of fighter weapons before choosing your new loadout, as both class 7 and class 8 faction guns are now valid options for very heavy fighters, and are no longer considered different grades of the same gun. In general, class 7 guns are more efficient and have higher speed and refire, while class 8 guns offer more firepower at cost of efficiency and speed.

    As planned, this will be the last beta update for Discovery 4.87 Conquest and the team will start working on the final release of this version after this update, so please use the appropriate bug report threads to report any issue you may find, so they can be fixed for the final release. We'd also like to thank everyone who have helped us spot and fix as many bugs as possible up until now.

    Complete list of bug fixes and changes included in update 6:

    Code:

    - Added Beginner restart.
    - New Kusari VHFs by Durandal.
    - Improved rewrite of shipcompat plugin by Kazinsal.
    - Fix for ammolimit plugin (the "tractor bug") by Adoxa
    - Major layout overhaul for Omega and Omicron systems.
    - Minor tweaks to Bretonia systems layout.
    - Cosmetic updates to Chester.
    - Empty/removed systems have a 1-way jumphole out of the system.
    - Cloak effects for human and nomad variations adjusted.
    - Phase 2 of snubcraft equipment balance overhaul.
    - Fixed the general shipcompat issue with bomber torps on SHFs.
    - Fixed the IFF of Java Station platforms.
    - Fixed Outcast snubs engine infocards.
    - Added shieldbuster Nomad laser.
    - Added DEFILER wreck to Omicron Minor graveyard.
    - Added sellpoints for some of the lower-end codenames.
    - Reverted cap ship battlerazors to their 4.86 state.
    - Adjusted ship sellpoints on Outcast & Molly bases.
    - Added event commodities. Can be granted by server admins.
    - Enabled Fluorine and Alien Organisms mining for Planetform.
    - Added a bonus for house freighter on mining corporation IDs.
    - Fixed the issue which was making stationary asteroid miners dockable.
    - Fixed planet mooring fixtures to allow safe undocking for larger ships.
    - Some bases missing ship dealers have had the appropriate rooms added.
    - Reclassified existing Kusari VHFs as heavy fighters.
    - Reclassified repair ships as super heavy fighters.
    - Fixed the asymmetric hardpoints on Bastet.
    - Fixed Siashi torpedo hardpoint firing arc.
    - Fixed Civilian Shuttle's cruise speed.
    - Purchasable engines added for Gunboats and Transports.
    - Added lawful weapons to Zwickau Depot and Hikone Base.
    - Hispanic Omicrons system layout extensively revised.
    - Omega-49, Cayman, and Omega-47 system layouts revised.
    - Omicron-74 no longer a full Guard system. Livadia Shipyard is the only Guard base.
    - Adjusted exclusion zones in Omicron-85 to make access between bases easier.
    - Moved a sun in Nagano to form a binary pair instead of three isolated suns.
    - Various balance adjustments.
    - Various techcompat fixes.
    - Various infocard fixes.
    - Various rephack fixes.
    - Various economy fixes.


    Notice To Other Server Owners
    Changes made in update 6 following the implementation of Adoxa's engine change plugin have caused a few compatibility issues with the existing player database as well as the current version of DSAccountManager. Please download the updated version of DSAM server control tool from this thread and follow the given instructions to fix this problem and to make sure your player database will continue to function properly.


    If you have not downloaded and installed Discovery 4.87: Conquest, then see the following link
    Discovery 4.87 Beta Release

    If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Discovery installation.
    [/feedquote]