4.86 update 6 bugs central thread - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: 4.86 update 6 bugs central thread (/showthread.php?tid=83069) |
4.86 update 6 bugs central thread - Alley - 07-02-2012 there's a bunch of strange issues that rised with the new updates, so I guess it would be easier if we'd have things organised here so the devs can sort it out without having to look all around the forums. use a header like this, customise it to what seems to be the most relevant (ship, tech nerf, system bug, other) Code: [b][color=#FFFFFF]==============[/color] ============== TECH NERF ============== Special Operative ID nerfs seem to be incorrect. With the ship only it should be 96% core, yet we have 92%. With one type of guns mounted, you fall to 88% but you should be at 92%. ID : Spec Ops Ship : Bastet Weapons : 2X Nomad Cannon, 4x CODENAMES Aet: Set this way by explicit request of Cannon. All SpecOps fields are set to 96% - choosing more and more groups will put a slight nerf on your power core. Not a bug. ============== REP HACKS ============== Gallic Junker ID seem to still have it's rephacks messed up. It still hacks you red to Liberty while it should not according to the rephacks chart. Aet: Checked. It hacks you to neutral/unfriendly, but not hostile. Fixing existing reps is up to the player(s). 4.86 update 6 bugs central thread - Redon - 07-02-2012 ============== PLAYERBASE UNDOCKING ============== All ships currently docked on a playerbase undock 100K below the sun. The same happens again after relogging, if docked on a playerbase. Very annoying bug. Aet: Fixed since. 4.86 update 6 bugs central thread - Bloody Reverb - 07-02-2012 ============== TECH NERF ============== Zoner capital ships with Zoner ID and Zoner guns are nerfed to 10%. Strange thing is, when I docked to another station and undocked it was back to 100%. Aet: Couldn't reproduce this error. 4.86 update 6 bugs central thread - Sangria - 07-02-2012 ============== REP HACKS ============== Reaver ID seems to have been rep-hacked by the old diplomacy They are currently working for the Liberty Rogues, yet they are rephacked red to them. Aet: Not a bug. There's another thread for requesting regular changes. ============== TECH NERF ============== Ship: Bayonet All mounted equipment: 2x Adv. Deb mk II 4x Grand Culv. 1x Mosq. CD ID: Reavers Co. According to the chart is should be 100% Borderworld ship with Gallic weapons, Yet it has a core of 90%. Could it be that the BW cell and civilian cell have been swapped by accident? Since the Eagle is 100% core. Aet: Looks fixed already 4.86 update 6 bugs central thread - Am-Sher - 07-02-2012 Game freeze me each 10 mins for 3mins. Doesnt matter, where im, but everywhere freeze me If i dock to playerbase, sometime after undock im 110k far. If im in playerbase, game kicked me for base idling, im 110k far as well. Sometime i cant buy any commodities from base Servelist is empty, after gamerestart is ok I tried clear install. Same like before:( Aet: This suggests there's another program on your computer sucking CPU capacity. Not something we can solve from this end. 4.86 update 6 bugs central thread - Silver - 07-02-2012 ' Wrote:============== Hmm. I remember specifically requesting BW to be 100%.
Try without debs, and let me klnow. And yes, we need to make a new rep hack request due to the last contract shift. ~K. 4.86 update 6 bugs central thread - Sangria - 07-02-2012 ' Wrote: if it was the guns it would be 91% Kaze. Serval with GC's and Debs are just fine. 4.86 update 6 bugs central thread - Charos - 07-02-2012 ============== Player Base - Defense Modules ============== It looks like the two defense modules (MK II and MK III) which are numbers 9 and 10 on the buildmod index cannot be constructed (It says module is invalid in short). Aet: Looks fixed - Falster could build them just fine. 4.86 update 6 bugs central thread - Sangria - 07-02-2012 ============== CARGO SPACE ============== The Bottlenose has 155 cargo left with 6 gunboat guns mounted. for a CAU IV it needs 170 remaining. This was solved in previous updates, with a proper cargo space. For some reason this was turned back to being unable to mount a CAU IV. Hence the ship is rendered useless right now. 4.86 update 6 bugs central thread - SpaceTime - 07-02-2012 ============== REP HACKS ============== As I said in this thread: http://discoverygc.com/forums/index.php?showtopic=128662 Golden Chrysanthemums are considered a lawful and legitimate movement in Liberty. That used to be the case even in .85 when there was no rephack and [GC] faction used to travel a lot there. Now with the new rephacks, Liberty lawful factions are automatically repped as hostile. Simply put, I'm requesting for this to be reversed. I am pretty confident that it was an overlooking over the part of the dev team, and not an official change in the diplomacy between GC and Liberty. |