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  Discovery Gaming Community Welcome Help & Support Tutorials & Tools [Guide] Player Owned Base

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[Guide] Player Owned Base
Offline Talesin
07-27-2012, 03:54 AM,
#61
Member
Posts: 748
Threads: 31
Joined: Jan 2010

' Wrote:[...]
Now lets say if I got my 1000 cargo transport and carried about 500 H fuel and 500 Water, which I brought to resupply the base with. After shop remove command, when I go to the commodity trader, the water I have in my ship's cargo hold doesn't show up at all. The H-fuel however will still appear on the ship as normal and be able to sell it.

The base will still show the cargo hold meter on your transport as still there, and the water will still be in the ship when you undock from the station, but the water simply wont show up while you are trading inside the station. This effect last a while before return to normal again

Not sure if its a bug or intended, but you can try and see if its the same for you ... and sorry if the amount of "water" i type made you abit peckish for a drink.

If you have Water in your cargohold, it should show up in the shop at the left side of the menu. If it doesn't, it's clearly a bug.

Regards,
Talesin
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Offline Daedric
07-27-2012, 03:57 AM, (This post was last modified: 07-27-2012, 03:58 AM by Daedric.)
#62
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Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:Yea, if i am informed right, then the weap platforms around San Juan get (sun-corona-indicated)radiation damage, die and respawn.
I think i heard rumors that when the weapon platforms around Diamant Station in O11 are placed within the sun's corona, then that would trigger the shield, which is why they are deployed in the "normal" radiation damage.
Since i own a base in a "normal" radiation field i'd like to know what would most likely happen, before i waste such much ressources.

Regards,
Talesin

Yes, radiation damage to a weapon platform still triggers the shields.

@ Conveyance

Sounds like a bug, we experienced something similar last night on Nichols. I'll see if I can simulate it.

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Offline Psymple
07-29-2012, 07:17 PM,
#63
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Posts: 596
Threads: 50
Joined: Aug 2011

Yeah as I said earlier.

MkII's are 4 BS pulse and 2 BS Cerb turrets.

Will try to build a MKIII as soon as possible and get
you stats for it but we need to do a Cargo and Core upgrade first
not to mention remake three MKI's as MKII's.

[Image: c2fa9660.png][Image: d4fc3d0b.png][Image: 1a7a8db9.png]
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Offline Daedric
07-30-2012, 07:18 AM,
#64
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Posts: 4,321
Threads: 111
Joined: Nov 2010

Update

All three defense modules take the following materials to construct:

20,000 Munitions
10,000 Ship Hull Panels
20,000 Robotics
20,000 Industrial Materials
10,000 Optronics
10,000 Quantum Multiplexors

However, they are all different modules. What this means is if you currently have any Type 1s and you want them to be Type 2s, you have to destroy the Type 1 module and rebuild it as Type 2. There is no setting it to Type 1/2/3 via commands. It is module dependent.

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Offline Renzoku
07-30-2012, 04:55 PM,
#65
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Posts: 44
Threads: 2
Joined: Jan 2011

' Wrote:Yeah as I said earlier.

MkII's are 4 BS pulse and 2 BS Cerb turrets.

Will try to build a MKIII as soon as possible and get
you stats for it but we need to do a Cargo and Core upgrade first
not to mention remake three MKI's as MKII's.

If youre looking to avoid material costs just for testing, it might be worth looking into the game files to see what the loadouts are.
I will be able to do that later this evening.
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Offline Daedric
07-30-2012, 10:29 PM,
#66
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Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:If youre looking to avoid material costs just for testing, it might be worth looking into the game files to see what the loadouts are.
I will be able to do that later this evening.

That would be most appreciated.

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Offline Daedric
08-02-2012, 03:45 AM,
#67
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Joined: Nov 2010

Updated with the exact weaponry each defense platform type uses and also added images of type 1 and type 2. Type 3 to come soon.

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Offline Enrico_B
08-02-2012, 09:32 PM,
#68
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Posts: 186
Threads: 16
Joined: Aug 2007

So we have to first collect comudity and build type 1 then destroy the type one and then gather comodity to be able to build a type 2 or 3 ??????


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Offline Daedric
08-03-2012, 01:00 AM,
#69
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' Wrote:So we have to first collect comudity and build type 1 then destroy the type one and then gather comodity to be able to build a type 2 or 3 ??????

No, just build whichever one you want. If you already have a type 1 and you want to replace it with a type 2 or 3 - you've to destroy it and start over. It isn't possible to convert them from one type to another.

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Offline Hone
08-03-2012, 02:29 AM,
#70
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Posts: 4,577
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Joined: Jan 2010

Is it possible to get some of the resources back from a destroyed module? I mean could it be coded?

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