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indala
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Post subject: Re: Updates! October 13th! Posted: Mon Nov 02, 2009 9:44 am |
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Joined: Fri Sep 11, 2009 9:54 am Posts: 182 Location: Argentina/Buenos Aires Gender: female
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bork9128 wrote: 4 ufos i have only found one I believe that "the world" must feel pity about me *after of 5 nukes against my colony and with only 217 workers in
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Last edited by indala on Mon Nov 02, 2009 2:21 pm, edited 1 time in total.
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Allyn
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Post subject: Re: Updates! October 13th! Posted: Mon Nov 02, 2009 1:16 pm |
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Joined: Wed Jun 03, 2009 10:14 am Posts: 48
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I may be mistaken, but it appears to me that a nuke causes the auto-shield to turn on. I don't think this is a useful event, I'd rather see only a physical attack turn on the auto-shield since a nuke passes through anyway. I find myself turning off the auto-shield since I've been getting nukes to my colony. Then I need to keep turning it back on afterward.
On the other hand, someone could use a nuke to test to see if someone has shields I suppose. Although, as stated in my case, it wouldn't be accurate.
Going back to the nukes damaging units leaving an outpost, but not destroying 10%, I would think a message to the attacker more along the lines of '0 units destroyed, all other units reduced to 1 hit point' would be more satisfying than just '0 units destroyed', it made me think my nuke was ineffective.
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Nokando
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Post subject: Re: Updates! October 13th! Posted: Tue Nov 03, 2009 7:33 am |
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Joined: Wed Jun 03, 2009 7:14 am Posts: 166 Location: Highlands Gender: male
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It seems wrong that on normal tick servers you can upgrade an OP after 12 ticks, but still need 24 ticks of control before you can use a gate. This should be reduced to 12.
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aulpay
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Post subject: Re: Updates! October 13th! Posted: Wed Nov 04, 2009 5:22 pm |
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Joined: Mon Jun 22, 2009 5:51 pm Posts: 132 Gender: male
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Thanks admin for all this cool stuff and i agree nukes and gates should be reduced to 12 ticks on both servers
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deathclaw
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Post subject: Re: Updates! October 13th! Posted: Wed Nov 04, 2009 8:32 pm |
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Sergeant |
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Joined: Sun May 31, 2009 10:04 pm Posts: 126 Gender: male
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Nukes and gates were always like that on old client and no one complained then. It should be set you can't upgrade the OP till you have full control.
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Andrew
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Post subject: Re: Updates! October 13th! Posted: Tue Nov 10, 2009 4:50 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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You can raze an OP at 12 ticks, you still need 24 to do any upgrades and 24 is still considered "full" control of an outpost.
-Andrew
_________________ Ex-
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psg188
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Post subject: Re: Updates! October 13th! Posted: Thu Nov 12, 2009 3:05 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Oh did you fix it? Because last I checked, OPs at 12 control can be upgraded.
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niracas
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Post subject: Re: Updates! October 13th! Posted: Thu Nov 12, 2009 6:01 pm |
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Joined: Mon Jun 01, 2009 5:07 pm Posts: 445 Gender: male
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psg188 wrote: Oh did you fix it? Because last I checked, OPs at 12 control can be upgraded. Same. I'll have to double check if I can find a world I've taken any ops recently... they're all ending.
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deathclaw
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Post subject: Re: Updates! October 13th! Posted: Fri Nov 13, 2009 6:51 pm |
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Sergeant |
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Joined: Sun May 31, 2009 10:04 pm Posts: 126 Gender: male
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I can still upgrade OPs without full control when they have 12
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Andrew
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Post subject: Re: Updates! October 13th! Posted: Sat Nov 14, 2009 6:33 am |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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Bug fixed, will be on next update.
-Andrew
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