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Any progress on AMS 2.0?
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apricotslice
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PostPosted: Wed Jul 08, 2009 10:25 am    Post subject: Reply with quote

I'll have to have a look at it then. I dont use it because its just too complex for me, and it actually makes a freindly fire hit on a station more likely I found.
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E.K
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PostPosted: Wed Jul 08, 2009 12:30 pm    Post subject: Reply with quote

You can read a cat/dat with note pad. Tried it, comes up with gibberish. Even changing the extension to txt. I am missing some thing here.

Have a good one

E.K TOF
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apricotslice
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PostPosted: Wed Jul 08, 2009 12:35 pm    Post subject: Reply with quote

You need modmanager to look inside the cat/dat's. You then extract whats in there out into a temp directory, and use X3Editor on the individual files in types, and an xml editor for the scripts and director files, such as Cooktop. Only a few of the files are notebook editable, eg the hq file.
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Sunrayn
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PostPosted: Wed Jul 08, 2009 1:15 pm    Post subject: Reply with quote

E.K wrote:
You can read a cat/dat with note pad. Tried it, comes up with gibberish. Even changing the extension to txt. I am missing some thing here.

Have a good one

E.K TOF


My bad, should have explained a bit better.

I type up a list with notepad with the .cat/.dat number and the name of the mod as I am installing them. Then save it in the main TC directory. That way if I have to change load orders, I can see what is what.

@Apricot

MARS has a setting to shut down turrets if you are too close to a station and a separate one to disable flaks if within a certain distance of a neutral station.

The only setting I have ever changed was the auto drone launch at enemies. I turned it off because I want control over when and where drones are launched.
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E.K
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PostPosted: Wed Jul 08, 2009 1:17 pm    Post subject: Reply with quote

No problems. I misunderstood what Sunrayn said.

Have a good one

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apricotslice
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PostPosted: Wed Jul 08, 2009 4:04 pm    Post subject: Reply with quote

v2.09 uploaded.

Removed the blank ware from ships.
Added known sectors appropriate to the start.
Sector info of known sectors updated from load 3.
Put scrapping ships back into PHQ (oops !)
PHQ is zero money, faster times.
PHQ will make Guns, Sheilds, Drones and Satelites.
Some Blueprints added to PHQ first load after building.
Added SSDN Drone making ability.
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Sunrayn
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PostPosted: Thu Jul 09, 2009 2:06 am    Post subject: Reply with quote

apricotslice wrote:
v2.09 uploaded.

Removed the blank ware from ships.
Added known sectors appropriate to the start.
Sector info of known sectors updated from load 3.
Put scrapping ships back into PHQ (oops !)
PHQ is zero money, faster times.
PHQ will make Guns, Sheilds, Drones and Satelites.
Some Blueprints added to PHQ first load after building.
Added SSDN Drone making ability.


Ouch, bet these PHQ changes wont affect a placed HQ...Finally set mine up yesterday evening.
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apricotslice
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PostPosted: Thu Jul 09, 2009 9:35 am    Post subject: Reply with quote

Sorry, your right they wont. Sad

You will need to transfer everything off it, including its cash and any docked ships, destroy it, cheat a new HQ into the TL, then drop it again.

Sorry about that !

It is worth doing I think. It took me a couple of days longer than I expected to get it working right. Theres still a few claims by people of what else it can do, but I cant get them to work.

The main changes are restoring its ability to scrap ships, adding the ability to make guns, shields and some sundry stuff. Once the PHQ is in game, the next load will add Apricot PPC and PBE blueprints to it, along with Mk2 Drone, Mk2 satelite, 200 and 1g shields. So you can actually make your own Apricot guns if you want to, and the shields for ships. Drones are for the SSDN mod (sector defense using drones), and satelites are for both FDN and SSDN. After that, it can technically add any gun, missile or shield, so as long as you can get the blueprint onto the hq, you can make a whole range of things (not easy though, as cycrows add blueprint only does ships. So it has to be scripted).

Its only generic wares that wont work. I wanted to put the repair laser in too, but it wont produce.
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Sunrayn
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PostPosted: Thu Jul 09, 2009 10:41 am    Post subject: Reply with quote

I tried out the Khaak start today.

Had police license's for all the races. I guess they would be cosmetic only. random ships are blue. In one start, certain Boron ships, in a second start, Argon.

I guess it is a good start for those that like to just destroy everything. I am a builder and when I do attack a race or a ship, I try to make it as covert as I can, maintaining relations.

Terrorizing the universe was fun for like 5 minutes, then I went back to the AMS game.
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apricotslice
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PostPosted: Thu Jul 09, 2009 10:48 am    Post subject: Reply with quote

When I originally did the khaak start for R, it lasted about a day for me. Mr. Green

I'm not sure why there are freindly race ships about. But then, you get that with pirates as well, regardless of what the rank is.

I guess some traders dont care who you are until you start shooting at them. Smile
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apricotslice
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PostPosted: Thu Jul 09, 2009 10:49 am    Post subject: Reply with quote

I'm thinking about doing something else for the goner start.

When you place a goner temple in a sector, the sector automatically becomes a goner sector Mr. Green

That way the goners can take over the universe without firing a shot ! banana

It will just take a lot of money, at about 50 mill a sector.
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E.K
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PostPosted: Fri Jul 10, 2009 10:03 pm    Post subject: Reply with quote

How are you going old mate. A small report for you.

I loaded up 2.09 and you will be pleased to note that it all seems to work fine off a new game start on my setup.

Now the bad news, will not load a save from my new 1.11 game.

Have a good one

E.K TOF
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apricotslice
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PostPosted: Fri Jul 10, 2009 10:05 pm    Post subject: Reply with quote

Which version were you running before ?
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E.K
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PostPosted: Fri Jul 10, 2009 10:06 pm    Post subject: Reply with quote

Game version 2.1, AMS 1.11.

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apricotslice
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PostPosted: Fri Jul 10, 2009 10:08 pm    Post subject: Reply with quote

Any of the 2 versions work for you ?
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E.K
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PostPosted: Fri Jul 10, 2009 10:12 pm    Post subject: Reply with quote

None would work for me before. I always got the bare gunbus, no other ships and no stations. The stations were physically there, but no names and nothing in them.

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apricotslice
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PostPosted: Fri Jul 10, 2009 10:17 pm    Post subject: Reply with quote

I could give you the names and the latest scripts for the stations, but its the ships that causes the loads to fail. I havent been able to figure out how to fix that.

In theory, I could do a pack that has the latest text file, and the latest scripts for the stations. If thats any good to you.
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E.K
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PostPosted: Fri Jul 10, 2009 10:41 pm    Post subject: Reply with quote

It is no problem at all. I will just start a new game. I did a new install and I just started a new 1.11 while you were working on V2. Also while I sorted through the mods/scripts I wanted to use. My first game had the risk of being a bit of a mess, due to me not knowing really what I was doing at the time.
Another reason to start a new game with V2 is that any further V2's will work.

You seem to have a large fleet of ships, do you have a list of differences in them, as in several different M6's and so on. Or are you leaving that for the player to sort out.

Have a good one

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apricotslice
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PostPosted: Fri Jul 10, 2009 10:47 pm    Post subject: Reply with quote

The Gunbus is the original M6.

The Camel was a request for an M6 with a different gun mounting.

The Vidar was a recent request.

They are all configured much the same, but with subtle differences according to the original ships characteristics. eg. the vidar has much better handling, but not as many guns. imo.

Basically, half the fun is checking out the differences. Smile
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E.K
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PostPosted: Fri Jul 10, 2009 11:11 pm    Post subject: Reply with quote

That is true, have a bit of fun sorting them out.

I personally only use a few types, Gunbuss, Viper, M2, Masterdon, and the Camel for traders. I keep all of the biggies that come with the first fleet.

I start in the Gunbus, later to the Viper, then into the M2. Dock the Gunbuss and the Viper with the M2, and that is the combo that I play with. The Gunbus and the Viper will take care of the small jobs that come up.

The only thing I am not sure on is the turret positions on the ships in general, especially the big ones. You have this dirty great snout sticking out in front getting in the way of vision, but I realise it is to give the impression of size. Not really sure on this one without trying out some different positions.

have a good one

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apricotslice
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PostPosted: Fri Jul 10, 2009 11:14 pm    Post subject: Reply with quote

I use the M7 myself. early game I use the M6's for Mk3 traders.

When I need the M2, I park the M7 on it. I park the sprint on the M7. Or if I'm using the carrier, I park the M7 on it.

I use the mules for freight work, the M6 and mistral for trading, and dont tend to use the rest, but they were done as requests.
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E.K
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PostPosted: Fri Jul 10, 2009 11:27 pm    Post subject: Reply with quote

Pretty much similar. If I am feeling lazy, it is the M2, it pretty much takes care of itself. For fun the Viper. The Gunbus for docking at places the others can not, and for transporting people and other little jobs.

But a good fleet like that should take care of most peoples needs.

Anyway, I will kick off a new game now with the V2.09 and go on from there.

Have a good one

E.K TOF
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apricotslice
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PostPosted: Fri Jul 10, 2009 11:29 pm    Post subject: Reply with quote

Enjoy Smile
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E.K
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PostPosted: Fri Jul 10, 2009 11:39 pm    Post subject: Reply with quote

No problems, I certainly will enjoy it. As I have stated before, there is no way I would continue to play this game without your mod and Cycrows cheats, then the other little add on scripts etc to make this playable and FUN, not tedious boredom.

Ten points to you for doing this mod. I have been modding the Elders Scrolls series for years now, but I will admit that after having a good look at this game, there is no way I would even attempt or bother to mod for it, it is a very modding unfriendly game, another mistake of the devs.

Have a good one.

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apricotslice
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PostPosted: Fri Jul 10, 2009 11:45 pm    Post subject: Reply with quote

I said that myself in X2.

Then X3 more or less forced me to learn how. The speed drop alone almost made me throw the game away in the first week.

Once I got the Gunbus modded, I was happy for a long time, and have just steadily gone from there.

Its not all that hard, but like the game, the modding learning curve is wicked. Once you know the basics though, and get a bit of expereince doing things, its not all that difficult. Scripting is a lot harder than modding !

As I have since found out, all games that are moddable have their learning curve, but X is probably the hardest. I had a go at Sins early this year, then went back to Moo3. I cant be bothered with the update for Sins, so never bothered releasing a proper mod for it, but unmodded, I found it a cow of a game.
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E.K
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PostPosted: Sat Jul 11, 2009 12:05 am    Post subject: Reply with quote

I nearly tossed this one in the first couple of hours. Only that I did some research and discovered your mod and Cycrows, we certainly would not be having this conversation now.

I now mostly stick with Oblivion for modding, the old Morrowind is getting a bit dated now, but still fire it up on odd occasions. I mostly do landscaping and buildings, but also like the game for play. My Morrowind and Oblivion look very different to the original. I still play a bit of battlefield, not so much the vanilla game, but mods on it. Now this one.

Hard to tell where games will be going, but I think mostly for the console in the future.

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Sunrayn
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PostPosted: Sat Jul 11, 2009 1:38 am    Post subject: Reply with quote

@E.K

Another Oblivion modder here. I was a worldbuilder though, only did two mods of my own. Everything else was new worldspaces for others. Just out of curiousity, do I know who you are as far as Oblivion mods? *grin*

/On Topic

Goner start is fun. Very restricted armnement...unless you have MARS. MARS takes off the 'missile defense only' restriction. Of course the laser restictions go a long way to stopping you from being a killing machine.

Missiles and drones are still options but, I think the biggest thing standing in the way of voluntary passiveist is the ability to buy every ship in the universe, once you have the cash of course.

The Goner start combined with self imposed restrictions on using only Goner ships (I can sell any non-Goner ship and weapons) has been a strong contender for my staple AMS game. At this point, gametime is 60-40 in favor of the Goner start. And no, I havent started the Goner missions. *grins*
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E.K
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PostPosted: Sat Jul 11, 2009 12:17 pm    Post subject: Reply with quote

Hi Sunrayn,

I did mod and release in Morrowind. But for Oblivion I only mod for myself and a close circle of friends. This is mostly due to the immature mod user community on Oblivion. I am sure you know what I mean here.

As for X3TC, I am now starting a new game with AMS 2 doing the AMS start. Seeing as how I still have not fully completed the main story line yet. But I think now I have it set up as I would like it.

Have a good one

E.K TOF
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apricotslice
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PostPosted: Sat Jul 11, 2009 12:37 pm    Post subject: Reply with quote

In the original goner mod I did, you couldnt buy any other ships or guns or missiles.

Without doing an addon, its almost impossible to do it the way I did it this time.
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Sunrayn
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PostPosted: Tue Jul 14, 2009 3:47 am    Post subject: Reply with quote

Concerning the Apricot Minotaur.

I loaded this ship up with a variety of missiles to test it in a Xenon sector. This is what I found.

the vanilla Minotaur fires Flail missiles and Hammer torpedoes from the 3 turrets (front, left, right) automatically when the turrets are set (protect, attack my target, etc) Flail and Hammers can also be fired manually.

the Apricot Minotaur. All missiles are compatible. All missiles can be loaded and fired manually so that works. The turrets however, wont fire anything except Flails and Hammers. The missile icons darken as if they are firing but, never do. It makes me wonder if those turrets are hard-coded to fire only the missiles they are supposed to fire. Since there are only 2 classes of missile ships (M8 bomber and M7M) and they are restricted to one torpedo (MCool and 1 missile, 1 torpedo (M7M).
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PostPosted: Tue Jul 14, 2009 10:30 am    Post subject: Reply with quote

You could be right. Sad
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PostPosted: Wed Jul 22, 2009 5:09 pm    Post subject: new versus old? Reply with quote

YO!

Oh I want to go to bed, i really really do.... But of a sudden the question blossoms and my deep inner experience cries out "Get it ASKED!" and then sleep will come more easily.

(let's see where was I)

Oh, yes, AMS 2.nn - - I'm thoroughly enjoying AMS 1.11 (methinks)
Got the hub, ignoring the pesky summon until I get my affairs back in order... AMS 2.nn proffers importance for the PHQ plot....

Didn't AMS 1.11 as well? :think

will the install of AMS 2.nn jeopardize my game in the November of it's unfolding???

Oh and btw Smile How's it going down under???
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PostPosted: Wed Jul 22, 2009 5:52 pm    Post subject: Reply with quote

Cold at nights here now.

V2 is not really compatible with 1.11 saves. You would need at the least to sell all ams ships, load the v2 mod, then buy new ships.

If your not too far into the game, it might be easier to restart using v2, and just script in what you had when you changed over, and just spend a bit of time putting your infrastructure back together.

I'm not sure what you mean by the PHQ importance ? In v2 you start with the PHQ in your TL available for instant deployment. Theres no real reason for doing the plot at all.

If you want to do the plots, better I think to do them in your current game, then restart using v2 and forget the plots completely.
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E.K
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PostPosted: Sat Aug 01, 2009 2:25 pm    Post subject: Reply with quote

Hi mate,

A quick question. What is the difference in V2.09 and V2.09a.

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apricotslice
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PostPosted: Sat Aug 01, 2009 2:29 pm    Post subject: Reply with quote

a few script changes.

I changed a couple of them in a way I shouldnt have, and so i put them back the way they were in 09a.

Theres an .10 coming, I'm just testing some minor changes now. Wont affect the player at all though.
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E.K
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PostPosted: Sat Aug 01, 2009 2:30 pm    Post subject: Reply with quote

No problems, I will wait for the .10 then.

Have a good one

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PostPosted: Sat Aug 01, 2009 2:32 pm    Post subject: Reply with quote

some of the commands wont start if you dont update.

But give me a bit, and hopefully this test is it and I can pack and upload shortly.
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E.K
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PostPosted: Sat Aug 01, 2009 2:34 pm    Post subject: Reply with quote

OK, what ever you suggest is the best way to go.

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PostPosted: Sat Aug 01, 2009 3:00 pm    Post subject: Reply with quote

I love it when a plan comes together Mr. Green

Give me 10 to pack and upload.
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PostPosted: Sat Aug 01, 2009 3:14 pm    Post subject: Reply with quote

V2.10 is now uploaded and ready for your enjoyment.

And that is the last thing I wanted to get to work too.

Now I can get on with the merge mod.

PS Drop by a Xenon sector and wait for an Apricot Wanderer to drop by. Smile
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E.K
Advisory Player


Joined: 02 May 2009
Posts: 116

PostPosted: Sat Aug 01, 2009 4:17 pm    Post subject: Reply with quote

Thanks for that mate. have downloaded it, will install and get on with the game.

I will also keep an eye on the merge mod as well and see if it suits me.

You have a good one.

E.K TOF
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Sunrayn
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Joined: 15 Feb 2009
Posts: 56

PostPosted: Sun Aug 02, 2009 8:22 am    Post subject: Reply with quote

Been playing with the minotaur.

All missiles do work from all turrets. Just had to play with the 'launch missile %.

Minotaur is now a Xenon Sector Cleaning Machine.
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apricotslice
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Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Sun Aug 02, 2009 12:42 pm    Post subject: Reply with quote

Good to know, thanks Smile
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E.K
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Joined: 02 May 2009
Posts: 116

PostPosted: Mon Aug 03, 2009 10:29 am    Post subject: Reply with quote

Have installed V2.10 and all seems to be playing well. Did the Aldrin CPU ship last night, only took twenty seven minutes this time.

Have a good one
E.K TOF
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Sunrayn
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Joined: 15 Feb 2009
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PostPosted: Tue Aug 04, 2009 7:31 am    Post subject: Reply with quote

I think you need to re-evaluate the time it takes to recycle a ship. Reason being is I just recycled a fully outfitted Khaak Corvette with a simple click. Before I had a chance to stop it, it had been recycled.

These mis-clicks are far too easy especially if you are sending ships to dock. The list changes in an instant and your pointer is all the sudden somewhere you didnt want it to be.
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apricotslice
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Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Tue Aug 04, 2009 9:26 am    Post subject: Reply with quote

I'll have to have a play with it. Thats something I havent tried yet.
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