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  1. Today
  2. I mis-typed. The script I linked is for semi-automating trade runs between FN and NV. So it bounces off Muspi 6 or the net7 beacon (depending on which way you're going). But it simplifies the run to something like pushing F3 a bunch of times (once per sector) and pushing F1/F2 to buy/sell your inventory. My personal version collapsed F1/2/3 down to a single button, you just push F1 and it figures out what it should be doing automatically. This also works in multiboxing and lets you juggle 4-5 characters (the FN->NV run has a bunch of short sectors, so there isn't a good way to juggle 6 chars without a bunch of downtime). But yeah, if you generally bounce off the Jotunheim gate, and then warp to whatever the planet/moon near the Niff gate is, you can avoid both gwells in Freya.
  3. All sound great to me but hard agree on this one specifically. Freya is not friendly as recent low level returner. I don't think I needed a guide to navigate this zone back in '04.
  4. Yesterday
  5. Remember the Heal the Shear mission from live. A good number of reward items are in the database. How about 'Finish Antares' mission to tuck them into. Similar in structure - need gather materials, build items, deliver.
  6. Agree on all of these. Note for 5: The only way, in the game client, to do this is to put it in the description as some items (like the Hellbore) cannot list 2 different ranges due to game client limitations. That said, it's a simple Python script to query all items in the DB with activated effects, and shove the energy cost/range into the description. You'd spend more time writing the script than running it to fix things. This is totally possible, it just leads to a HUGE number of items. You'd have to hard-code all the possible variants in the DB, then hard-code the lists of what items can become what from a recipe. Like, it's possible, but it's non-trivial. It also makes disassembly a bit of a PITA, because then you have to look up the item ID to get a parent ID, then give the parent ID as the thing you blueprinted instead of the item ID of the item itself...again, possible, yes, a LOT of work, absolutely. In terms of feature complexity, it's a bit like remodeling your kitchen, then finding out you need to fix both the foundation and the framing. Like...super non-trivial. Field Guardian mobs are immune to menace, so the PS's main trick isn't even useful and the game doesn't tell you the mobs are immune. The Gene Stealers in Arduinne (the sector, not the planet) are a prime example. As are the ones behind Zweihander. Repulsor field is great DPS, and great for gluing mobs to a target, but the lack of Navigate 5 means they are a HUGE PITA to have in a mining fleet. Their cargo hold is the same size as a JE, but a JE gets group cloak, wormhole, and a vastly superior scan range. And warps faster...like, the PS is outclassed to such an absurd degree. A 5th gun slot isn't enough compared to combat cloak, because the JE can just cloak and let their shields recharge. And Combat Cloak lets them only take a single cycle of damage from mobs. As you say 'ok at everything, good at nothing'. I WISH I could bring a PS with me mining just for repulsor field. Menace is next to useless, sadly, because it gets resisted too often or mobs you want to use it on are straight up immune to it. Navigate 5 is the absolute minimum to get a PS into my mining fleet. If you want something totally broken that would make people play PS, make it so a PS has a device they can obtain that makes pop rocks never explode. Suddenly PS becomes essential for mining lvl 9 ores (because most lvl 9 ore comes from pop rocks). The tradeoff being you'd have to take it off (so maybe build it into a skill that can't be disabled?) if you wanted loot from the pop rock mobs (mostly rare components). Or give them a specialized ore hold to make up for their slowness. Like a PS only ore-specific version of the Polar Express, that adds 30 extra cargo slots that can only be filled with ore (RIP hulk miners).
  7. Here are some ideas off the top of my head. 1. Item balance. Fact: approximately 95% of items at most levels are useless filler without even a niche purpose. The large amount of items give an illusion of choice but in reality there is not much choice because a few items are just much better than others. This can be fixed with an item balance. What is wrong with the items? For example, infiniticorp reverse engineered the friggin gates but their L9 vendor shields don't go above 70k cap! Or, why do progen MLs have buffs for projectile launchers? And why are numerous L9 devices borked by the debuff gained at L9 which essentially makes the L8 version the hotter one? Or, why is badger's claw the obviously superior mining device? I can basically keep going ad infinitum with items that don't make real sense. The point is that the items which are currently weaker could be buffed by giving them something like more buffs or to pump up the power of existing buffs. So strong existing items won't be nerfed, it is weak ones that are buffed. Lastly, from a lore perspective it is conceivable to replace existing weaker item drops with Mark II variants, as it is sensible that manufacturers release improved versions of items over time. 3. Mob balance. Many mobs are unbalanced in that they either do too much or too little damage for their level or they have too low/high hull/shield points for their level. Obviously, some mobs should get leeway with this, like ten-gu. 4. Mob AI. Where are the mobs that warp at you and give you a slappin? Tengu at a raid stand still like sitting ducks. This is shameful. They originally went berserk. Ive explained this in another thread not too long ago. 5. Better info on item tooltips. Some items don't mention basic info like the energy cost of usage or the range of effect. The cooldown is also missing on basically every item which is activatable. Also, the way in which items stack with their own type should also be visible in the tooltip. For example: certain Increase Shield Capacity buffs are stackable while others apparently are not (Zenshai energy motivator doesnt seem to stack with soulfire, but basically any two L9 of this buff type does stack). 6. Roid field guardian balance. This is currently all over the place. I saw L8 belters guard a L8 field, but ive also seen like L53s guard a L4-5 field. The density and respawn times of some roid field guardians also make their corresponding fields way too difficult to mine while a nearby field of greater mining potential may have little or no guardians (Carpenter Lagrange in the north compared to the nav to the east of it). And, if possible: 6. Randomise debuffs on items. Random debuff on manufactured items could make the L5-6 and L9 items more interesting. Basically, the usual debuff is swapped for a random one when an item is manufactured/drops from a mob. But, to accomodate this the way debuffs work would need to be rebalanced. The same debuff would probably need to be stackable, otherwise players will just stack one buff like increase mass. Also, the actual buffs themselves would need to be balanced because something like cripple reactor is intolerable at 10%. New debuff types could also be added to make it yet more interesting. This would help to make many L9 items usable and it would spice up manufacturing. 7. Consider giving more/new skills to the Seeker and Sentinel. Every other profession has niches but these 2, to me, are a bit lacking in having a unique flavour. You could argue these two are the master of nothing. Seeker: Plays like a watered down version of a TT. The reactor opt gives just 25% extra regen which is pretty meagre. His build skills are kinda nice but mogged by TT except for build reactors. He only has Scan, and this is just L5. No navigate (hello TT, TS and JE who are all explorer/trade oriented). Consider fixing by making reactor opt be cast on all party members, like rally does. Consider giving this profession navigate and/or L7 scan as a band aid fix. It seems to me that this profession may have had the build drones ability which we can see in the build terminal. Id put this build skill on my santa wishlist for this profession. The drones are reusable and put in device slots and they spawn friendly mobs with shields/hull/energy bars and a set duration to help you in combat/mining/exploring (think of a drone that is a sentry or sweeps a sector and sends sensor data to the player). There would probably need to be a limit to how many drones can be spawned per player and players shouldnt be able to reinstall the item to circumvent the cooldown upon the drone being destroyed. Sentinel: I understand that the sentinel has been marketed as being the most flexible of all but not being great at anything. However, with the new professions released I think that the sentinel is completely mogged by the Scout because of navigate, nullfactor, acces to jenquai items, and bigger hold. In combat the sentinel has mediocre dps. Consider giving the sentinel HDC L5, a fifth weapon slot, or navigate L5.
  8. Last week
  9. This list was originally written in late January, so I've included updates to the current state. Ideas: Improve the Account Vault page. The "proper" fix would be to re-write the entire website, all pages. Instead of sending CSS, Javascript, and HTML in the response to queries, send back JSON and have javascript build the page. Like, ya know, how every other website does it. Put a memcached and PHP object cache in front of the wiki/website, since both use PHP. Migrate to linux and use Apache/Nginx for hosting instead of IIS. This makes memcached and the PHP object cache *way* simpler. A more short term solution, which I am still working on (usually when I get frustrated in game or there's downtime) is a set of filters for the Account Vault page. I can do this in tampermonkey, but embedding it in the page natively would be better. FUTURE UPDATE: This is implemented in Tampermonkey, see https://forum.enb-emulator.com/index.php?%2Ftopic%2F13456-a-better-account-vault-experience%2F= Allow for filtering via item level (1-9). I have done this via checkboxes. If the box is checked, the item is lit, else it looks grayed out. Allow for filtering PM/Non-PM items (it is possible to add a search for builder too, but idk who would want that). Just filter on whether the manufacturer tab is blank or not. Replace the horrific drag-and-drop method with click-to-select. The current functionality of that opening a page for the item can be moved to ctrl-click or some other key. Provide a note to users on the page that the functionality moved, but isn't gone. Click once to select, click again (either on the item in the inv, or on the transfer slot up top) to remove. (unknown if possible in tampermonkey) Change the tooltip display from 0 to something longer (200ms? 500? I'd need to test). This stops it from getting in the way and being annoying. Allow for filtering based on quality Allow for filtering based on structure Allow for filtering based on stack size (>#). In an ideal world, this would be a 'show full stacks' button, but without hard-coding stack sizes, there isn't enough info on the page to know if a stack is 'full' or not. Probably more filters I haven't seen the need for yet. This is a more advanced feature, but an 'auto-ore-move' button. I might just make this for myself in Python, but a way to move a vault of mixed level ores to the associated vault characters automatically. FUTURE UPDATE: I have written this as a Python script, but apparently never posted it anywhere. I'm still finding bugs in it, but PM me if you want it. This would require a server-side change: Make the items moved by account_vault automatically stack, and create new stacks only when a full stack is achieved. Improve the wiki This falls into a similar category as #1, but add a PHP Object cache and memcache to the wiki, if not already present (and based on performance, I'm 99% sure they aren't present). This may require moving both to linux. Ensure some users (winlander and codemonkey?) have access to perform database-level backups. Or better yet, automate DB backups and make a website that lists the most recent 7, for example. Leave it up to the users to actually download a copy, but ensure that if something ever takes out the wiki, we have a copy of the data. Backups. I read about the multi-month outage after the 'hack'. There is no excuse for people not having full copies of the source code, forum DB, wiki DB, game DB, etc. And a backup on the same machine is no good. A backup on your system is worth its weight in gold. Pretty sure someone having one of those is the only reason we still have an EMU at all. Migrate the game to linux. It still runs inside of Visual Studio inside a windows machine you all RDP into. For the love of God just move it to Linux. Very little of the server (outside of the network functions) touches OS-specific stuff. The DB link *should* be via a connector that is OS agnostic. And you do store the runtime configs in the DB...right? Because, ya know, that lets you spin up multiple copies. This is a personal project idea, not something for the EMU devs, but create a new version of enbmaps.de which has overlays for ore fields, mob spawns, updated gravity well/shears locations. I haven't figured out how I want the UI for adding data to work, but I badly want this tool to exist. Just so I can map out ore fields and mob spawns. Have drop tables for mobs tied to the mob spawns too. FUTURE UPDATE: This exists, see https://forum.enb-emulator.com/index.php?/topic/13482-replacement-map-tool/ Remove the gravity well in Muspelheim and Freya that are along the main travel navs. It was "Added to stop botters". But I have already created a tool, in AHK, that completely bypasses them: https://forum.enb-emulator.com/index.php?/topic/12050-ahk-and-multiboxing/&do=findComment&comment=106155 so the argument that they are at all useful is just nonsense. Botters can easily avoid them and they only inconvenience humans. Just remove them. This section is entirely about in-game changes I'd like to see. Get rid of the stupid 1-3 second no-impulse delay after mining. There is a bug with Shield Inversion, where I can target a group member and kill them with it. I'm not exactly sure how to reproduce it, but I've killed my various PW alts with my PP at least 5 times. If it was *actually* going to be fixed, then I'd bother to reproduce the error. The Recharge Reactor - BOOST! on Cygnus (and other) reactors is wrong. It's a 30-60% bonus. It should be more like 350-600%. I had a talk with Kyp about this nearly 10 years ago. He said no, for some without a good reason other than "I think this is overpowered". I've been bitter about this for 10 years. The Shield Recharge - BOOST! effects have more correct % values, those didn't get nerfed like the reactor ones did. (Long term, hard) Work on why gate crashes occur, why mission journals show up empty sometimes, FUTURE UPDATE: Gate crashes are almost always due to not having Prototype Reorder checked. The second highest cause is memory leaks in the client that make it unstable after 2-4 hours. This is not (likely) a bug the devs can fix. Adjust the DPS output of Vindis. They hit far harder than they should. 2 vindis (1 CL41 and 1 CL46) hit as hard as a CL51. That isn't right. Especially compared to CL46 mobs in VG/other zones. Trade XP rework: Fundamental problem: Until TL 25 or so, getting trade XP from mob loot is most efficient, especially if you already have a PW with lvl 7 Shield Nova. Past TL 25, it splits: For characters with negotiate, trade routes are optimal. Especially with a Polar Express. Negotiate is huge, offering literally 3x the XP/hr @ lvl 7 vs not having it. For characters without negotiate, OL75 trade jobs are optimal. This only works if you're leveling 1 character, maybe 2 max, at a time, and nobody else is using the terminal. Both of these are incredibly boring and monotonous. Fixes below fall into two categories: let high level players level alts quickly and/or let newer players have more engaging experiences. Proposed fixes (choose one/any/subset): Make combat loot drops scale with group size. So a group of 6 gets 6x as much loot (by value) as a solo player. This way combat groups can level their trade as fast as playing solo. Make trade routes dynamic. Modify buy/sell values of items daily/weekly, and release (automated) news articles indicating which items are currently in the most need. I could literally write a script with a VERY simple LLM to do this. Turn it into a "Major Order" system like Helldivers 2 has. Make it feel like there's some purpose to carrying materials around, and have needs shift are demands are met. Incorporate roid ores into the trade runs. The Mars Construction Project is a version of this, but if I have stacks of Duplium, those should be in demand on Nostrand Vor Planet, since they are used by Agrippa. I should get more XP and credits from turning the ores in than I could by refining and selling them + an allotment for the travel time involved. Or, if not yielding bonus XP for travel time, I should be able to do the turn-ins on non-mining characters, as a way to level alts with mining. Add extremely high value trade goods (say, 100 million credits each) which do not sell for much profit (maybe 2000-4000 cr per item) but do offer far more trade XP. (on the scale that 30 slots should be TL 49->50). If a character has 3 billion credits, let them move ultra high value trade goods to level their TL quickly. Add "unstable" trade goods as a repeatable quest from an NPC. Requires a deposit of, say, 300 million credits (~10m per item @ 30 slots). It fills your cargo with trade goods and you are required to dock at every station along the way to 'stabilize' the goods. Jumping from Freya -> Jotunheim -> Odin Rex, without docking at Arx Ymir, for example, would result in the cargo detonating, you losing your deposit, and requiring a JS/tow. This *should* make it immune to most gate crashes/bugs, server crashes, etc. It's VERY rare that I end up in another sector when a crash occurs. In terms of implementation, this would just be a repeatable, multi-step, quest. Not that different from a Job Terminal job. You could also make 'lines' of quests like this, starting at a 100k deposit, and working up to 300m credits. The source and dest would always be random, and the profit/XP would be a factor of trip length (short trips, less profit/XP, longer trips, more). They can all fall onto a flat line of XP/hr. That's fine. But if you only have 20 minutes, then do a 15m run, vs if you have hours, do a longer one and get multiple levels out of it. Change asteroid spawn rules. Pop rocks now increase the quantity and quality of ores in the field. Meaning, more top level ores, more of the ores in the roids. Say a 25-50% bonus to the field for popping all the rocks on the next respawn of the field. Or maybe make it per-roid, so places like Antares, which have mostly pop-rocks, spawn fields with 10-20 ores per roid if you pop all the rocks, whereas more normal fields with 0-2 pop rocks only get a 0-10% bonus. Let the bonus decay over 1-2 hours. So if a field respawns and isn't mined out again within, say, 2 hours, the bonus is lost for the next respawn. A level 5 asteroid must now contain AT LEAST 1 level 5 ore. No more Tech 9 roids spawning with only a lvl 8 ore inside. I have limited data (only around 1200 roids between levels 5 and 9) but it seems like there's a 35-42% chance of getting LOWER tier ore in a roid than the roids level. Meaning, a lvl 5 roid has an ~38% chance to drop level 4 ore. This is NOT a weighted average (I can do that, but it takes longer, and I want more data before finding that out). I fundamentally hate when games lie to me. It's not a level 5 roid if it contains mostly lvl 4 ore. Level 5 ore in level 5 rocks please. Minimum request: At least 1 ore per roid that is the level of the roid. Currently my data shows 368 roids that contain ONLY ores below the roid level out of a total of 2816 roids, or roughly 13%, being a stright up lie. Mid-ground compromise: At least 80% of the ores, by count, in a roid be the level of the roid itself. Meaning if a level 5 roid contains 12 ores total, 10 of them, minimum, MUST be level 5, the others can be level 4. Optimal: Level 5 roids contain only level 5 ores. Tighten up fields. No more than 2-level spread for all but a few, special, fields. There simply isn't enough cargo space to haul a 3 tech level spread in a mixed field. Even a 2-level spread is enough that no single class can handle it without a mule. For pure fields this isn't as big of a problem, but yeah, this is a HUGE impact to fun. Currently, Lagarto and Ceres have SO MANY different types of ores that even 5 TTs + my JE cannot mine them without docking to unload or cherry picking ore types. Why is mining as hard as a raid boss, requiring multiple groups to solve? The rewards suck, compared to raiding. If I have to have a full group, i should get raid-level rewards. Increase vault size. Right now, people have many mules. It takes 197 slots just to hold one stack of every ore in the game. Add in refining and that number goes to over 400 (some items refine into multiple items). A character vault only has 96 slots. Add in the transfer rules and you'd need at least a 500 slot vault *just for ore*. Just for raw ore, you're looking at needing 5 characters. If you add in refined ore as well, even if you only keep the 'useful at high level' ones, that's at least 2 vault characters. I don't have numbers for components, but it's insane as well. One way to solve this might be adding an NPC at the stations who lets you 'sell' items to them (for 0cr) and then let you 'buy' the items you sold back(for 1cr? 2cr? minimal fee at most). I don't know if this is possible within the game client, or if that requires each NPC to have the same list of items for all characters, but on the backend, you could just keep a table per-player of items in that vault. The Job Terminal Most of the job terminal suck is the client's fault, but if there was a way to make it better, I would. I include it here just to admit I've spent a lot of time thinking about it. Warp improvements: There's a lot of rubber banding and delay in warp, with high speeds (6000+) at close ranges (< 20km). This mostly affects miners, but I'm pretty sure it wouldn't be a big problem to fix once a look at the code happened. Tractor Beam Improvements Sometimes the beam terminates on your ship cleanly, and sometimes it bounces there for a second. I remember Teinbau breaking this and it staying broken. I wanted to fix it but wasn't allowed. Just make the tractor beam always terminate the second it gets to your ship. Better to calculate the time for tractoring too short (by 100ms) than too long, IMO. I know it gets hard while moving; I'm talking exclusively for stationary tractoring. Separate out the buffs "Improve Shield Inversion" (which should always grant skill levels to SI) and "Improve Shield Inversion Efficiency" (which is what almost all SI buffs are right now, the ones that 'add X seconds to shield inversion'.). The two buffs stack, so they should have different names. The latter buff does not exist in game at this time, but from what I remember, adding new buffs is easy. Change Repair Equipment to be an actual energy drain skill, like it is supposed to be, instead of an on-activate skill. There is 0 reason for it work the way it does. It didn't in live (after a few patches) and it shouldn't now. The tooltip says it will run until everything is fixed or your reactor power is gone; so that's what it should do. Shield Nova and Shield Sap are supposed to be able to run at the same time: https://forum.enb-emulator.com/index.php?%2Ftopic%2F10097-shield-nova-a-blocking-skill%2F=
  10. Hey fellow pilots! I was in game earlier and asking other players, what they'd like to see happen in game? More content? New ideas? Bug fixes? This is the thread I said I'd create so we can toss ideas around and see if we can generate a bit of noise and make it happen. I would love to get all of your ideas and thoughts here so we can give the team a place to look and see what we're talking about. Lets come together here and help the staff help us. I'd very much like it if we can keep it friendly and light, no fighting and no name calling. Be considerate and remember there is someone else on the other side of that keyboard.
  11. when ever you have an issue with a mission you should submit a GM help Ticket so that the GM's can assist you in your mission Issue, please include the name of the avatar with the issue so that we GM's can assist faster. I gave your Avatar Traderjoey the report he needed for the mission, Please use the command /getgmitems to retrieve the report
  12. I haven't posted the code for this just yet, because I'm still tweaking things, but the tool now supports multiple passes and averages them together. For Hulk/Non-hulk drops, it's just a straight average, sum(all_passes_for_item) / #passes. For cargo slots, the Total Average is computed via counting how many slots were needed for each pass, then dividing by number of passes. But the individual Roid Type passes are simple averages. The reason why was because, in Shepard, I had a pass that needed 65 slots, a 70 slot run, and a 72 slot run, averaging to 69. But if I just averaged all of the slots per-level-per-type, it would come out to 62. "Why average it, why not just count all the drops?" Well, again, Shepard 'has' 80+ possible drops (if you count all the rows in the non-hulk table) but in reality, you never *actually* get all 80 to drop, you get a subset. And why does make sense if you think about it. I'm still thinking about how I want to display 'dust' results, where you might get 1 roid in the entire sector that has the ore you're looking for, but for now, I'll collect more data. Fun bonus: Because of how I'm logging the data, if they were to change the drop patterns at some point in the future, it would be possible to look through the raw data and see when and by what degree the drop tables changed. Also, when I overlay multiple passes, the roids almost perfectly spawn on top of each other in ring fields. Like, a ring field will sometimes rotate around with enough passes and form a solid ring, but rock and crystal ring fields spawn the roids within +- 1 meter of each other, for each individual roid. It's kinda freaky. Note (in the pics below) that Hydrocarbon fields DO NOT appear to do that. I was actually expecting it be a bit more random than it is. TL;DR: For visual display there isn't much need to average multiple passes *EXCEPT* in 'sphere' or 'scatter' field types (scatter being the 2D version of a sphere). And the only value of multiple passes in those cases would be catching outliers. For example, in Ceres, it seems like the fields are -30z to +30z. But it might take multiple passes to finally get a roid at those coordinates. The data is in the DB to know the z-height of any given field. It'd need to be displayed as a tooltip (at least until i get around to asking chatGPT about 3d versions of canvas objects and making a 3d map that can be rotated, but that's WAY further down the road). And that tooltip would come after I add in a way to define roid fields; with the field definition just pulling in the max/min height of any roid within its bounds. Pretty trivial, I'm just lazy. Well, clearly not lazy. Unmotivated. The profit and loss of my local BBQ joint is currently far ore interesting to me. As is lasing flies to death with an IR pulse laser. Here's my original mining pass: [img]https://i.imgur.com/f5mTytz.png[/img] And here's all 3 passes overlayed on top of each other:
  13. Stuck on this mission. I can’t forfeit it.
  14. Earlier
  15. This mission is offered as a push-mission. Look for a flashing Message button at the top of your screen when you approach Master Jubei
  16. I'm just starting out and I did this quest on the game when it came out in 2002, but I can't remember if there was a place where it starts or not. I went to Master Jubei at the nav point it references in the skill description, but for some reason it won't let me talk to him. I'm sure I meet the requirements, unless it's something not listed. I hear the Psionic shield skill is pretty pointless, but I still want it. Please help me and point out the error of my ways. I'm level 12, level 4 combat atm. Just getting started, but the quest doesn't show a level requirement.
  17. We need to update some software and unfortunately, that's going to take most of our services offline for the duration. As such, this is your heads up that this will occur tomorrow evening Eastern US Daylight Time to see if we can get to the latest versions without issues. Everything is in the name of keeping it all secure. First maint is complete, tonight or tomorrow (25th or 26th) we will be conducting a test of the new software which will require temporarily downing the game and other services to validate our settings, and then we will be back in usual business for a while. Missed the maintenance plan due to the real world, go figure. Anyway, gonna do it tomorrow. Be advised. I will log on and give everyone at least 10 minutes but the testing should be fairly quick.
  18. Ahh, that explains a lot about how things ended up as they did and it was tough to figure that out about MLs given nearly all the ML and missile values were the same but I should have picked up on the fact that ML's in game do not have a range on them, and missiles do, so this is all consistent with how things are shown in-game. That's a bit of a surprising design choice... it's easier to see how this makes sense for missiles, but it's a bit odd that projectiles use the launcher range unless we're talking about a rail-gun or something. Since most of the projectile ammo that is manufactured has a "shell" which is typically where the propellant would be stored one could argue that the largest contributor to range for both types of ammo should be the ammo itself. Of course both the launcher and the ammo should contribute if they were going for realism, but for a game a simpler solution would have seemed the better choice. I'm not sure why they bothered making missiles different as it just complicated the coding since you couldn't treat range for all three weapon types the same way! Clearly the database has bogus unused range values on ML's and projectile ammo; perhaps those should be zeroed out if they can't be removed entirely just to drive that point home and avoid any future confusion on the matter. In any case, this looks perfect, thanks for removing the misleading ranges from the appropriate places. I really appreciate your prompt and thorough attention to these things, always a pleasure, thanks again!
  19. Hours of availability are 7a - 9p or so Eastern Daylight Time. Hours other than that are reserved for sleep and if the server goes down it's pretty much down for the night since there are so few of us that can restart it. Coming back up
  20. It's 12:42 CET and my blood levels of EB juice are becoming imbalanced. Minor convulsions are setting in. Megan's voice is fading from my head. Every 15 seconds I refresh the status button only to see it say: Offline. Hit me up again, please.
  21. Missile/Projectile range should be correct now. Beam/Projectile gets range from weapon. Missile Launcher gets range from ammo.
  22. Got it resolved used the launcheb.ahk script form Wolfie post
  23. Hey @karu, I'm back again. @Winlander and I are working on the updated weapon comparison pages for the wiki, e.g. https://www.net-7.org/wiki/index.php?title=Missile_Launchers_-_L3_Comparison https://www.net-7.org/wiki/index.php?title=Projectile_Launchers_-_L3_Comparison that are the result of the effort that started this thread and we ran into some additional oddities around Range. The range shown for PLs at least (hard to tell for MLs since the vast majority match their ammo, and the outliers we've found are difficult to obtain) on the SEARCH page is sometimes incorrect; it appears to be showing a value related to the ammo, rather than what the projectile launcher itself shows in-game and on the ITEM page which is the correct value. For https://www.net-7.org/#item/Blowgun+Beta; the SEARCH page shows 3200 which is incorrect; in-game and on the item page it's 3100 which is the range you actually get with this item in-game, even when you use ammo that is shown incorrectly as "3200" for this PL on the website. Similarly the https://www.net-7.org/#item/Ninja's+Katana+Ni; its SEARCH page is incorrect in the opposite direction showing 3200 (the ammo value) but in-game and on the ITEM page it shows the correct value which is 3300 and that is what you actually get when you use the item in-game even though the ammo incorrectly says it only has a range of 3200 on the website. As far as I can tell the range values listed on ammo are irrelevant and often bogus. These are not shown in-game, and they do not appear to have any effect, regardless of whether they are higher or lower; the result you actually get is the range on the launcher itself. Perhaps in live things were based on the ammo but in the emu it was moved to the launcher? Or perhaps these are remnants of some old implementation (or a partially implemented change to differentiate ammo types with different stats) but in practice based on my testing with the current emu the only thing that matters is the launcher range (which IS shown in-game, and accurately). Because of this I would recommend that Range values be removed from all places where it shows up on ammo on the website; the ammo SEARCH page, the ammo ITEM page, and the ammo sub-section within the launcher ITEM pages. Likewise the Range value on the SEARCH page for launchers should be corrected to show the Range of the launcher itself, not the ammo. Finally, while the correct Range is being shown on the ITEM page for PLs, the missile launcher ITEM pages don't show the Range at all; this should also be corrected since this seems to be the correct value used in-game. It should also be verified that the SEARCH page for MLs (which does show a Range value) is correctly showing the Range for the missile launcher itself rather than an ammo-derived value. Thanks! EDIT: Note that based on this realization we plan to move the "Range" column on the wiki pages linked above from being under "Ammo" to being under "Launcher" instead.
  24. I had missed this earlier thread which has a (still working, as of today) MediaFire link to a more complete track listing:
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