Main Screen/News/Archive/2012/20.04.2012 - 19:02
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Flight cost, EPS heating, inactivity timer, the main computer and other improvements
- Flight costs were reduced by 20% and rounded to 2 decimal places
- Flight Range still exists, but is no longer a set limit. The flight cost is calculated dynamically based upon the route the ship has already flown. How much energy is consumed on entry to the next sector appears under the flight range. It now is possible to fly beyond the maximum flight range.
- All fighters now have 0 (system Internal 1) flight range, so they can still fly over some areas, however the flight cost will increase at a very fast exponential (based on the aforementioned flight range rule)
- The inactivity timer is now based on the account no longer any single server user account. So players with user logins on different servers are not as easy prey to the inactivity logout.
- The "No goods to feed in" message has been removed at the request of the player. There is no need to write this down in the log after it has been visualized several times on the same page.
- Starting the main computer now requires neither tick nor crew. In addition, he will now always try to start himself and prevent the ship from rotting with all available means (albeit secondarily according to the crew)
- The main computer now has a standby mode which reduces its consumption by 50% (but never drops due to bonus below 1 EPS / tick), LRS and SRS (except for scan) but leaves it online. This is activated automatically when the main computer is switched on but there is not enough crew (or no crew) on board.
- The main computer now differentiates between crash (EPS are fully heated) and shutdown (no further consequences). In addition, it will always try to restart automatically as long as it has not been deactivated manually.
- Energy sharing maneuvers no longer serve any purpose and, like all maneuvers, will be removed from the gui as soon as possible (just wasn't a good idea ...)
- Error messages and logs have been redesigned to make the messages more precise.
- Descriptions (e.g. on ships) with "DEF | 123" or similar were fixed.
- The Scientia (Techship) has now 6 instead of 2 Docking Ports. Theses serve to keep the drones.
- In certain situations, it was possible to build proto shipyards in orbit. This has been corrected.
- Invalidly placed proto yards, large portals or stations (also several in the same sector) will now automatically stop working
- Reserve is now called "main energy" and is the sole energy source. Since EPS is actually a name for energy lines and not a quantity of energy, this unit is now to be a load limit (heating) of the energy grid.
- The EPS performance limit of a ship is about half as high as the total energy. The existing EPS (1/6 of total energy) was removed.
- The error message "Not enough crew for this action" has been replaced at all points (over 100) with a meaningful error message including ship ID and action name.
- Jettisoning goods now requires 20% of the base crew (I know, very exiting)
Other Changes:
- A system blockade reduces the flight range by its maximum value on entry. With a 50 FR ship, 50 flight range is deducted.
- When the ship is blockading, the EPS no longer regenerates and will remain fully heated over the long term.
- Portals are now disrupted by system blockades. This also works in orbit.
- The weapons, as long as they are automatically used for defense, no longer heat the EPS.
- Deuterium and ore collecting no longer heat the EPS either.
- A bug with the regeneration of Flight Range (Especially ships with 0 Flight Range) has been fixed