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Thread Statistics | Show CCP posts - 70 post(s) |
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:06:36 -
[151] - Quote
Mark O'Helm wrote:I did my first brawl today with a yellow blinky skiff. https://imgur.com/6tBCdR7
-the anticapital-missles didnt shot(not even the charon, that i tried before), there were no antisubcap-missles on the market. -the traktor and the repulsor had no noticible effect -the skiff could not fight back. the hobs didnt wanted to shoot the fighters
-Did you activate the missiles? I am trying to get the antisubcap missiles seeded -These are not actually implemented yet -I will look into this. If a Citadel is not vulnerable then you can't shoot it, but the fighters you should be able to I think
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:07:10 -
[152] - Quote
Lugh Crow-Slave wrote:CCP Claymore wrote:NextDarkKnight wrote:I noticed if I'm tethered to a citadel, if I eject it still shows my name as being in the ship and stays tethered. This sounds like a bug, if you can reproduce it again please enter a bug report through the F12 menu. Does that mean empty ships will not be able to tether?
Empty ships can't be tethered.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:08:59 -
[153] - Quote
Phoenix4264 wrote:
- Combat probing Citadels - When probing Citadels if you scan one down to 100% and then scan another location the result will degrade back to an un-warpable state. This is the same behavior we currently have for ships and deployables, so this is understandable, but it would be preferable that these results remain without needing to bookmark them. Structures are essentially celestials and cannot move without being unanchored and reanchored which takes a significant amount of time unlike a ship warping around a system. In particular this would be helpful for scouting the locations of all structures in a system. I live in w-space, and we regularly scout and catalog the locations of hostile POSs when exploring new systems. POSs are currently tied to moons, so we can scout these without ever needing to use probes. With the new structures we will need to probe them down to locate and put eyes on the hostile staging structure. This is already going to announce our presence to the locals more than we needed to do with the old POS system, I would prefer to be able to drop probes, quickly scan the structures and pull my probes before needing to warp around to look at them or make bookmarks.
- Probing while tethered - Currently you cannot launch probes while tethered, you get an error stating that "Your ship is realigning its magnetic field, please wait a moment." However if I leave the tether, either by flying out of range or warping off, I can launch probes and then return to the safety of the tether and continue probing. I don't have a particular preference one way or the other, but I feel you either should be able to probe while tethered in which case launching probes should be allowed or it should be disallowed entirely as it is currently when inside POS forcefields.
1. Will raise with team. 2. I think I have already raised this with the team but honestly can't remember so will do it again.
Quality Assurance Analyst
Team Game of Drones
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Grookshank
Jump Drive Appreciation Society
72
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Posted - 2016.03.23 10:11:32 -
[154] - Quote
Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI. |
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:14:07 -
[155] - Quote
Eli Stan wrote:A few things I've noticed with the March 22 update.
- When I take control of my Keepstar, I cannot activate damage modules like Standup AXL Missile Launcher. The message I get is "01:47:53NotifyYour ship is realigning its magnetic field, please wait a moment." even after many minutes. Isn't that the typical message for the undocking invulnerability? I can activate ewar and neuts and web without issue. Scram gives me "02:07:29NotifyYou cannot activate Standup Warp Scrambler I whilst invulnerable."
- Fighters deployed by a character controlling a Citadel do not show up as purple for fleet members, including for the deploying character itself..
- Could be user error, but I cannot get bombs to launch from Heavy Fighters. I go through the targeting UI, but the bombs don't launch. The bomb button is then blinking, and if I try again I get this message "01:53:38NotifyCannot activate the Ametat II Launch bomb ability again as it is already active."
- I'm unable to zoom the view of the Ship Hangar when in capital ships, so they appear overstuffed.
- When the station services is set skinny enough, the "View Outside Structure" label word-wraps on top of the "Station Services" label.
- When I select launched fighters via the fighter UI, there's no indication in space which fighter I have selected. When I click on a fighter in space, or from the overview, there's no selection of it in the fighter UI.
- Targeting range of Citadels is, graphically, represented as the distance from the center point of the Citadel. However, the overview range and the range checked for module activation seem to be from the tether ring of the Citadel.
And I LOVE LOVE LOVE LOVE LOVE how the line drawn for overview items to the plane of one's ship is now curved such that it shows actual distance to that item. Don't ever ever ever change that please. The Homeworld-style targeting UI does not follow this paradigm, however. It's set-straight-out from center of ship, the set-straight-up/down from that distance. It should follow the curve of the sphere - as in, first set distance out, then set where on the sphere at that distance. It also would be nice to somehow be able to rotate the camera view with the targeting UI active - it's difficult to tell just what I'm pointing at otherwise. I'm also a big fan of the red indication of optimal and falloff ranges for weapons.
1. Will take a look as this is the second report I am reading of the missiles not working. 2. I will take a look 3. Will raise this with appropriate team 4. Capitals should be the same func as currently on TQ, supers and titans should not be able to move the camera at all in their hangar 5. Will raise this with appropriate team 6. I will take a look at this.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:16:52 -
[156] - Quote
Petrified wrote:Not sure if this is intentional or not, but it does not appear to be possible to activate a Cyno while tethered. The only feedback when attempting to light the cyno is not very informative: "Your ship is realigning its magnetic field, please wait a moment."
Locking a target, in this case a jettisoned can, without any further action, causes the tether to drop allowing me to light the cyno within tethering range but remain untethered. If I remove the can by looting it, the can pops, no timer, and tether re-enages (the cyno is not active).
This makes sense that you cannot light the cyno while tethered. So:
1 - Will it be possible to light a cyno and cause the tethering to break just as you can lock something and cause tethering to break?
2 - Will CCP create something similar to the Cynosural Generator Array for Citadels?
Cyno not working is something we are looking at. Just not implemented yet.
There will not be an alternative to Cynosural Generator Array on first release.
Quality Assurance Analyst
Team Game of Drones
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 10:17:18 -
[157] - Quote
CCP Claymore wrote:Phoenix4264 wrote:
- Combat probing Citadels - When probing Citadels if you scan one down to 100% and then scan another location the result will degrade back to an un-warpable state. This is the same behavior we currently have for ships and deployables, so this is understandable, but it would be preferable that these results remain without needing to bookmark them. Structures are essentially celestials and cannot move without being unanchored and reanchored which takes a significant amount of time unlike a ship warping around a system. In particular this would be helpful for scouting the locations of all structures in a system. I live in w-space, and we regularly scout and catalog the locations of hostile POSs when exploring new systems. POSs are currently tied to moons, so we can scout these without ever needing to use probes. With the new structures we will need to probe them down to locate and put eyes on the hostile staging structure. This is already going to announce our presence to the locals more than we needed to do with the old POS system, I would prefer to be able to drop probes, quickly scan the structures and pull my probes before needing to warp around to look at them or make bookmarks.
- Probing while tethered - Currently you cannot launch probes while tethered, you get an error stating that "Your ship is realigning its magnetic field, please wait a moment." However if I leave the tether, either by flying out of range or warping off, I can launch probes and then return to the safety of the tether and continue probing. I don't have a particular preference one way or the other, but I feel you either should be able to probe while tethered in which case launching probes should be allowed or it should be disallowed entirely as it is currently when inside POS forcefields.
1. Will raise with team. 2. I think I have already raised this with the team but honestly can't remember so will do it again.
Number two is currently how pos work of you launch probes outside the ff you can fly back in and continue
And with not being able to tether unmanned ships why is that (doesn't really bother me) currently I can put up a small pos and leave a capital just sitting there if I choose
Citadel worm hole tax
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CCP Claymore
C C P C C P Alliance
266
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Posted - 2016.03.23 10:17:52 -
[158] - Quote
Lugh Crow-Slave wrote:Si currently you can't refit a citadel of it is damaged now this makes a lot of sense. However you also can't refit dieing reinforce between fights I think this needs to be a possibility to let defenders react to an aggressors fleet and of course allow for the offending fleet to try to put think a defender who now has 24hrs to refit and reorganize.
Basically being able to refit the citadel will greatly enhance the meta game involved in such sieges
Good point, will raise with team. This might just be a bug tbh.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 10:19:39 -
[159] - Quote
Grookshank wrote:Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI.
They will not be allowed.
We have just not implemented the restrictions yet.
Quality Assurance Analyst
Team Game of Drones
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Amak Boma
Dragon Factory
177
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Posted - 2016.03.23 10:32:48 -
[160] - Quote
CCP Claymore wrote:Grookshank wrote:Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI. They will not be allowed. We have just not implemented the restrictions yet.
kind of bad idea. why not let us have shattered wormhole restriction only to medium citadels? only these could be anchored as poses have no moon . med citadel could be handy we know wormholes never intended to be place to live in them but we do so why not give shattered wormhole a medium citadel? what is wrong with this. maybe add some negative effects sush 20% armor/shield/hull amount on citadels in shattered wormhole reduction 20% reduced damage done by citadel weapon systems in shattered wormholes? something like that but to be honest citadels in shattered wormholes could give another ignition effect for more wormhole wars. so my proposal is
1. shattered wormholes allowed to house only medium citadels 2. 20% reduced of damage done by citadel weapons 3. 2% citadel armor hull shield amounts reduced 4/ shattered wormhole citadels will be vulnerable all time 5. sleepers can attack your citadel if its 500km from anomaly sites
so if you want to have citadel in shatered wormhole you need group of players either to defend it or attack another citadel |
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 10:46:33 -
[161] - Quote
Amak Boma wrote:CCP Claymore wrote:Grookshank wrote:Can we please have a confirmation on citadels in Thera? It was stated they will not be allowed in shattered wormhole systems, but they currently work in Thera on SISI. They will not be allowed. We have just not implemented the restrictions yet. kind of bad idea. why not let us have shattered wormhole restriction only to medium citadels? only these could be anchored as poses have no moon . med citadel could be handy we know wormholes never intended to be place to live in them but we do so why not give shattered wormhole a medium citadel? what is wrong with this. maybe add some negative effects sush 20% armor/shield/hull amount on citadels in shattered wormhole reduction 20% reduced damage done by citadel weapon systems in shattered wormholes? something like that but to be honest citadels in shattered wormholes could give another ignition effect for more wormhole wars. so my proposal is 1. shattered wormholes allowed to house only medium citadels 2. 20% reduced of damage done by citadel weapons 3. 25% citadel armor hull shield amounts reduced 4/ shattered wormhole citadels will be vulnerable all time 5. sleepers can attack your citadel if its 500km from anomaly sites so if you want to have citadel in shatered wormhole you need group of players either to defend it or attack another citadel
The reason these holes were added was to make a space you could not live in
Also according to the siege v2 dev blog at the end of the repair cycle when you went back into invuln all damage was going to be repped shield armor and hull. Currently it only reps the layer you are on (so if armor was damaged you only get full armor) is this intended or a bug.
If it's intended I would say make it so it at least repairs the next layer up (if you were fighting for structure and win you get full armor) this way if the defenders win they feel like they ate gaining ground. If the current system is not a big I can also see it being abused by simply damaging the armor with out a full engagement to force the defenders to stay in armor for another cycle.
The one I personally prefer (at least for Citadels do to the asset safety role) is if you fail to put the structure into rf or destroy it then it goes back to full
Citadel worm hole tax
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Torgeir Hekard
I MYSELF AND ME
243
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Posted - 2016.03.23 10:48:56 -
[162] - Quote
Okay, so citadels can haz fighters.
Then what's the relationship between those citadel fighters and player skills?
Are fighter stats affected by the skills of the one controlling them? Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?) |
Lugh Crow-Slave
1722
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Posted - 2016.03.23 11:00:01 -
[163] - Quote
Torgeir Hekard wrote:Okay, so citadels can haz fighters.
Then what's the relationship between those citadel fighters and player skills?
Are fighter stats affected by the skills of the one controlling them? Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?)
ATM you don't even need them to launch fighters from a carrier so I'm sure there is a big there
As to if skills effect them and ate needed they better well not ccp went on this home thing on o how citadels would not be skill intensive (right before they announced 4 new skills in the next paragraph) and just training to fighters is a lot of work and that's ignoring leveling the skill itself or the other 3 x12 skills
Citadel worm hole tax
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CynoNet Two
GoonWaffe Goonswarm Federation
707
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Posted - 2016.03.23 11:05:31 -
[164] - Quote
Torgeir Hekard wrote:Okay, so citadels can haz fighters.
Then what's the relationship between those citadel fighters and player skills?
Are fighter stats affected by the skills of the one controlling them? Are fighter skills required to use citadel fighters? (ATM they are not, but is this intended?)
I'm not sure about the rest, but Fighter Hangar Management does currently increase the fighter bay size in Citadels. |
Ace Aideron
Red Falcon Group Intrepid Crossing
6
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Posted - 2016.03.23 12:30:19 -
[165] - Quote
Playing around with a Keepstar in FD-:
1. The structure sometimes appears as "all dots" -- looks like the many small lights are there, but the structure itself is not. It often looks that way when I approach it the first time. However, the structure can appear (sometimes, not always) after docking and undocking.
2. When shooting at a target from the citadel, the various beams appear, and look fine. However, the client with the ship being shot at doesn't see any of the beams.
3. The ship being shot at sees indicators above the cap display for web and target painter, but not for any other modules.
4. None of the destructive weapons work, except the DD.
5. All of the non-destructive mods appear to work (visually, at least), except the Repulsor and the Tractor.
6. The Market came online fine, but items put up for sale in the citadel aren't visible, either locally or remotely.
7. After a server reboot, the Market went offline, and had to be re-onlined, with the associated fuel cost.
8. I was able to dock a Titan in an Astrahus. Is that intentional?
9. After docking a Titan, right-clicking on the ship displays a cryptic message about not having the right keys.
10. You can activate the first-person camera for the structure, but it's strange since the view is always fixed.
11. Before the shutdown a few minutes ago, FD- was running with a time dilation factor of 50%, with about a half-dozen people in system.
12. The interior and exterior audio feels very loud. The audio controls for interior audio in the current stations don't seem to work for citadels, and I was unable to find a new control that did anything, other than Master.
13. The citadel's fuel bay seems to have an unlimited size. Is that intentional?
Maybe not a bug, but being able to dock a Titan in a station and then having the camera fixed feels broken. If I can spin the camera around the ship while in space, why not while it's docked?
Suggestion: while docked with any ship, with the station interior visible, I would really like to see two things:
1. The actual ships other users are in while docked. Not every user, of course, just a couple of "neighbors"
2. A "big window" that shows outside the station. I don't need to see everything outside like in the current view -- just part of it. I would much, much, much rather have that than those (silly and very annoying) video monitors. |
Vincent Athena
V.I.C.E.
3792
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Posted - 2016.03.23 12:48:41 -
[166] - Quote
I set one up, then checked to see what was needed to take it down. I could not find any options for unanchoring and/or scooping. Where are they?
Know a Frozen fan? Check this out
Frozen fanfiction
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 13:04:06 -
[167] - Quote
Vincent Athena wrote:I set one up, then checked to see what was needed to take it down. I could not find any options for unanchoring and/or scooping. Where are they?
they are in the structure management window
also the citadel missiles seem confused
in some cases they are SD MD LD and others they are HD MD LD
i'm assuming the first set is Sort Distance Medium Distance Long distance
while the second is High Damage Medium Damage and Low damage
may want to pick one or the other
Citadel worm hole tax
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 13:18:58 -
[168] - Quote
CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX
Citadel worm hole tax
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Selak Zorander
Mord-Sith
7
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Posted - 2016.03.23 13:34:25 -
[169] - Quote
Ayira Naydir wrote:Since the Game didn't let me submit a Bug Report (Can't chose a Category) i gona Post it here: I set up three Citadels, which finally anchored after the Timer Bug got sorted out, the Medium and Large are just fine, but the XL Keepstar was Damaged for some reason, and is now stuck in a "Secure: 0s" Timer since yesterday. I can't repair it, nor does it Repair itself as stated. I started anchoring a second one which will go up in 13~hours and see how this acts upon going online, because it also shows ~29% Armor damaged like the other already. http://imageshack.com/a/img924/5807/Jd5xkC.png To Highlight the Timer
Im having the same issue with mine. Its stuck at "secure: 0s" and sitting at 24% armor but as far as i know it has never been attacked as no notification about that was ever sent. |
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 13:37:27 -
[170] - Quote
Lugh Crow-Slave wrote:CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX
No, at least not for the initial release. Anything more would be a decision for the art dept.
Quality Assurance Analyst
Team Game of Drones
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Lugh Crow-Slave
1724
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Posted - 2016.03.23 13:54:51 -
[171] - Quote
CCP Claymore wrote:Lugh Crow-Slave wrote:CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX No, at least not for the initial release. Anything more would be a decision for the art dept.
q.q one day maybe i'll be able to see the top of my nag
Citadel worm hole tax
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CynoNet Two
GoonWaffe Goonswarm Federation
709
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Posted - 2016.03.23 13:58:42 -
[172] - Quote
Lugh Crow-Slave wrote:CCP any chance we can get this hanger to also include capitals and not just supers us WH pilots would like a change of scenery every now and then to and Christ dreads are bigger than supers lore wise wouldn't they also need the bigger bay? and dont even get me started on the FAX
Liking this idea; the Naglfar and FAX already break current hangar interiors so it just makes sense. |
NextDarkKnight
Mental Disorders Inc. Guardians of the Asylum
49
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Posted - 2016.03.23 14:09:38 -
[173] - Quote
If I land near a citadel with a golem and go into bastion mode while being engaged.. My bastion cycle will end but won't allow me to reactivate or move or warp away. Even with logging off the Golem stays stuck and leaving ship. The only way to fix the golem is to scoop it with another ship. |
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 14:13:39 -
[174] - Quote
NextDarkKnight wrote:If I land near a citadel with a golem and go into bastion mode while being engaged.. My bastion cycle will end but won't allow me to reactivate or move or warp away. Even with logging off the Golem stays stuck and leaving ship. The only way to fix the golem is to scoop it with another ship.
Enter a bug report for this please.
Quality Assurance Analyst
Team Game of Drones
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Ace Aideron
Red Falcon Group Intrepid Crossing
6
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Posted - 2016.03.23 14:29:05 -
[175] - Quote
I had a short engagement after my XL entered vulnerability today.
1. The damage-dealing modules worked, except the bumper (didn't try the tractor).
2. After the missile batteries finished one batch of missiles, they wouldn't reload. The error was that reloading isn't allowed when the structure is damaged. Is that intentional?
3. After the engagement, the message on the structure's icon said something like "Repair 14m 50s PAUSED". I didn't see a countdown.
4. The structure did eventually repair, as shown in the damage info near the cap display. However, although the shield went full, the percentage (which I have enabled) remained at 99%.
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CCP Claymore
C C P C C P Alliance
268
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Posted - 2016.03.23 14:32:29 -
[176] - Quote
Ace Aideron wrote:I had a short engagement after my XL entered vulnerability today.
1. The damage-dealing modules worked, except the bumper (didn't try the tractor).
2. After the missile batteries finished one batch of missiles, they wouldn't reload. The error was that reloading isn't allowed when the structure is damaged. Is that intentional?
3. After the engagement, the message on the structure's icon said something like "Repair 14m 50s PAUSED". I didn't see a countdown.
4. The structure did eventually repair, as shown in the damage info near the cap display. However, although the shield went full, the percentage (which I have enabled) remained at 99%.
1. Cool 2. No, you should totally be able to reload, there is already a defect on someone to fix this. 3. It should be paused whenever it is being shot, and should be paused for I think 30 seconds, then it should continue counting down 4. This is probably another fantastic example of "EVE Rounding", I will take a look.
Quality Assurance Analyst
Team Game of Drones
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helana Tsero
Science and Trade Institute Caldari State
428
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Posted - 2016.03.23 14:38:41 -
[177] - Quote
Some feedback on the aesthetics of the citadels.
- Great job on making the structures look cool. seriously well done !
- when docked you need to allow us to zoom in to the citadel alot more.. like really close. I want to look at the citadel not see it from a distance.
- that tethering graphic tractor beam needs to go. looks silly. Why is it even needed ? the overview indicator should be enough.
- the small displays should feature ads for citadel services or even business not just random meaningless symbols.
- the traffic indicators (assume they are traffic indicators and not construction bots).. the small firefly dots could be better.. there is so many that it looks like the citadel is taken over by fireflys.. not ships. In caldari space they are fairly good but in minnie space.. the firefly dots combined with the red background looks a bit to busy.
- was hoping to be able to see the citadels defenses visible on the citadels.. like large missile batteries etc..
- tethering indicator ring is subtle and well done.
- hope to see some advertising billboards included soon. and also space for corp logos.
- where is the indicator of how many pilots are docked in the citadel ?
- you are planning to put captains quarters in the citadel... aren't you ??? (please)
- the Fortizar large citadel looks alot smaller than the Astrahus medium citadel.
- citadels need some more multicolored lighting/ shading when viewed from vast distances eg 1000s of KM. because they tend to look like unfinished shapes when viewed from significant distance.
"... ppl need to get out of caves and they will see something new... thats where is eve placed... not in cave..."-á | zoonr-Korsairs |-á QFT !
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Eli Stan
Center for Advanced Studies Gallente Federation
425
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Posted - 2016.03.23 14:56:47 -
[178] - Quote
Would it be possible to allow on SISI (or even TQ) to set the vulnerability window to be larger than the minimum time? To test shooting Citadels, we have only a small time period to do so. I'd like to set the vulnerability windows to be 24x7 so we can shoot our Citadels whenever we want.
Also - anybody got a primer on control permissions? I can take control of my Citadels with the director character I used to deploy them, but not with other characters. I've double-checked corp roles, groups, profiles and skills - far as I can tell I should be able to take control of Citadels, but the button does nothing. I can't tell if I'm doing something wrong or if this is a bug.
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CynoNet Two
GoonWaffe Goonswarm Federation
709
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Posted - 2016.03.23 15:01:18 -
[179] - Quote
Eli Stan wrote:Would it be possible to allow on SISI (or even TQ) to set the vulnerability window to be larger than the minimum time? To test shooting Citadels, we have only a small time period to do so. I'd like to set the vulnerability windows to be 24x7 so we can shoot our Citadels whenever we want.
Also - anybody got a primer on control permissions? I can take control of my Citadels with the director character I used to deploy them, but not with other characters. I've double-checked corp roles, groups, profiles and skills - far as I can tell I should be able to take control of Citadels, but the button does nothing. I can't tell if I'm doing something wrong or if this is a bug.
Check the Business > Groups function for setting structure permission groups. It's work-in-progress but some parts do work.
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Annexe
I N E X T R E M I S Tactical Narcotics Team
33
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Posted - 2016.03.23 15:49:00 -
[180] - Quote
I like how the citadels have small lights around them to give the sense of smaller ships flying around (i assume this is what they are) but is it possible to tone it back a bit?
I remember hearing that citadels will have more/less lights based on activity, i assume sisi has max settings?
Can the colour of the lights be more mono-tone so it doesn't look too much like a christmas tree?
Citadel X-Mas Tree
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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