| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

ShadowHawk
|
Posted - 2004.03.26 16:53:00 -
[1]
Heavy and Medium Nosferatus still don't work... i.e. they take cap from the other ship but don't add it to your own... can we get an ETA on when this will be fixed?
it would be nice if bug fixes would have priority over nerfs and new features... specially with this new influx of players, you want to make sure that they have the most flawless play experience...
Your 280mm 'Scout' Artillery I perfectly strikes Sansha's Scavenger, wrecking for 264.3 damage.
|

XpoHoc
|
Posted - 2004.03.26 16:57:00 -
[2]
I think Medium Nosferatu are fixed on Chaos, but the old bug that it draines your energy if your targets cap is empty is still there. Heavy Nosferatur don't add you any cap at all, that's why I doesn't have that draining bug. [Target Cap = 0, Nosferatu takes x away means target cap = -x and your cap += -x, means it adds negative cap = drains your cap]
 |

Mr Popov
|
Posted - 2004.04.05 04:54:00 -
[3]
Edited by: Mr Popov on 05/04/2004 04:55:59 if (TargetCap < x) x = TargetCap;
TargetCap -= x; YourCap += x;
|

Scorpyn
|
Posted - 2004.04.05 12:16:00 -
[4]
Edited by: Scorpyn on 06/04/2004 12:09:05 Edited by: Scorpyn on 06/04/2004 12:08:31 Edited by: Scorpyn on 05/04/2004 12:30:01
Quote: Edited by: Mr Popov on 05/04/2004 04:55:59 if (TargetCap < x) x = TargetCap;
TargetCap -= x; YourCap += x;
To make things a little clearer :
if(YourCap >= NosferatuCapUsage) { áif (TargetCap < CapDrain) // This check is not made according to XpoHoc áááx = TargetCap; áelse x = CapDrain;
áTargetCap -= x; áYourCap += x - NosferatuCapUsage;
áif(YourCap > YourMaxCap) á YourCap = YourMaxCap; }
|

SlightlyMad
|
Posted - 2004.04.06 09:22:00 -
[5]
Edited by: SlightlyMad on 06/04/2004 09:24:55 edit: No flames  * -"You know, we play the "good guys" right? We kill pirates, griefers, retards and general subversive elements in the EVE-Community. To the rest, we are friendly and always prepared to help out. Peo |

lickspittle
|
Posted - 2004.04.06 10:56:00 -
[6]
Edited by: lickspittle on 06/04/2004 10:57:22 This is what the code does, looks fine to me.
if currentTarget.charge > module.powerTransferAmount: ......currentTarget.charge -= module.powerTransferAmount ......currentShip.charge += module.powerTransferAmount else: ......currentShip.charge += currentTarget.charge ......currentTarget.charge -= currentTarget.charge
Maybe the target just doesn't have any charge to give? -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |

Jarjar
|
Posted - 2004.04.06 11:07:00 -
[7]
Well the code looks good, but it doesn't add to your own cap, and when the other ship is drained, the nosferatus start draining your own cap as well.
Might be a stupid question player to dev; but are you sure that code is in use? 
|

Jim Raynor
|
Posted - 2004.04.06 11:12:00 -
[8]
the problem is they take 100 energy from you, and then transfer 100 energy back to you, there's no net gain.. is that intended? ------
ROBBLE ROBBLE |

bugeye
|
Posted - 2004.04.06 11:16:00 -
[9]
Quote: Well the code looks good, but it doesn't add to your own cap, and when the other ship is drained, the nosferatus start draining your own cap as well.
Might be a stupid question player to dev; but are you sure that code is in use? 
It does add to your own cap, the problem is the activation cost, my medium nosferatus suck 30 cap (activation) and then gives me 30 cap from the target (if the target has any cap left). Description say's that the module has no activation cost, so why do i need cap to use it?
business is war! |

Ebedar
|
Posted - 2004.04.06 11:17:00 -
[10]
Yeah, the way they work currently is that they need 100 energy to activate and they drain 100 energy from the target.
So if the target runs out of cap, they still use the 100 energy to activate, but they can't drain the equivalent amount from the target (hence your own cap goes down).
This was the state of play last time I tested them, around 2 weeks ago. My own cap dropped to 0 while using them and it wouldn't let me drain my opponent's cap as I didn't have enough power to activate them 
My life in pictures:
 |

Eight
|
Posted - 2004.04.06 11:22:00 -
[11]
It's fixed on Chaos now and will go out with the next TQ update (I have no information as to when that might be).
~Eight |

Ebedar
|
Posted - 2004.04.06 11:50:00 -
[12]
Quote: It's fixed on Chaos now and will go out with the next TQ update (I have no information as to when that might be).
w00t!

My life in pictures:
 |

Scorpyn
|
Posted - 2004.04.06 12:05:00 -
[13]
Edited by: Scorpyn on 06/04/2004 13:19:29
Quote: if currentTarget.charge > module.powerTransferAmount: ......currentTarget.charge -= module.powerTransferAmount ......currentShip.charge += module.powerTransferAmount else: ......currentShip.charge += currentTarget.charge ......currentTarget.charge -= currentTarget.charge
Ok, I see 2 possible problems - one that was also in my code 
1. There is no check to see whether the cap of the nosferatu ship is exceeded beyond maximum after the cap has been transfered (this error was also in my code (corrected now), perhaps done somewhere else in your code?)
2. Cap usage is not included (again, perhaps done somewhere else?)
Well, since you claim that the code has beed fixed I'll just have to trust you I guess 
(alt+255 for spaces like this : áááááááá<- See? )
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |