Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
06-08-2012, 10:32 AM
Quote:
Need or Greed overhead notifications are now disabled by default.
They may be re-enabled via the notification settings.
I'm confused... What does this mean?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
06-08-2012, 10:35 AM
Zero ,
You are always so awesome comunicating with us and problem solving / bug squashing.

Thank you for all you do , I consider you one of the brightest stars in the Cryptic Universe!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
06-08-2012, 10:47 AM
Quote:
Originally Posted by ZeroniusRex
...It's about a year's worth of code and bug fixes, so grabbing all the real changes that went in was a bit rough. Thanks!
UUUuuUUuuuh... uh... oh.. oh dear. I need... to take a cold sonic shower.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
06-08-2012, 11:47 AM
Quote:
Originally Posted by dribyelruh View Post
Challenge accepted
Just for this, coming out of my very short lived retirement!

Edit: Force warps 1 of of our team members constantly upon map entry - Dreaded 10 sec count down - Code built in for Pandas??....lol

Jorf's fault!

Edit 2: 6 times on the bounce 1 of us is forced to leave - Happens when we que or create private.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
06-08-2012, 01:31 PM
Quote:
Originally Posted by ZeroniusRex
Foundry:
  • The Foundry editor has been re-opened!
  • There are some projects that will need to be edited before they can be republished, but most of them will auto-republish just fine.
  • Multi-select has been added!
    • Left-click now defaults to multi-select.
      • This is changeable in the Map menu.
    • Middle-click and space+left-click pan the map.
  • There are additional behaviors available for contacts and NPC groups.
    • Have fun!
  • The controls in the costume editor have been updated.
  • Image previews for ground objects and contacts are now in 3D.
    • Itís a known issue that some of the image previews are cropped incorrectly for contacts.
  • Mission flow has been changed.
    • Rather than having map transitions created automatically, an author needs to manually place them.
    • All objectives must be placed on a map.
    • Maps cannot be placed inside Complete Alls.
    • There is a new objective type: Dialog with Object.
  • Added the ability to have no interact time for interact objectives.
  • The name displayed in the reticle for interact objects is now labeled with the actual name specified for that object in the map editor.
    • Boy that was hard to explain.
  • The preview image for some of the alien artifacts no longer includes a bounding cylinder.
  • The backdrop Template "Interior Sky Starfleet 01" now works with the Utopia Planitia map.
  • Updated the Utopia Planitia Foundry Map template.
    • Removed the glass doors.
    • Replaced the abominable starship with a single Nova class.
    • Added the Utopia Planitia backdrop template to the Foundry.
  • Dialog popups can no longer be set to "Objective Complete".
    • This unintended feature never actually functioned as expected.
    • They can use "Component Complete" instead".

See first post for Known Issues.
Wow, updates. Will these break existing missions? I think I have quite a few dialogues set to appear using obj complete.

This also eliminates the sector space trick.

I love it that we're getting updates, but some changes are big enough that a ton of missions may need to be redone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
06-08-2012, 01:34 PM
Also;

Quote:
There is a new objective type: Dialog with Object.
I'm away from home for the next few days. Can someone tell me if there are object costumes for the dialogues?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
06-08-2012, 01:47 PM
Thanks for hitting so many items in the update especially the Transphasic torpedoes. Time for yellowy death for the enemies of the Empire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
06-08-2012, 02:13 PM
Quote:
Originally Posted by Marvossk
Thanks for hitting so many items in the update especially the Transphasic torpedoes. Time for yellowy death for the enemies of the Empire.
Oh it was a glorious battle in attack transports on tribble I was able to take a tactical b'rel captain in Enhanced Battle Cloak mode and disable all 6 freighters and take their cargo before the 2nd starfleet ship could warp in just using all transphasics.

Although on another topic of these patch notes regarding contraband I have a few issues I do not think I clearly touched on that need to be reviewed before this increase in contraband per turn in is put in.

#1. The feds cannot get anywhere near the amount of contraband a KDF player can get so its even punishing those people who prefer the federation even more in this regard.

#2. In regards to feds even though the slavers chance of contraband is so so small and even less than 1/4 of a percent chance and costing currently 15 turn ins for one hangar they do not even have something like this to get the contraband requirement thats being doubled.

#3. I can see the validity of doing it when some of us can get so much dilithium but in all due respect it was stated this system was designed to reward players based upon time played and it is not like I am playing 30 minutes a day with a multiple amount of KDF toons doing doff missions to get contraband it is taking an excessive amount of time to obtain it all. In which being working towards getting things with dilithium I can't stop this change but I do feel that if it is going to be increased I do believe there must be a tangible way to still acquire the contraband amounts I am spending time to get.

#4. Back on Slavers if there are not going to be more contraband missions for both sides due to this change I believe the rate in which you get contraband with the slavers is so low when people ask me if it is worth it to get them I tell them no because the rate is so low that most people are wasting their dilithium to get these pets for that.

#5. This is a long shot but I believe contraband should be rewarded more heavily due to this increase because of the fact for KDF players this was sort of our pro's vs con's of federation vs kdf in the doff system where they had refugees and we had contraband but its killing the purpose we have for it on the kdf where we do not see anything like this happening for the advantage federation side has on refugees.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
06-08-2012, 02:23 PM
Quote:
Originally Posted by Kirkfat View Post
Wow, updates. Will these break existing missions? I think I have quite a few dialogues set to appear using obj complete.

This also eliminates the sector space trick.

I love it that we're getting updates, but some changes are big enough that a ton of missions may need to be redone.
Most of the changes will not cause existing missions to not automatically republish. However, there are a few things that will require the author to fix up their mission first.

We ran validation on the entire Holodeck Foundry project database, so we think/hope we've got a fairly good idea of what to expect with regard to any incompatibility issues.

It's also worth noting that the options we removed weren't actually functioning correctly, at least not consistently.

And to answer your question asked in a follow-up post, there is an option to set a headshot with Dialog with Object (it's under Advanced Dialog, once you create that objective).

EDIT: Just re-read your question -- currently there are no new headshot images available.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
06-08-2012, 03:33 PM
Quote:
Originally Posted by ZeroniusRex

EDIT: Just re-read your question -- currently there are no new headshot images available.
If we could use a generic fed, neutral, or klingon logo in place of a face, it would mean the world to us.
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