Starship Corporation

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 Post subject: Re: Content
PostPosted: Wed 21. Nov 2012, 15:54 
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Joined: Thu 23. Aug 2012, 22:17
Posts: 13
very nice! you should put a short info into the "update" topic so all will be able to find out. or a short update on homepage?
my warmest condolences you had to move to france.
you know that interpol will be able to find you as well in france? as long as you dont move to Maldive Islands with our money all will be fine :)
keep up the good work!


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 Post subject: Re: Content
PostPosted: Thu 22. Nov 2012, 07:19 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
Zeih wrote:
You just got my panties wet. And I'm a dude not wearing any panties.


i'd be concerned if your WERE a guy wearing panties bro... O.o

Ratakari wrote:
good point, I will look into that.
@ lowerman: I will try to include at least to different construction missions this time.


glad i could remind you X3 it's a habit of mine to divide up decks, you know, engineering deck had the engin room and all the generators, crew deck has life support and cre quarters, etc, etc, it's really been grinding me not being able to put all my generators on the same deck X3

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 Post subject: Re: Content
PostPosted: Thu 22. Nov 2012, 12:55 
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Joined: Sun 21. Oct 2012, 13:52
Posts: 7
Glad to hear something! My wishes are still with this game. Best of luck and good work.


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 Post subject: Re: Content
PostPosted: Sat 24. Nov 2012, 01:26 
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Joined: Wed 21. Nov 2012, 04:13
Posts: 29
Aestuo wrote:
...

one question though, are the power lines from the generators to the rooms deck specific? or can the power lines be run in-between decks? i still think it's rather silly to have to put a brand spankin new generator on a deck that only needs one room powered while the generator below or above that deck can easily power the aformentioned room.


Possibly creating a small but very useful room called

Power Junction box (room)

This new item has a direct line to the power generator and allows for connection at level of the ship to power.
I think it would easy to program similar to the lift in that you either have to have the Power Junction box just above the generator or, you can tell the Power Junction box which generator it is attached to (so you can place it any where).

Dave Chase


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 Post subject: Re: Content
PostPosted: Sun 25. Nov 2012, 22:47 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
Exactly! I have already created a room to connect power between decks, that works like the lifts do - only I called it "Power Connection".
Also, I changed the Power Relay to to work as a Power Switch (or rather 3 switches), to be able to change between circuits fast and easy. For example, raise the shields!

Image


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 Post subject: Re: Content
PostPosted: Mon 26. Nov 2012, 05:37 
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Joined: Sun 18. Nov 2012, 00:50
Posts: 4
^cool


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 Post subject: Re: Content
PostPosted: Mon 26. Nov 2012, 06:28 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
can't wait for a playable version! X3

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"Sleep after toil, port after stormy seas, ease after war, death after life does greatly please."
"We are here and it is now. Further than that all human knowledge is moonshine."


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 Post subject: Re: Content
PostPosted: Mon 26. Nov 2012, 12:30 
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Joined: Fri 10. Aug 2012, 06:16
Posts: 60
Location: In Spaaaaaaaace
Omg omg omg!!! >.< Don't know how badly I want to play this..GRRRRR!

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 Post subject: Re: Content
PostPosted: Mon 26. Nov 2012, 14:08 
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Joined: Mon 24. Sep 2012, 20:06
Posts: 60
Really, nice. :D

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"Excellent! Now we can attack in any direction."


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 Post subject: Re: Content
PostPosted: Wed 5. Dec 2012, 17:47 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
With the powerline and tube system almost bug-free now, the next logical step is of course to implement fuel and air pipes to connect fuel and air tanks to engine room and lifesupport! This shouldn´t take too long ;) .

Another new feature possibilty opened up: All the powerlines and pipes could be places the crew, enemies (or aliens) could move slowly from room to room, avoiding security and surveillance and pop up anywhere! Think "Jefferies tubes".


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