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 Post subject: The perfect ship
PostPosted: Mon 24. Sep 2012, 20:09 
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Joined: Mon 24. Sep 2012, 20:06
Posts: 60
Has anyone ever made it to make the perfect ship yet?
At least one that doesn't have any critical errors. :D

I just spend hours of my life trying to do so but... there isn't enough room for everything.

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


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 Post subject: Re: The perfect ship
PostPosted: Mon 24. Sep 2012, 21:04 
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Joined: Mon 24. Sep 2012, 21:01
Posts: 2
I've been working on it, I think I can get it but it keeps crashing with this error! :
ERROR in
action number 1
of Step Event
for object obj_room_fixed:

Error in code at line 559:
if energy_connection.betrieb = false
^
at position 31: Unknown variable betrieb


happens whenever I'm distributing power to everything..frustrating...also, the lifts wont let me place them when I'm on the 2nd level, but will when I'm on the first. Regardless, it's alpha and it's still awesome. I'm going back in and not distributing power this time.


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 Post subject: Re: The perfect ship
PostPosted: Tue 25. Sep 2012, 08:42 
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Joined: Mon 24. Sep 2012, 13:50
Posts: 13
I can get all the required rooms set up, quite easily, actully. the probelm I Run into is that I always require more crew than the Business case allows. So I'm either over the crew limit, or I have no enough Techs / Pilots.


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 Post subject: Re: The perfect ship
PostPosted: Tue 25. Sep 2012, 15:42 
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Joined: Mon 24. Sep 2012, 20:06
Posts: 60
You can switch the direction the lift goes by using the mouse wheel.

Well, yeah the crew limit is another problem and I don't get it why it's been limited to 25 since there isn't any logical reason I can see.
Also I think the water and airtanks should only need something like 0,5 technicans and only 2 of them should require another one but well that are some balancing issues that will be fixed soon I hope. ;)
That's why I can't wait until we get bigger ships and tons of rooms. :D
I just want to sit down and build those big ships like in Dead Space with an own civilian complex ect. and then cruise through space.

Maybe I should create also a thread "Show your ship" where everyone well... can show his ship. The export plans feature is really neat.

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"Sir, we are surrounded!"
"Excellent! Now we can attack in any direction."


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 Post subject: Re: The perfect ship
PostPosted: Wed 31. Oct 2012, 03:11 
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Joined: Wed 31. Oct 2012, 02:59
Posts: 1
I've been pulling my hair out trying to figure this out. I have to assume that it's a balance issue; the different systems and components require such personnel as to make the 25 member crew-limit impossible to satisfy. Even if it were achievable, 25 still seems like a lot to man a small freighter; perhaps I've just watched too many films, hahaha! Hopefully the next version of the beta will rectify some of this.


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 Post subject: Re: The perfect ship
PostPosted: Tue 20. Nov 2012, 22:20 
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Joined: Mon 27. Aug 2012, 23:56
Posts: 18
BobbyDylan wrote:
I can get all the required rooms set up, quite easily, actully. the probelm I Run into is that I always require more crew than the Business case allows. So I'm either over the crew limit, or I have no enough Techs / Pilots.


I can only confirm this, since my experiances are the same. So that is a question for ratakari to fix the balance.


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 Post subject: Re: The perfect ship
PostPosted: Wed 21. Nov 2012, 10:29 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
I' completely agree - I will fix this.


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