PotBS Dev Tracker

All times are Eastern USA (GMT -04:00)

Marion vanGhent
1 in thread The Bahamūt [Shipwright Discussion]
For the broken glass and similar bits: so long as it's historically appropriate and physically plausible, it should be fine. That said, it will be best if you make and group these elements such that they can easily be replaced if needed. E.g. don't merge the boarding into other hull wood meshes, keep the windows and nails their own mesh and not merged into metal hull fittings, etc. Does that make sense?

Meanwhile, the approved gun count for the Bahamūt was made after careful and thorough consideration of the ship's construction, its r? and its history. We're already kissing the historic limit of number of guns per deck, especially in light of the fact this is intended to be a refit of a captured merchantman. She's not heavily constructed two-decked warship, but a refitted cargo hauler. While you are welcome to consider other ship plans which might fulfill your hopes, more than 44 guns cannot reasonably be added to this particular ship.
Rusty
1 in thread Isildur on PotBS, July 2007 [Ask an FLS Developer!]
Quote:
Originally Posted by beltpouch
Just curious Rusty. I imagine these shallow will be implemented by making it so the big ships can't engage the small ships in combat, however the big ships will still be able to enter the zones I imagaine.

My question is will small ships still be able to engage the big ships? I can see some serious problems if they can't :-)
I doubt it, but there's another way to solve the problem of economic traffic.
Rusty
1 in thread Isildur on PotBS, July 2007 [Ask an FLS Developer!]
Quote:
Originally Posted by Cat Swift
Interesting. I wonder if you could remove the noob area protection regarding contention decay (that is causing a lot of controversy), put those areas back to normal decay, and implement a "shallow water pvp zone" around those ports instead. So you cant enter a pvp fight in a "shallow water pvp zone" unless you are in a "shallow water" ship.

Kill 2 birds with 1 stone.
We've talked about it, though I'm very wary of significantly opening up the noob area.
DrewC
1 in thread Will the Crated Ammunition bug be fixed in 1.3? [Ask an FLS Developer!]
Sorry for the delay on responding to this. Yes, in 1.3 the following Ammo crates (and crates only) will be unsecured cargo:

Langridge
Canister
Grape
Star
Chain
Bar
Stone Round
Bronze Round
Round

Ammo out of the crate will continue to be secured.
Aether
1 in thread Mayan Temple quests [Discuss: World & Missions]
We are looking into this now, we'll report back to this thread with additional information as soon as it is available.

Best,
Aether
Danicia
1 in thread Servers down? [Known Issues / Troubleshooting]
Quote:
Originally Posted by plymouthbloke
same here got disconnected form orleans PB and cant re connect
We're aware of the issue and are working on it.
Danicia
1 in thread Servers down? [Known Issues / Troubleshooting]
Quote:
Originally Posted by Elite Mat
Anyone from FLS going to tell us they are fixing it ?
Yes. We're fixing it. Hang tight!
ktatroe
1 in thread Beta Forum Archive [News and Press Releases]
Quote:
Originally Posted by Huneypie
Thanks for the Update - Several of us DO miss them.
Forgot to note: they are back!
ktatroe
1 in thread New Devlog: Sharing Game Data [Devlogs]
Quote:
Originally Posted by urizen
Since the response is XML, made sense to me to just go ahead and dump it in to a XmlDocument, from which one can then extract whatever data is needed, rather than writing to a file.
The advantage of writing to a file is that you can cache it there, which we require you to do (so you don't overload the data services web server with requests which you then parse and display in real time).

But, if you dump that data into a database and cache it there, that works, as well.
Taelorn
1 in thread Fleet Contention Zones [In Concept]
Quote:
Originally Posted by Wintersdark
~nods~ Start out at 12v12; if we regularly fill that, then just keep upping it over time as populations allow.

12v12, then 18v18, then 24v24.
What he said. I should have said UP TO 24vs24, as that's our technical cap. It wouldn't be a starting point unless the servers supported it.