Biological Assembly and Automated Miners

Post ideas and suggestions on new features or improvements here.
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posted on September 17th, 2011, 12:36 am
Yeah, back when I did a lot of stock tinkering that was a big cause of crashes or general problems for me.

Hmm prehaps a starbase classed as a research station label, and the 'pods' add the yard and trade station abilties ?
posted on September 17th, 2011, 1:46 am
TradingStations are children of MiningStations and thus can use all the same commands: TradingStation - The Hitchhiker's Guide to Fleet Operations

freighterName can be used to specify any GameObject at all.
posted on September 18th, 2011, 11:52 pm
Automated trading ships would be an awesome idea. I imagine it's possible since Ferengi cargo ships automatically come to dock at trading stations in A2.
posted on September 19th, 2011, 1:21 am
Yeah, what Im thinking would be cool to do, would be set up an automated trade system.

You have some ships that just go from point A to B, and others that make a circut between several stations.

I've made attempts at this before, but my .odf skills were never the best and I just had a lot of crashes.

Past that the other thing for the trade I'd consider as useful would be to set some expansion pods on stations to allow trade ship docking, so other ships could allow the traders to dock, but in the times were I've coded that in the past, it was crash prone (it'd work w/o glitch one day, continualy cause a crash the next day). The other problem was I lacked anyone to make the graphics :p
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