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 Post subject: Re: ***Update v70a***
 Post Posted: Sun Jul 01, 2012 11:31 am 
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Update on change log

Added a total of 6 new wrecks total so far.
Added the Hammerhead II 22,000 armor - 150 cargo - 150bots/bats - 7 guns Sold at Sheffield Station
BH now use HH 2 in encounters as well.


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 Post subject: Re: ***Update v70a***
 Post Posted: Sun Jul 01, 2012 8:46 pm 
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Duplicated Line in the Change Log.

*] All CM's, Energy Missiles, and Mines do not use Ammo. (Simply Turn Them On) or continue to Launch them with your favorite buttons of choice.


Insert Word: **

*] Made NPC shields loot-able. These shields are not the player shields. They only regenerate at 5 point per sec so are useless to the player but can be sold (Do not make the mistake of mounting one of these just because it is a Class 10, and you have only a Class 5. You WILL be **Sorry. Sell it as suggested.)


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 Post subject: Re: ***Update v70a***
 Post Posted: Sun Jul 01, 2012 8:59 pm 
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Lone-Wolf wrote:
Duplicated Line in the Change Log.

*] All CM's, Energy Missiles, and Mines do not use Ammo. (Simply Turn Them On) or continue to Launch them with your favorite buttons of choice.


Insert Word: **

*] Made NPC shields loot-able. These shields are not the player shields. They only regenerate at 5 point per sec so are useless to the player but can be sold (Do not make the mistake of mounting one of these just because it is a Class 10, and you have only a Class 5. You WILL be **Sorry. Sell it as suggested.)



OK thanks LW got it taken care of.

Keep them coming. Also anything I need to add to the readme post as well.


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 Post subject: Re: ***Update v70a***
 Post Posted: Mon Jul 02, 2012 4:00 pm 
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Found one more...

*] All Player Freighters the max cargo now 1200 for the Humpback & Dromedary. 1800 for the Rhino 2, and 2400 for the Armored Transport.

Armored Transport is 2500.


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 Post subject: Re: ***Update v70a***
 Post Posted: Mon Jul 02, 2012 8:49 pm 
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Thanks LW

Change Log
Went back to Docking Rings after some testing the NPC's kept flying into planet and blowing up. Also it could happen to players...
Added weapons to Toledo and Monkey/Robot planets Docking ring


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 Post subject: Re: ***Update v70a***
 Post Posted: Tue Jul 03, 2012 7:20 am 
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FlyByU wrote:
Change Log
Went back to Docking Rings after some testing the **NPC's kept flying into planet and blowing up. Also it could happen to players...


**I saw that several times, but as I have seen it many times in the past, especially with Freighters trying to turn around, I thought it had some since of normalcy.

**There was once or twice that I saw my ship start to have that Entering the Atmosphere look to it prior to going to the Docking Cut Screen.


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 Post subject: Re: ***Update v70a***
 Post Posted: Wed Jul 04, 2012 12:15 am 
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Version 70a is now on server. It is being tested over July 4th 2012. It will be open to the rest of the players on July 5th 2012


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 Post subject: Re: ***Update v70a***
 Post Posted: Wed Jul 04, 2012 12:54 am 
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Another thing I'd like to do is have our own Leveling. My total worth on char now is 171mill and I am lvl 71 already.

Now I would like to do away with this lvl 90 garbage because it only goes up to the first 900 million if that. Now what I would like to see is our own levels be different. I can make us have 40 total levels and they will go to 2 billion but leveled FlyByU's Server Style.
if you are a level 40 you will be have a lot of stuff in this mod.

So what do you all think. Levels dont really mean anything in my mod. However, the way original FL goes the levels are on the Ridiculous side IMO.

an example: This isn't final. Just an example I throw together real fast. We can fine tune it to this mod.

= 0, 0
= 50000, 1
= 100000, 2
= 145000, 2
= 245000, 3
= 400000, 4
= 600000, 5
= 825000, 6
= 1075000, 7
= 1450000, 8
= 1850000, 9
= 2275000, 10
= 2850000, 11
= 3450000, 12
= 4075000, 13
= 4825000, 14
= 5600000, 15
= 6275000, 16
= 6875000, 17
= 7000000, 18
= 7475000, 19
= 8975000, 20
= 10475000, 21
= 12075000, 22
= 1375000, 23
= 14775000, 24
= 16675000, 25
= 25675000, 26
= 50875000, 27
= 100175000, 28
= 144175000, 29
= 229175000, 30
= 546175000, 31
= 635175000, 32
= 896175000, 33
= 1059175000, 34
= 1274175000, 35
= 1481175000, 36
= 1687175000, 37
= 1850000000, 38
= 1945000000, 39
= 1985000000, 40


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 Post subject: Re: ***Update v70a***
 Post Posted: Wed Jul 04, 2012 1:09 am 
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Never paid much attention to levels, just got me in trouble when i was a lv 74 an got blown out of the sky with a lv 35 mission. Learned to be aware of my ship and its loadout make it so.


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 Post subject: Re: ***Update v70a***
 Post Posted: Wed Jul 04, 2012 7:07 am 
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Sounds good to me.

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13 Years & Counting.

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 Post subject: Re: ***Update v70a***
 Post Posted: Wed Jul 04, 2012 6:16 pm 
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FlyByU has asked me to post that testing is going well, and is almost done.

The new release v70a should be up-loaded and ready for release by around 12 am tonight.


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 Post subject: Re: ***Update v70a***
 Post Posted: Wed Jul 04, 2012 10:17 pm 
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With the new monetary set up, I went around the Galaxy and checked for possible "Milk Runs". I think most of those have been converted into Longer Range, Lucrative Runs.
(If some short range "Milk Run" still remains, we would appreciate the player who finds it bringing it to our attention)

I have also done a small bit of Mining: Niobium near Falkland, and Diamonds in Dresden. Niobium, I filled a rhino II in just under 1/2 hr, and made just over 2 million. Diamonds, I filled the same ship in Just over 1/2 hr, and made 2.25 million.
With the right ship, Money can be made by mining.


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 Post subject: Re: ***Update v70a***
 Post Posted: Thu Jul 05, 2012 12:10 am 
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Update v70a is now out and ready to download. Server is up and ready to go. Just waiting on you to get on.

I want to thank Paladin, Recon, Lone Wolf for all there help in testing out the new version. They did a great job.

To Download go to the Download thread at the top of this forum. Or Click here FlyByU's Server is Now Up and Running v70a *Download Mod Here*



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