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Alderaan suffered less losses... (Posted by Evan on Year 20 Day 201)
 1Year 20 Day 201, 18:44Evan banned player Sofia Meadow providing the following reason: Multi Ban 2Year 20 Day 201, 18:44Evan...

Hello There. (Posted by Noctis on Year 20 Day 170)
Character Dillon Mckinnon is now known as Jake Forager.   Update your holiday card list.

Hello. Is it me you're looking for... (Posted by Noctis on Year 20 Day 169)
 1Year 20 Day 169, 18:34Noctis banned player Twilight Shafagh providing the following reason: Multi Ban - Accounts coming under...

Community News

MOAR MATCHES (Posted by Noctis on Year 20 Day 158)
  Go vote! Or else! Death Match GRUDGE MATCHES!  

Stepping down as art team director (Posted by Ulrike Rayne Schultheiss on Year 20 Day 201)
Hi everyone, As of today, I've decided to step down as art team director. For the time being, Jic will be acting as the art team d...

Community Design Contest - Military/Security Droid (Posted by Baugrems on Year 20 Day 201)
Now that the Zookeepers have won the Zoo Feud Quest, the design contest is open! Anyone can participate. Even if you did not partic...

Technical News

Sync Report Y20D215 (Posted by Clarr Solo on Year 20 Day 215)
Known issue with this sync: - Some NPCs and droids assigned to work in stations, facilities (for example mining) may show up outsid...

Sync Report Y20 D194 (Posted by Clarr Solo on Year 20 Day 194)
Travel Planner: - There is a new method for automating ship/vehicle travel: Travel Planner. - Travel planner is available from the...

Sync Report Y20D173 (Posted by Clarr Solo on Year 20 Day 173)
Bugs: - When on a page that has a "text filter" (equipment, party, other pages), you can now do an exclude a word by putting a minu...

(Posted by Clarr Solo on Year 20 Day 215 20:19)

Known issue with this sync:
- Some NPCs and droids assigned to work in stations, facilities (for example mining) may show up outside and ontop of the thing they are working at. This is an existing issue (it used to affect repair only, now it may affect more things). It is a long running issue with how the "working" status is stored and will be fixed slowly over the next few syncs. It should not affect gameplay (your NPCs/Droids should still be inside the facility, it is simply a visual issue that they are showing up outside).
- Error message when adding production queue item: there is a workaround, make sure you select a image (click on a small image and a large image, even if its the defaults) using the "change image" button before adding a queue item. Will be hotfixed soon. Hotfixed.


Changes to Repairing:
- Repair no longer generates events for RM usage or credits sending (previously would generate many spamming events hourly).
- Credits sent will still show up under the transaction sheets, but will not generate an event or make notifiers flash.
- Some equations have changed, in general repair is overall quicker, the repair cycle occurs is less often, uses less RM, cost less credits.

- Fix issue with travel planner not considering ground travel duration when calculating cross terrain travel.
- Fix issue with travel planner being able to be used without pilot set (now same requirements as other forms of travel)
- Fix issue with travel planner where city you are currently in does not show up
- Fix custom image deny reason not showing properly.
- Fix issue when ground attack page crash when attacking enemy party that has moved
- Fix issue where character corpses could be claimed.
- Add check/warning that you are set as pilot to the cockpit tractor beam page
- Fix issue with GuardAction not being cancelled when capturing droid (If you have a droid acting weird and trying to attack things, repackage it into a crate or open a support ticket) [Issue occured when bandit squad with droid as leader was captured]
- The issue that caused duplication of wrecks during the event has had multiple fixes added.
- Fix issue with force student/master invitations not working.
- Fix issue with faction creation invitations.
- Added icon for disabled entities on the cockpit scanner.
- Cockpit docked ships/vehicles page, and cockpit materials page now segments load locations similar to the boarding page, loading targets are sorted by capacity.
- Cockpit scanner filter now stays applied when loading more entities, entities are sorted by in cockpit scanner.
- Fix issue with recycling crashing when returning materials when using a wrecker ship docked inside a station
- Fix issue with space combat XP when pilot of ships are unassigned or assigned to different character
- Add combat events for ship pilot and commander.
- Fix issue when pilot is reassigned during prospecting.
- Add event for ship capture failure.
- Fix issue with deleted entities causing crashes (crash caused by attacking something and own ship destroyed in return fire)
- Fixed a bug to do with Blue IFF status (wrecks) not showing up correctly in cockpit/room scanners.
- Fixing production applied custom images (does not affect things already queued)

Web Services API:
- Cargo Crate Product Type exposed as part of InventoryEntity route.
- Newly generated links to entities containing a “/“ in their name will now work (any old links will remain broken)
- Add developer-only priv to send_credits resource to allow bypassing credit limits on only the developer’s own account

(Edited by Clarr Solo on Year 20 Day 217)
(Posted by Noctis on Year 20 Day 158 23:01)


Go vote! Or else!

Death Match



(Edited by Baugrems on Year 20 Day 216)
(Posted by Ulrike Rayne Schultheiss on Year 20 Day 201 15:19)

Hi everyone,

As of today, I've decided to step down as art team director. For the time being, Jic will be acting as the art team director.


(Posted by Baugrems on Year 20 Day 201 13:49)

Now that the Zookeepers have won the Zoo Feud Quest, the design contest is open! Anyone can participate. Even if you did not participate in the quest, you can submit a design.

You can submit up to 2 designs per person. Winner will be decided by members of the Zookeeper team.

See this link for full rules and to post your submissions: http://www.swcombine.com/forum/thread.php?thread=77251&page=0

(Posted by Baugrems on Year 20 Day 200 21:59)

The long journey has come to an end. The Zookeepers have come out on top! This means that soon we will open a community design competition for a new Security/Military droid to be added to the game. Rules and links for that will be posted in a separate news soon.

Want to leave feedback or give suggestions for future quests? Want to see some code examples on how to build these?

Feedback/Code Thread is open: http://www.swcombine.com/forum/thread.php?thread=77247&page=0


(Posted by Baugrems on Year 20 Day 190 23:05)

Phase 3 is here!

In this news post from before, you saw that we would be doing a bit of space combat for phase 3 of the Zoo Feud. The day has arrived so get ready to rumble! A few pieces of important news and some rules should be read ahead of time though!


Dissolved teams may join one of the other two teams for phase 3

Sport hunters unfortunately did not find enough support to gain any victories. They have been dissolved.

Tech Lovers did their best to come out over the other teams, but fell short of reaching the final round. They have been dissolved.

DNA Bashers held a solid second place despite being outnumbers by Tech Lovers. They are in the final round.

Zookeeper Alliance dominated the field, so far. Can they be defeated by DNA in this final round?


  • Commander Bob at the entrance of Zoo Stations is your only contact for phase 3.
  • Spawning your ships adds 10 points.
  • All ships for both teams will be Hostile owned, pay attention to the name of the ship.
  • Shoot down ships with the OTHER team's name.
  • Destroying an enemy ship adds 1 point
  • Destroying your own ships will give 1 point each to the enemy team.
  • No datapads or admins will give score updates. The score will remain unknown.
  • The phase will end on Y20 Day 201.
  • Renaming your ship to try to fool others into arrest is against the rules for this event.
  • The administration can add to these rules or punish for the golden rule as well. Don't try to cheat the system.


In Space Combat it is possible to disable/become disabled. A disabled ship can be boarded. While this is usually not an issue for your own ship, the hostile ships can be captured. This means if you board one and someone else captures it, you might be captured/killed. Be aware that capturing is NOT required or recommended for Phase 3, but is allowed.

Sometimes, a hostile ship will spawn on a sun. Do not fly into the sun to chase it. Shoot it from afar. You will die if you fly into a sun.


edit: Slicing became an issue so it was temporarily disabled. It’ll be back at the end of the event. 

edit2: Bandit capture is back! But it now earns 2 points. Capturing your own ships gives 2 points to the enemy.

edit3: Player spawned ships are now turned off, but a new enemy has appeared! These powerful ships at 0,0 in each of the event systems are worth 200 points to whatever team gets the final blow. Plus the individual who kills it gets a generic (not modded) version.

(Edited by Baugrems on Year 20 Day 198)
(Posted by Clarr Solo on Year 20 Day 194 16:39)

Travel Planner:

- There is a new method for automating ship/vehicle travel: Travel Planner.
- Travel planner is available from the Travel dropdown in the cockpit.

Travel restrictions:
- Entities that are over weight/volume capacity now cannot start travel.
- Entities that are "disabled" cannot start travel. A timer for the disabled status shows in the cockpit view in left panel.

Line of Sight Changes:
- The calculations for line of sight have changed.
- This fixes some edge cases and in general will mean more squares are seen by sensors when there is something blocking.
- In particular, some bugs relating to facilities with sensors have been fixed, some bugs relating to stacking sensors have been fixed.

- Added the ability to select force training length
- Adding view container button to equipment screen under fitout when a container is selected
- Allow loading into cargo-containers on equipment screen by clicking-to-load the same way you would load other loadable items

- Fix crash when renaming infantry squads.
- Fix issue where could not party with ships when in docking bay (vice versa hangar bay vehicles)
- Fix issues with squad page not showing when Kick From Squad button is pressed
- Fix ordering of squadded entities on some pages (e.g. boarding page)
- Fix issue with auto room movement and locked doors
- Fix issue with auto room movement when initiated from boarding screen
- Fix tooltip not hiding after auto room movement
- Fix missing ID on datacard view (#5290)
- Fix map overlapping with info panel on galaxy map rules pages when on mobiles (#5291)
- Fix crash when descend travel form coordinates are left empty
- Fix issue when descending when not above planet
- Incorrect display of volume cap on equipment info box
- When repackaging items that includes a cargo-container, use the first cargo container provided instead of always creating a new cargo container (previously would delete all provided items and create a new cargo container)
- Can no longer sell NPC Market-owned items to the NPC Shop
- Dissolving factions now handle creatures properly (previously creatures would be left with a corrupt owner)
- Remote material access for facilities within same city
- Remove holomail link from menus (RIP)
- Update name of Question Centre link in menu
- Allow credit bulk sending from budgets, budget name will now appear on faction send events
- Fix issue when on splash screen pressing join button with inputs filled causing login error (instead of redirect to join page)
- Cockpit scanner list now loads "more entities" inline rather than reloading the page.
- You can now see fire delay status on cockpit scanners.
- Cockpit Weapons screen now ordered by range
- Fix issue where bacta tank could be used to heal creatures (this was not intended)
- Bacta tanks now show a timer when in use on the equipment screen.

- Update rules page to clarify there are only 9 possible skill points available from NPC levelling

- Fix issue in get-contained-items: byTypes paramter was ignored, setting recursive to true by default
- take-contained-item setting recursive to true by default


Hyperspace Travel Time Bug:

- There was a bug introduced that increased the length of hyperspace travel for some ships that were in hyperspace. If this increased your travel time greatly (> 1 day) please create a support ticket on support.swcombine.com with your handle, and your shipID, and your ship event showing the hyperspace jump (cockpit -> ship events).

(Edited by Clarr Solo on Year 20 Day 194)
(Posted by Baugrems on Year 20 Day 138 16:30)

In the interest of helping people prepare for the next phases, I am releasing the action plan with a few redactions. Here you go!

Phase One:

Tags Returned:DNA BashersSport HuntersTech LoversZoo Keepers

Individual tag turn-ins beyond 100 may yield additional rewards but will not be announced ahead of time.

2000 tags will need to be collected to end phase one. If it ends up taking too long it will become a running total rather than a team total. We will see where we are in 2 weeks time.

Phase Two:

Terminal Hack Mini-Game

Participation in phase two will result in a Firespray (Gunboat) being spawned for your use in phase 3 if needed. Keep it nearby.

  • 100 xp per point scored
  • 1000 xp per match won
  • 15 max points, 3 max wins per character

Winning team for phase two will get an additional reward that is not being announced ahead of time.

At the end of phase 2, the two losing* teams will be eliminated. Members will be prompted to choose one of the two remaining teams instead.

* Losing teams meaning lowest placement within phase one and lowest within phase two. If the same team places last both times, the next lowest score will be eliminated.

Phase Three:

Space Combat

In this phase you will be fighting hostile ships owned by the other teams. Shoot them down to stop them from claiming victory!

Individual rewards will not be rewarded this phase. Winning team wins the Feud and will get a team reward at the end. Losing team will get a consolation prize.

The winning team will have the entity-type of their choice added to a community design competition.:

  • DNA: Medium Creature with good attack
  • Sport Hunters: Large Creature with High HP
  • Tech Lovers: New Projectile Weapon
  • Zoo Keeper: New Military/Security Droid

Edit: Phase 3 will be at the Zoo Stations mentioned for phase 2. See GNS about the event for locations. Also, phase 1 is ending soon so turn in your tags ASAP. Top turn-in for each team gets the first iterations of a new creature.

Edit 2: A one week break will be given between phase 1 and the start of phase 2. Phase 1 is coming to a close either at 2000 tags or a week from today at the latest. (Day 174 at 20:00 Combine Time)

Edit 3: Phase 2 has begun! It will last 2 week! Get to a zoo station to get started. Pelgrin, Derra, Nimban, Serroco, and Gravlex Med have one.

(Edited by Baugrems on Year 20 Day 177)
(Posted by Clarr Solo on Year 20 Day 173 16:28)

- When on a page that has a "text filter" (equipment, party, other pages), you can now do an exclude a word by putting a minus sign infront of it, e.g. "bacta patch -cargo" would show things matching "bacta" and "patch" and exclude "cargo" containers.
- Allow taking from cargo containers and emptying cargo containers while they are inside another item.
- Clicking on a square on the map now highlights the selected square with a red outline.
- Add link to inventory rename events generate by inline edit
- Fix invalid HTML generated on view datacards screen
- Fix issue where droid repair could not occur on droids in squads (To repair someone elses droid, requires owner IFF friend, same as medical healing)
- Fix issue with squadded party members not showing HP bars on party screen
- Fix issues with some functions not correctly finding "squadded party members at your location", this affects things like force testing/healing and other screens.
- Fix an issue with inventory pages not showing the menu when there are entities listed with invalid locations.
- Fix timer text overflowing image on production queue screen
- Fix cockpit retooling panel not showing
- Fix Baugrem's team bar on the forums.
- Recycling cockpit pages URL has moved.
- Fix crash on ground combat preview page
- When an entity recycling is initated, crewlist access is set to closed.
- Fix short hull shield ionic status bars not showing in squadron pane in cockpit
- Fix missing confirmation dialog when upgrading skills
- Fix missing location coords on cockpit scanner screen
- Fix droid crates showing up in wrong sections on equipment view (crates of non-items now will show under "Storage")
- Fix using security panel causing crash
- Fix taking droid from crate causing crash
- Missing board command on squad page
- Fix issue on NPC Controls Equipment page when interacting with items contained within other items.
- Fix issue where cannot use NPC Controls on squadded NPCs at your location.
- Add link to skillsets from NPC Controls page.
- Separate display of NPCs on NPC Control page into sections based on which party/squad they are in.

- Add for LISP get and get-types for ships, vehicles, stations, creatures.
- Admin function take-contained-item

- Updating combat tactics rules to be more clear

(Posted by Baugrems on Year 20 Day 153 22:54)


It is time once more for ASIM applications! One to Three potential slots are open.


Here are the rules:

  • Newly hired asims are not required to irrevocably drop their character. Instead, their characters are suspended for the duration of being an asim.
  • Asims have no IC activity related to their character while working for the administration.
  • Asims will have a defined period of service of six months after which a new group of asims will be hired. There is no limit on the number of terms if reselected.
  • Applications will be in January and July, with asims working from February through the end of July and then August through January of next year.
  • Applications open Until May 14th. Then asims will work from June 1st until the new year.
  • Compensation in the form of Combine Points will be provided for asims who remain active and effective throughout their service period.
  • Asims are required to use IRC and must be active in staff channels as that is how the majority of decisions are made.
  • Asims duties center around helping players affected by bugs, handling support tickets, and dealing with rules violations. There will be opportunities for asims to assist in designing RP opportunities for SWC at large, along with participating in discussion on game features before they are announced or implemented.


Remember that current asims are allowed to re-apply and may be re-selected.


Applications should be submitted via Darkness Message to Arjuna, Kyle, and Baugrems. Please answer the following questions in your application.
SWC-specific questions:

  • What is your Combine handle?
  • How long have you played SWC?
  • What have you done IC so far (including previous characters)? What are you working on currently, and what is your position with your faction?
  • Why do you want to become an asim?
  • Are you involved in any other online games or RPGs of a similar nature? If so please describe your position and responsibilities
  • Please provide three references of SWC members who are not on the administration team that have been in the game for at least two years.


Real-life questions:

  • Where do you live?
  • How old are you?
  • What is your occupation?
  • How much time would you like to volunteer per week on improving SWC?
  • Have you performed administrative duties in the past or organized groups/events?
  • What is your favorite D&D class?


Applications will be open until May 14th with new asims starting their term on June 1st.


Edit: 3 days left to get your applications in!

edit2: Congrats to Evan Bluvius for becoming the newest asim! He will begin in a couple weeks. For those who did not get in this time, thanks for applying and don’t be discouraged from applying in the future :)

(Edited by Baugrems on Year 20 Day 170)
(Posted by Kyle on Year 20 Day 159 11:21)

It is that time again I am proud to bring about the latest additions to the bunny craziness we call Y20. First ranging from stabby stabby land is the droid you all want and crave.

FN-DO Assassin Droid

That is right it is a melee generic data card droid, based off the bn-do model it stabs, it kills and it can be yours now.

The next up on the list is the ever lovable...

KX-Security Droid

This droid can not be produced but it can be found in bandit squads, so capture away my good droid lovers. Several jawas died upon seeing this announcement so please enjoy with caution.


Tomas edit: adding droid links to names.

(Edited by Tomas O`Cuinn on Year 20 Day 159)
(Posted by Mikel von Bianchi on Year 20 Day 159 11:06)

- The links to the RSS feeds (sim news, gns, gns flashnews) have changed. If you use the RSS feeds, please update the feed URLs using the icons on the page.
- Fix multi page inventory select bar bug introduced with last sync
- Missing check for Control Room privs when loading materials when not assigned pilot/commander
- Fix XSS in map city tooltip
- Fix issue with pending GNS posts crashing after faction rename
- Fix equipment screen page crash with items with large W/V.
- Medical item UI now only shows things that have taken damage.
- Droid repair UI now only shows droids that have sustained damage.
- Emptying large cargo containers will now only remove the first 100 items from them at a time.
- Fix issue where no error generated when trying to kick from full ship while you are aboard a full ship (#5277)
- The talk/interact button now only shows if you can actually talk
- Spawned bandit squads and hostile creatures are no longer grouped in squads (they are still grouped in "parties", will show up nicer on scanners)
- Vision summary now shows class names for vehicles and ships, and will show wrecked status. Shows Yellow Tutorial NPCs correctly.
- Station image lookup code fixed (depot station icons)
- Battle Reports Cleanup: does not repeat showing combatants, shows damage done on status bars. 
- Mining, droid repair, NPC skill upgrade events linkified
- Maps now have faint gridlines, this can be disabled in the look and feel settings page.
- Show icon for patrolling on vision scan box.

Party Screen changes:
- Your own party is now shown as a horizontal section rather than a box offside
- Your remote infantry squads are shown on a new Squads page, rather than on the party page. Only squads at your location will be shown on the party page.
- Show fire delays on party screen

Equipment screen changes:
- "NPC Control" Equipment screen is removed and replaced with regular character equipment screen
- "Unclaim" and "Undeploy" options on items are now hidden behind "Info" button on equipment screen
- "Take from Crate", "Claim", "Unclaim", actions now work without reloading the page
- Crates of items will now show under their contained items category instead of under "Storage"
- Minor look and feel changes, added select all for equipped items and hide button for equipped items

- Bandit droids and bandit ships are shown on the respective rules pages.
- Clarified rules regarding what positions recreates can be given in a faction.

- Fix issue with force quest talk options
- Fix issue with bandit ship capture not cancelling patrolling.

- Actions should now finish quicker after their timer has elapsed.