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25

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163

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20:37:45

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Player Administration

Ban Hammer gets a workout.
(Posted by Tortle on Year 24 Day 316)
Arnis Endeel has been permabanned for creating yet another account trying to circumvent the ban. Year 24 Day 317, 8:28 Tortle ba...
[more]

Puck Off
(Posted by Platypus on Year 25 Day 139)
Year 25 Day 139, 13:35 Platypus banned player Rick Bender providing the following reason: Golden Rule violation Rick Bender ha...
[more]

If I had a nickel each time this happened, I'd have so many nickels
(Posted by Platypus on Year 25 Day 135)
Year 25 Day 135, 10:20 Platypus banned player Kameis Dinoa providing the following reason: Multi Ban Year 25 Day 135, 10:20 Platyp...
[more]

Community News

New Slow and steady wins the race
(Posted by Falcon on Year 25 Day 162)
Good evening/morning/afternoon folks, I'm taking a break from watering these plants in order to inform you that the former asim, ...
[more]

Friendly reminder about HerdFest
(Posted by Falcon on Year 25 Day 160)
EDIT: Y25 D161 -- Replaced image link to picture since it was broken. Just a friendly reminder that stealing items from other char...
[more]

Planter? I've never even Herd of her!
(Posted by Falcon on Year 25 Day 143)
Howdy folks, Herdfest is right around the corner! Remember that if you plan on attending, you'll need to make your way to the neare...
[more]

Technical News

Sync Report Y25D159
(Posted by Clarr Solo on Year 25 Day 159)
- Fixed an issue with faction dissolution inactivity calculation not taking into account alliance members. - Fixed issue with calcu...
[more]

Support Ticket/Wiki Outage
(Posted by Falcon on Year 25 Day 155)
Edit D157: Should be fixed now. We are aware of an outage affecting the following services: - Support Tickets (http://support.sw...
[more]

Modular Factions Phase 3 countdown
(Posted by Platypus on Year 25 Day 141)
Edit: Thirty-five holdouts have been forcibly converted. Thank you for your cooperation. Coastas edit: Factions page has also had ...
[more]

Posted by Falcon on Year 25 Day 162 21:08 New

Good evening/morning/afternoon folks,

I'm taking a break from watering these plants in order to inform you that the former asim, Tortle, has stepped down. He was with us for a bit over 7 months, but will be returning to Player status under his old character: Myrhrai Isalia Rosiir. We want to thank Tortle for all of his hard work, and dedication to this game.

 

We are not opening Asim applications at this time, but stay tuned for when the next round opens, and apply!

Current Asims are:
- Me (Falcon) -- Hi
- Platypus
- Chupacabra
- And, of course, Noctis

We hope you're having fun at HerdFest! We're 3 days into it and it's getting better and better! If you haven't already, come join the HerdFest discord HERE as there's a dedicated help channel just for the event, and that's also where all the updates are going(there's too many to post here without spamming you all). I also drop nightly stats in there for you nerds who enjoy that stuff (hey it's me, a nerd).

 

As always, you can click HERE to submit a support ticket. 

 
Posted by Falcon on Year 25 Day 160 8:15

EDIT: Y25 D161 -- Replaced image link to picture since it was broken.

Just a friendly reminder that stealing items from other characters at HerdFest is against the rules. Remember, you agreed to these rules when teleporting to the event:


76cbbb6d354673c79db420b5fc389e79.png

 

==========================================================================

clarification below on the Winterfest Beacon Quest and bringing droids to HerdFest:

You can crate and take in droids, but they can only be power, astromech, or protocol droids to fulfill the Winter Beacon Quest(or to sell to others). Donating a droid to Rhym Nasendow will scrap it for parts. Any droid from the category requested is allowed to be donated, and fear not if you donated a less common droid, there will likely be further opportunities to purchase one. Rhym asks for either a droid or an item each day, and picks from a random list for each. I think Droid capture is disabled, but if you're able to, then Capturing droids on the planet itself is allowed. (It's not disabled. Thanks Vadik!)

Please do not hesitate to ping me for further clarification/questions.

==========================================================================

 

If you have items stolen, I will be allowing support tickets to be opened starting tomorrow. Please include an image of the entity/entities stolen where it shows the carrier other than you.

:REDALERT: == IF YOU HAVE STOLEN AN ITEM, YOU HAVE UNTIL TOMORROW TO DROP/RETURN/BUY IT BEFORE I START ENFORCING HERDFEST BANS == :REDALERT:

 
(Edited by Falcon on Year 25 Day 161)
Posted by Clarr Solo on Year 25 Day 159 22:54

- Fixed an issue with faction dissolution inactivity calculation not taking into account alliance members.
- Fixed issue with calculating capital requirements during faction module reactivation.
- Holocron, Guide, Bugs and Support sites are now hosted on https.
- Recycling material calculation now uses stochastic rounding, previously rounded down.

 
(Edited by Clarr Solo on Year 25 Day 159)
Posted by Falcon on Year 25 Day 155 16:58

Edit D157: Should be fixed now.


We are aware of an outage affecting the following services:

- Support Tickets (http://support.swcombine.com)
- The Guide (http://guide.swcombine.com)
- The Holocron (http://holocron.swcombine.com)

 

Until these webpages can be restored, you can use one of the following methods for support issues:

- #SWC-help on Discord 

- #SWC-help on IRC

 

We apologize for any inconvenience this may cause. If you currently have a support ticket open, we cannot access it, and will get to it when we can.

 
(Edited by Falcon on Year 25 Day 157)
Posted by Platypus on Year 25 Day 141 8:09

Edit: Thirty-five holdouts have been forcibly converted. Thank you for your cooperation.

Coastas edit: Factions page has also had a modular glow up. Enjoy!

--

When this started, we had approximately 383 factions. The current count stands at 142 Modular Factions and 66 old types. I'll do the math for you: that's a total of 208. Which means 175 shells have fallen. 

F

Anyway, to the holdouts, this is the beginning of the end. As a reminder, factions will receive applicable modules at no cost, in the following priority:
 - Core module
 - Equivalent of current type(eg. Mercenary -> Paramilitary module)
 - Planetary Control module, if planets are controlled at the time of conversion. Asteroid field planetoids are exempt and will not obtain nor require this module.
 - Datacard module, if generic datacards are owned

You will receive those modules even if you do not have enough members. However, this will immediately deactivate modules starting with the lowest priority module and a 14-day timer for those modules' removal. Certain functions are disabled during inactive status.

So here's what going to happen. On D155, you will be converted to modular. 
 - If you are one member, all your modules will be inactive and your faction will dissolve after 14 days(D169). 
 - If you have two members, the core faction module will survive but all other modules will deactivate and disappear after these 14 days.
 - If you have three members, the faction will retain its type-equivalent module and lose any others as above. 
 - If you have four members, your planets are safe but your datacards are at risk. Alternatively, your datacards are safe.
 - If you have five or more members, you'll be fine.

You can skip this final wave of destruction by clicking the faction conversion button here or contacting your favourite venomous Asim with a faction disbanding request(must come from the faction's owner).

 
(Edited by Coastas Agrios on Year 25 Day 155)
Posted by Falcon on Year 25 Day 143 21:03

Howdy folks, Herdfest is right around the corner! Remember that if you plan on attending, you'll need to make your way to the nearest Trading I Station, Trading II Station, or Powered Starport to access this event. Additionally, you may travel to the Trading II station Morning Star above Gasteroid within the Bright Jewel System at 7,11 which we have provided as a place for anyone to set up vendors! Please hurry though, the plants keep growing and I'm not sure we can contain them.

At the event, there will be vendors, minigames, quests, plants and prizes galore, so head on over! On Y25 D160 (AKA May 4th), an Ithorian NPC will appear at the above locations to ferry you the event. The event will run for 2 weeks (until the end of Y25 D174), but fear not, for when you decide to go home, you will be able to return to right where you left.

This is also a friendly notice that you won't be able to land your ship on the event planet (Gasteroid). You can bring items/vendors with you to the station above Gasteroid, so that you can set up vendors, but you may not bring NPCs planetside. This system will be marked as a combat safe zone, so you don't have to worry about anyone attacking your vendors. We will also be monitoring for theft from vendors aboard this station, and any theft will result in your immediate dismissal from HerdFest. This is a family friendly event after all... so if your vendors get stolen from, please let us know! (You should be able to set up a vendor from your ship anyways, which makes that a moot point.)


I will provide a link to the HerdFest discord server approximately one week prior to the event(subject to change) so everyone can get situated. This is an officially endorsed SWC server, and as such SWC rules, HerdFest Server rules, and Discord TOS all apply. 

 

As always, if you have any questions, please feel free to send me a message via DM, PM or via Discord. You can also submit a support ticket by clicking HERE.

EDIT: Yes you may arrive early to set up your vendor. The Ithorian NPC will spawn on Y25 D160 in the entrance. 

SupaChupa edit: Oh look the discord is live! Don't forget to thank Noctis!

 
(Edited by Chupacabra on Year 25 Day 153)
Posted by Clarr Solo on Year 25 Day 147 22:07

- Improvements to NPC Cargo Transport for multiple faction membership. NPC Cargo Transport will now pick up piles where the controlling character has "pilot" or "assign" privileges over the piles for any faction or subfaction they have membership of. Previously, the piles were only collected if the action payer matched the pile owner.
- Improvements to asteroid prospecting reports faction storage for multiple faction membership.
- Fixes for budgets with multiple faction membership.
- Events pagination now remembers new events highlighting.
- Fix visible passengers not showing up on position screen when in cockpit.
- Some database maintenance.

 
Posted by Falcon on Year 25 Day 140 23:05

Good evening! Or Good Morning! OR even... Good Afternoon!

I've finally gone through and finalized the room map list from that old Room Maps Bounty Forum Thread I put up near the beginning of the year. Time really flies, huh? Below you will find a list of the entities affected (sorted A-Z) as well as the corresponding rules page for that entity. These changes will not go into affect until after HerdFest at a minimum, which gives you extra time to find out if you need to move your doors around, etc. 

 

I'm waiting for some final back end updates before I implement the room maps, but for the entities in the list below I would expect broken doors (especially where hallways are implemented). In cases where an Entrance Room, Cockpit/Command Room, or Storage Room moves location, I will try to physically move that room specifically (as opposed to just changing the room type of that room and another), so that all entities contained in that room will remain contained in that room. 

 

Below the list, I will add relevant questions from the FAQ from the aforementioned thread before addressing a few other things. The FAQ in this Sim News will be updated as questions come in (without pushing a notificaiton to you so you don't have to clear the silly blue notification).

 

So without further ado, the list (A-Z):

FAQ
Q: If rooms get moved around, added, and/or deleted, what will happen to my doors/items, etc.?
A: Any room that is deleted or physically moved from one point to another(not usually seen, but it can happen) will have door connections broken. The most likely case for this will be hallways that are added, or if the cockpit/entrance get moved. Entities onboard a deleted room will be teleported to the entrance.
 
Q: Can ANY entity receive the new Infantry Bay room?
A: Yes, you may suggest the Infantry Bay be added to any entity. This does not mean it will be added in the final run through, but it will be considered nonetheless.
 
Q: Will advance notice be given before room maps are updated?
A: Once room maps have been selected/finalized, I will post a Sim News with the old/new room map updates and provide a no-less-than-2-week notice before implementation. (That's what this post is)
 
Q: Do multi-sized rooms count as multiple rooms?
A: No, nonstandard room sizes only count as one room.
 
Q: Why did my entity suggestion not get chosen for an entity, but someone else's design for the same entity got chosen?
A: Either it was a matter of upvotes, or the other design was chosen due to a cleaner/more functional or accurate layout. Some of the designs were hard to choose from, and I'm sorry if yours did not make the final cut!
 
-------------------------------------------------------------------------------------------------------------------
 
Ok, so a few things to address:
  •  
  • Some of the room maps will not be EXACTLY like the post.
    •  
    • For instance, I will not be adding a training room to the BFF-1 Bulk Freighter, since it's essentially 4 cargo containers strapped to a hull. 
    • I will update the above list soon(ish) with any changes that will not be carried over.
       
  • Each entity that has an Infantry Bay suggested will only receive ONE (1) infantry bay. This is due to code limitations, and we will address further infantry bay additions in the future if/when that time comes.
    •  
    • On the topic of Infantry Bays, I will be opening a thread in the Suggestions forum here in the next few days for you to drop your suggestions of which entities you think need an Infantry Bay (remember each entity is limited to 1 IB)
       
  • I will be opening a second thread for ongoing room map updates. There's a few I received privately that I'll drop in there. I'll check in on the thread from time to time and you can expect a mimimum 2-week notice before any sort of implementation from that thread. 
     
  • There is no specific date of implementation for these entities yet, which means you have PLENTY of time to check which of your entities will be affected.
    •  
    • Once room maps ARE updated, I'll pay out CPs
       
  • If you want critiques about why your design was not chosen, feel free to reach out to me personally. Most of the reasons something wasn't selected was due to the number of downvotes your design got, others just didn't look good, or others lost to a better design. I'll be pretty honest with you about how I decided for/against your design and what I did/didn't like about it.

 

I think that just about covers everything for this update. I'm still catching up on a lot of stuff, so if you reached out to me with a support issue and I haven't gotten back to you, please send it again so I can make sure I don't forget you! 

 

As always, you can submit a support ticket or ask for help in #swc-help on the discord!

 
(Edited by Falcon on Year 25 Day 141)
Posted by Clarr Solo on Year 25 Day 138 20:01

FALCON EDIT: We have identified an issue impacting some players when they try to access Ship Controls, as well as an issue with Ship Garrisons. We are looking into these issues and will provide an update when available.

The aforementioned issue has been fixed. If you're still having issues, please reach out.
------------------------------------------------------


Infantry Garrisons & Infantry Bays

dbfeUfH.jpg

You can now command Infantry Garrisons. Infantry garrisons are squads deployed from Infantry Bays. Infantry garrisons are currently restricted to staying inside the entity they are deployed within. Infantry garrisons can participate in room combat.

Bugs

- Fix issue with hyperspace aborting generating invalid hyperlane data. (Falcon edit: A small amount of 0-length hyperlanes have been deleted. If you had one and notice it is gone, this is why. No actual hyperlanes were harmed in the making of this fix)
- Fix issue with rotating facilities in city designer.
- Raw Materials now have assignable fields like other assets.

 
(Edited by Falcon on Year 25 Day 138)
Posted by Falcon on Year 25 Day 135 21:03

You may have heard rumours that there was a new race/homeworld today.

THESE ARE LIES SPREAD BY ROCKAGANDISTS!!

 

In other news, if you were fortunate to be around for the brief moment that Vint and its race: Vintians were around in this galaxy, then I regret to inform you that the Vint reveal was unintentional. It was discovered since it wasn't moved after April 1st, but it has now been moved to the Admin Holding Zone. Let this serve as a preview of what is to come. The race stats are not quite finished yet, and the race has been disabled for the time being. Anyone who is currently a Vintian will be reverted to your previous race (yay). We apologize for the inconvenience this causes.

 

To anyone affected, if I personally have not reached out to you and you are affected in some way, please reach out to me; preferably over Discord, however you may also submit a support ticket if you prefer. Thank you for your patience and understanding.

 
Posted by Clarr Solo on Year 25 Day 132 20:14

- Fix issue with inventory links not working well with allied factions/subfactions.
- Fix issue with leaving alliances kicking members from subfactions.
- Fix issue with salary/infofields/faction join date being shared between all factions.
- Fix issue with field repairs crashing.

 
Posted by Clarr Solo on Year 25 Day 128 19:08

Modular Factions: Diplomacy Module Enabled

The diplomacy module has been enabled. This allows factions to form alliances.
Alliances allow faction members to be members of multiple factions and to switch between them easily.
Allied factions will share excess membercount for calculating faction module requirements.

 

Bugs:
- Fixed some issues relating to how faction ownership was calculated with subfactions.
There may still be further issues relating to how faction ownership is calculated.
If you do find an issue, please report it and do not abuse it. Any abuses will be enforced by the golden rule.
- Fixed an issue where Quest NPCs were showing up when they shouldn't.

 
(Edited by Clarr Solo on Year 25 Day 132)