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PostPosted: Sat May 21, 2005 6:09 am 
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http://forums.station.sony.com/swg/boar ... 849#M70849

Test Center
Publish 17.0

Major Features

Multi-Passenger Vehicles

Multi-passenger vehicles have been added to Star WarsTM Galaxies! There are a total of 8 vehicles that now have ground-based, multi-passenger functionality.

Existing Vehicles
Previous versions of these vehicles will now have multi-passenger capabilities. For example, if you already own an X34 speeder, your vehicle can now carry another passenger!

X31
X34
Flash Speeder
BARC
AV-21

New Vehicles
Master Artisans craft these new multi-passenger vehicles (in addition to existing vehicles).

AB-1 (new)
XP-38 (new)
V-35 SoroSuub Carrier (new) also known as "the Lars family speeder".

Multi Passenger Commands

/offerRide -- asks the target player if they would like to accept a ride. This command also appears on the radial menu. The "offer ride" menu will not show up if the target passenger is already mounted onto the vehicle.
/acceptRide -- Passenger accepts the ride.
/declineRide -- Passenger declines the ride.
Once a passenger accepts the ride, they are placed inside the vehicle and can ride along. Passengers can click on the vehicle to get the Enter/Exit Vehicle menu, which will drop them out of the vehicle. Drivers will be unable to kick people from the passenger group until they exit the vehicle. When the driver of a vehicle exits the vehicle, everyone else in the passenger group will too.

New Player Tutorial

Star WarsTM Galaxies is getting a new quest-based Tutorial and New Player Experience! Now, the new player experience starts at the beginning with character creation. Players will still be able to choose from a selected set of clothing choices for their new character. Players will no longer choose a profession and start the game with all of the novice boxes trained. Starting in the space station, new players will learn the basic skills of moving, shooting, and communicating. Once they have mastered those basic skills they are taken to Mos Eisley where their mentor, Trehla Keelo, will train them in the fundamental systems of the Star WarsTM Galaxies experience.


Character Transfer with Items

The character transfer service will now optionally include some items in the player inventory.
Other Publish Notes:

[DEVL]
Players may occasionally start seeing a “[DEVL]” text message in their chat window. If you see this message in the game during a time when you are having a problem and send in a /bug report, please include the complete name of the string you receive with [DEVL]. If possible, please let us know what you were doing at the time.

Art
Fixed an issue with the Kashyyyk Bantha's mouth.
Asteroid hit effects no longer extensively clip into other asteroids.

Artificial Intelligence
As a player becomes higher in level than an NPC or creature, the aggro radius vs. the AI becomes smaller. A gray con will never aggro. The exception to this is Imperial and Rebel NPC enemies who will still have a full aggro radius.
In cities, most thugs should no longer aggro players.
Added fly-text over creatures and NPCs when they assist and enter combat.
Added fly-text over creatures and NPCs when players are in the aggro radius of the AI in cases when the creature/NPC sees you re-capacitate (get up after being incapacitated, but not dead yet). This means you have a small amount of time to get away from the creature or NPC to prevent re-aggro.
Creatures and NPCs will stop combat with players when they enter any player owned structure. Prior to this, creatures and NPCs only stopped combat when entering a private player structure.
Creatures and NPCs will ignore players that are in player buildings.
Fixed a case where players would stay in combat when traveling from a ground zone to any other zone.
Fixed cases where creatures and NPCs would not fight back
Fixed an issue where attacking NPCs would aim and then lower their weapon between attacks
Creatures and NPCs should no longer migrate towards the center of the planet
Adjusted creature and NPC aggros and assists
Creature and NPC Assist radius has been slightly increased
Creature and NPC Aggro radius has been slightly increased.

Avatar
Updated the personal light functionality to automatically turn the personal light on at night and off during the day unless the player has toggled it - then it is left alone for the remainder of the session (press CTRL-L to turn your personal light on and off
Attempting to move forward by using a keyboard control or by using the mouse while also trying to move backwards using the keyboard at the same time will result in the avatar moving backwards.
If you are using the MMORPG(Modeless) keyboard controls, it is now possible to camera orbit around a character that's mounted on a vehicle.

Bazaar
Improved commodities category search so that factory crates will be included based on the actual item inside the crate.
Added min and max price filter UI to the vendor search
Auction items and vendor items can now be filtered on item name. NOTE: At this time, only crafted items are guaranteed to be searchable by name
Fixed an issue with text clipping in the commodities min/max price filter window

Client Stability
Improved client stability

Combat
You can now /con another player
Wounds to stats other than HEALTH will automatically be healed upon logging in.
Deathblow text will be sent to players around the combatants as well as the combatants.
Increased XP grants for killing aggressive, pack and killer NPCs. NPCs that are aggressive or assist each other will give a 5% bonus XP amount. NPCs that will perform a deathblow will also give a 5% bonus XP amount
Fixed Lair XP grants: Lairs should now give the correct XP again for destroying them
Attacking a lair will put you in combat for a short period of time
Commands that fail due to a bad state or posture will give feedback about why the command failed
Fixed an issue that caused mission generated NPC's to spawn with higher than intended statistics
Fixed an issue that caused combat spam to not display correctly for auto-attacks
Fixed an issue with kill-credit assessment. Now if an NPC or creature does the majority of damage (over 65%) to a target then no one will get kill rights
Fixed an issue with combat states. If a creature or NPC is chasing you, you will now be in combat. Previously there were cases where you would not hear combat music, but a creature or NPC would be chasing you
A 5 second warm-up, 1 second execution time, and 5 sec cool-down has been added for the deathblow ability
Creature damage ranges are now larger but average damage done remains the same. This was done to help tankers take less damage on average than the other professions so they may better fulfill their role in combat
Buff bars will properly display buffs
Buffs should now be removed from players upon death
You should no longer be able to use a stimpack when you are at full health
Fixed an issue in the buff system that affects persisted buffs, potentially greatly increasing their time to be active
You should no longer attempt to attack yourself when auto-attack is on and you target yourself
Camouflage kits are now usable from the button bar
Fixed an issue with duration of Berserk particle effect. Particle should now vanish when the Berserk buffs wears off
Fix an issue where the (Out of Range) meter did not display correctly on larger creatures
Increased level range of mobs in Kachirho
Level pass adjustment for Dantooine
Level pass adjustment for Endor
Level pass adjustment for Naboo
Level pass adjustment for Tatooine.

Crafters
Camouflage Kits are now usable by non-Rangers. Any player may now self-apply a camouflage kit to gain a small conceal buff. This buff is less effective than if a Ranger had applied the camouflage, but it should aid crafters in avoiding the unwanted attention of critters near their installations. Also, camouflage kits are now usable from the button bar
Crafting weapons will now grant the appropriate General or Weapon Crafting XP
Recyclers will now be craftable again

Creatures
Krayt Dragons have had their difficulty increased.
Cybernetics
Added a radial menu option for Wookiees to be able to turn their chest plates into 3 pieces so they can wear Cybernetics with Wookiee chest plates. Old Wookiee chest plates must be converted before they can work with Cybernetics (Armorsmiths have new schematics for these pieces).

Droids
"Program Droid" flight commands radial menu option no longer appears a droid control device if the player is not a pilot.
Dungeons
Level pass adjustment for the Corellian Corvette
The launch terminal on the Avatar Space Platform will now only have the options to launch or eject from the station. Double clicking on the terminal will default to the launch option.

Galactic Civil War
Updated NPC levels for GCW base spawns.
Faction bases now can be placed in clusters of 3. There can be no more than 3 bases within 600 meters of one another.
Fixed "attack" and "guard" default command setup for faction perk NPCs and droids.

Pets
Pet Armor should function correctly.
Pets will no longer have Action or Mind wounds
Some rare pets have traded hitpoints for bonus damage and armor
All group members can see pet health bars in a group.

Profession: Armorsmith
Armorsmiths can now craft Wookiee armor chest plates with 3 pieces so Wookiees can wear Cybernetics with Wookiee chest plates
Increased condition on Factional armor
Lowered complexity on armor segments and cores.

Profession: Bio-Engineer
Using /sampleDNA will no longer set off your auto attack
Bio-Engineer Pet Levels should now function properly
Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA
Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives
Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)
Crafted pets should fight reasonably well for their level
Fixed an issue where un-balanced bio-engineered pets could be created
Bio-Engineer Pet Stats fixed to have an effect on function
Each of the following DNA traits now affect new attributes:
Hardiness: Health
Endurance: Health Regen Rate
Fortitude: General Protection (Base Armor)
Dexterity: Defense Value
Cleverness: To Hit Value
Power: Min/Max Damage
Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
Fierceness: Adds a small chance for each attack to be a critical hit.
Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
Courage: Aggro generation bonus added to normal attacks.
* This doesn’t reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.

Profession: Creature Handler
Using /tame will no longer set off your auto attack
Pets will no longer have Action or Mind wounds
When taming vicious creatures, if a creature handler is unable to call a high-level vicious creature, the player should receive a message with details why the pet cannot be called
Fixed an issue with Creature Handler skill progressions and XP caps
Non-CH pet damage will now reduce XP amounts granted and possibly result in no kill rights. CH pet damage will still count towards CH XP
Motley Kaadu and Plodding Falumpaset are now tamable
Lowered the Cu-Pa and Dwarf Bantha to level 10.

Profession: Doctor
Fixed an issue that caused Bacta Infusion effect to persist forever

Profession: Droid Engineer
Droids with Detonation Modules in them will now properly damage their targets again. Damage output of the Detonation Droid was adjusted to match the new balance of the Combat Upgrade. Detonation Droids now do Kinetic base damage plus a 10% bonus damage of Heat
Droid repair modules should repair the proper attributes
Crafting Droid Armor Module 5 and 6 should no longer require a Composite Armor Segment.

Profession: Dancers, Entertainers, Musicians
Added the ability to set a /covercharge for performers.
Performers can now set themselves to have a cover charge. Use the command /covercharge <amt>. You can reset it by /covercharge 0 or null)
Audience members who "watch" or "listen" to the performer will get a pop up box asking if they wish to pay the cover charge.
Once the performance is complete, the performer will receive the cover charge funds when the audience member stops listening/watching.
More than one audience member at a time may pay the cover charge and view the performance.
Inspirations should give proper experience bonuses now.
Fixed a typo in the inspiration buff text.
Extended performer experience rewards to all members of the buffer's band
Extended experience types affected by inspiration buff.

Profession: Jedi
Fixed an issue with Force Breach: Force Breach now has a 50% chance to strip each beneficial Force Enhancement from the target.
Lightsaber elemental damage amounts will now correctly update any time a crystal/pearl is added or removed from the saber.
Fixed some issues with Jedi healing that caused incorrect amounts of Force power to be used.
Added a de-buff icon for the Force Choke effect.
Fixed incorrect buff icons for Force Resist Bleeding, Force Resist Poison, Force Resist Disease, Force Resist States and Force Cloak.

Professions: Ranger
A recipe for traveling Kashyyyk with enhanced stealth has been devised. See Achonnko in the Rryatt Trail for more details.

Profession: Rifleman
The "Cover" command should work correctly now.
A player that moves during a command warm-up will get a message saying the command has been canceled, and the warm-up timer will be removed.

Profession: Shipwright
Added a variety of craftable mining lasers, cargo holds, and a craftable tractor beam. These all require asteroid resources and are found throughout the shipwright tree.
Added a "Ship Modification" slot to the Rihkxyrk Fighter, Kimogila Fighter, X-Wing, Z-95, and TIE Advanced.
Added several new ship modification draft schematics.

Profession: Squad Leader
/formup will no longer remove Dizzy and/or Stun from team members involved in PvP.
Squad Leader buffs should show up as buff icons to group members.
The on-screen retreat message will display properly.
Squad Leader experience requirements should no longer require incorrect skill branches.
Squad Leader profession requirements should now be accurately reflected in the skills window (CTRL-S).

Profession: Weaponsmith
Added a Level 30 Carbine Weaponsmith Schematic.
Added the Alliance Disruptor Weaponsmith Schematic.
Newly crafted grenade wiring and explosive power-ups now work on grenades.
Legacy power-ups have been converted to work under the new system at near maximum values (30% damage for explosives & 30% speed for wiring).
Power-ups now use "Decay Resistance" during crafting which will make it easier to get higher efficiency values.
Efficiency values are now tied to the number of uses for power-ups. Higher efficiency now gives a greater number of charges.
Max values for power-up bonuses have been raised slightly.

Quests
New Rage of the Wookiees quest Heralds added.
Myyydril Caverns: Players should not be ejected to Kkowir forest on death or transitioning to the Necrosis Encounter.
Myyydril Caverns: The Necrosis encounter will no longer report that it is active when the area is empty.
Hssissk should now grant correct reward on quest completion.
Fixed issues with Sordaan's betting missions.
The Clone Relic quest 'To the queens aid' is now named 'To the queen's aid'
In Nym's Clone Relic quest you can no longer take the last mission again after you have completed it once.
You will now be able to get past the Snorbal part of hunter Qakkee's Clone Relic quest.
Morkov's bodyguards for Mort's Clone Relic quest are now a lower level.
Boba Fett should now give out the correct reward for his final Clone Relic quest step.
Fixed typos in the conversation for the hologram of the Emperor.
Fixed Clone Relic NPC's so that they will now assist each other if one of their own is attacked.
If you have issues with Stren Colo's Jessk Bounty you can speak with Tien Wallub again to restart the quest.
Fixed a waypoint issue in Story Arc 1: Secrets of the Syren, quest 2

Sounds
Fixed an issue where Varactyl animations made no sounds.
Increased default Max Sounds setting from 16 to 32.

Space
The Rodian warlords Tripp and Sordaan have base commanders on patrol that will give you missions. After you have completed the main Kashyyyk space story-line, you can talk to these pilots for new (Tier 5) duty missions.
Did you know you could converse with certain escort targets? When you begin your career as a Civilian Protector, you can chat with the transports you are escorting and rescuing. They will give you more information about the villainous Ghrag, the reborn Gotal cyborg pilots, and a few surprises!
A new space mission is available to pilots who complete the Space Kashyyyk storyline. Converse with the "CPG Veteran" pilot that patrols the Kashyyyk space station. This pilot has found a weak link in the Ghrag communication chain and can give coordinates to intercept 'high level' mercenaries that have been brought in to replace the ones you destroyed.
There is now an opportunity for Imperial pilots to earn a special TIE Interceptor chassis deed! An exclusive Episode III "Rage of the Wookiees" starship (called the 'Crimson Guard TIE Interceptor') will be awarded to any Imperial pilot who completes a special quest for the Imperial Overseers of Kashyyyk. NOTE: Before you will be eligible for this special mission, you must first complete the story-driven quest series that begins with "Rian Ry," the commander of the Kashyyyk Landing Station and an agent of the Civilian Protection Guild.

Trading
You can no longer trade while incapacitated or dead.

Tutorial
Players should face the correct direction when starting or skipping the tutorial (the same direction as when he or she logged out).
Personal light should no longer turn on/off in the tutorial.
Added New Player Ground Quests.

User Interface
Game text chat color names will appear in the language of the client. Players who have played the same character in multiple locales may lose their color settings for game text chat colors only. User created filters will not be affected.
Messages about XP granted will appear in the general chat channel
PlanetMap - Various Kashyyyk zone maps (especially Kachirho) show the player's location more accurately
Added a new keymap button at the top level of the options screen (CTRL-O) to make it easier and more intuitive to change the game controls
Fixed several issues with displaying palette selections for Image Designer, Character Creation, and Object Customization palettes
Added new particle effects for knock down state and buffs
Removed unnecessary posture change chat messages; ex. "/sit", "/prone", "/stand", etc
All group members can see pet health bars in a group
Ham bars (particularly health) should be stable now (not jump around when a creature takes damage)
The space toolbar and the ground toolbar now save different sets of icons
The following settings on the Graphics tab of SwgClientSetup are now properly saved:
"Use Low Detail Textures"
"Use Low Detail Normal Maps"
"Disable Multi-Pass Rendering"
"Disable Vsync (Allow Tearing
Added distance to the tooltip on the radar
You can turn on and off your fly-text and your target's fly-text (Options - CTRL-O)
Fly-text for damage and states should now be delayed until the bolt hits.
Fly-text is clamped to the top of the screen
Fly-text is in world space (doesn't travel w/the object - just flys up)
The buttons in the dealer UI no longer overlap.
Fixed the blinking nameplates when the target was not visible, but selected and changed to a pulse.

Vehicles
Multi-passenger vehicles have been added to Star WarsTM Galaxies! There are a total of 8 vehicles that now have ground-based, multi-passenger functionality.
Existing Vehicles: Previous versions of these vehicles will now have multi-passenger capabilities. For example, if you already own an X34 speeder, your vehicle now carry another passenger! X31, X34, Flash Speeder, BARC, AV-21
New Vehicles: Master Artisans craft these new multi-passenger vehicles. AB-1 (new), XP-38 (new), V-35 SoroSuub Carrier (new) Also known as "the Lars family speeder".
Multi Passenger Commands
/offerRide -- asks the target player if they would like to accept a ride. This command also appears on the radial menu. The "offer ride" menu will not show up if the target passenger is already mounted onto the vehicle.

/acceptRide -- Passenger accepts the ride.

/declineRide -- Passenger declines the ride.

Once a passenger accepts the ride, they are placed inside the vehicle and can ride along. Passengers can click on the vehicle to get the Enter/Exit Vehicle menu, which will drop them out of the vehicle. Drivers will be unable to kick people from the passenger group until they exit the vehicle. When the driver of a vehicle exits the vehicle, everyone else in the passenger group will too.


Last edited by Obo on Thu May 26, 2005 9:04 am, edited 1 time in total.

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PostPosted: Sat May 21, 2005 6:46 am 
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Found some images

Image
Image
Image

I like the second one. Looks fast :P. I assume it's the AB-1.
The last one would be the XP-38 and the top one the "Lars", V-35, landspeeder.


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PostPosted: Sat May 21, 2005 7:44 am 
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:shock:

wow! these are some awesome fixes and changes. I should be able to get in game on Wednesday and will have a chance to check them out.

WOOHOO on the AS schematic complexity changes!

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PostPosted: Sat May 21, 2005 8:09 am 
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i like that little speeder very sweet looks good for racing

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PostPosted: Sat May 21, 2005 9:52 am 
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Hmm, those new vehicles unfortunately give me a good reason not to drop Master Artisan in favour of some Fencing skills!!

Yeah, some very good fixes here, the Devs have been busy!

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PostPosted: Sat May 21, 2005 5:11 pm 
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I like the little one too. Looks sporty. :lol:

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PostPosted: Sun May 22, 2005 1:13 am 
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Sweeeet!!

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PostPosted: Sun May 22, 2005 2:45 am 
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oh yeah.... I am looking forward to this greatly....


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PostPosted: Sun May 22, 2005 10:41 am 
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sweet rides!! i like the V-35. cant wait to get one...lets hope i dont get it shot up like my av-21 :P

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PostPosted: Mon May 23, 2005 1:13 pm 
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It looks like vehicle combat could be right around the corner, when multi-passenger is working. In the Pub17 files there are crafting details for a number of vehicle weapons, armour, shields and reactors.


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PostPosted: Mon May 23, 2005 2:18 pm 
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*starts watching for the introduction of player piloted AT-ST's and hovertanks and other little battle machines*


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at-st's would be hard due to the having to have the legs move...hover craft are so much easier

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PostPosted: Mon May 23, 2005 5:05 pm 
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They already have the animations for the AT-ST's.... all they have to do is make them pilotable and add a cockpit...


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PostPosted: Thu May 26, 2005 6:45 am 
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This is going oout today. Doesn't seem like much testing time for a publish, and half of that was done by frog lickers.

Wonder if they wanted the multiple passenger vehicles out by today for the all-in-one box hitting the shelves. Okay, maybe it's the new tutorial they want out.


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PostPosted: Thu May 26, 2005 4:41 pm 
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Did you see the price on the All-in-one box?
$29.95 retail.

Best Buy has it for $24.99. Now I'm pissed I didn't wait.

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PostPosted: Thu May 26, 2005 11:38 pm 
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25 bucks??? for all in one?

I glad I'm going to the USA next month so I can save some money.

Up here for the original basis game (Only the SW:G) is nearly 80 $!!!!!

I'm gonna save ALOT!!!!!


w00t

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Woo hoo! another laptopper like me! Wow that sounded wierd just now...


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PostPosted: Fri May 27, 2005 12:48 am 
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That is if the servers ever come back online... :P


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PostPosted: Fri May 27, 2005 1:13 am 
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That requires some explanation Sel Arin.

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PostPosted: Fri May 27, 2005 6:31 am 
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Azzameen85 wrote:
That requires some explanation Sel Arin.

The servers were down all day yesterday.. and I think they're still down so far today.

Publish 17, another quality piece of code from our beloved Devs at SOE. (That was sarcasm)

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PostPosted: Fri May 27, 2005 6:58 am 
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It's up.
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PostPosted: Fri May 27, 2005 7:13 am 
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Hey Obo, can I order two of those? :)

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PostPosted: Fri May 27, 2005 11:39 am 
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hey Obo, do you have any color kits for vehicles??


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PostPosted: Fri May 27, 2005 2:12 pm 
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Angus MacGregor wrote:
Hey Obo, can I order two of those? :)

There are a few sitting on the floor of my house behind my Coronet shop if you want to go pick em up.

I might have some crates of vehicle colour kits around somewhere, but I'd have to dig around for them.


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