Forum - Space Odyssey MMORPG - a massive free online space game

Space Odyssey Info Terminal => Updates => Topic started by: SirEmi on May 07, 2006, 01:21:17 PM



Title: The Galaxy Project Update
Post by: SirEmi on May 07, 2006, 01:21:17 PM
The Galaxy Project Update

Well, here it is. It's totaly awesome if you ask me, here are a few pointers on what you can do in the galaxy.

Basic Navigation:
- You have a button named Galaxy Travel in the right left corner of the mothership. This will take you in the system view mode. Here you can view the system and what it contains. The navigation menu is at the top, while the system management menu is at the bottom.
- To make a jump to a new system, just click on the quadrant or galaxy map
- Now click a star, a new small window will open, it will show general star info and nav computer memory info
- Click Navigate here to jump, it will take a couple of turns, depending on the distance from were you are to the star you selected

- Distance is calculated like this: if you are at 100,100 coords, and with to jump to 200,200, were a star is, if will take twice the number of turns than if you would to jump to 150,150

- The second method to navigate and gather scan info is to press Add to nav computer. This will add the system info into the computer, and this info will be available when you click the star again to navigate later on. While the nav computer will memorize the current system info, if you come back very late after, this info could not be so accurate, than you would want to click the Add to nav comp again to update this info

- System Battles
- Each system is protected by Reavers, aliens that lost their worlds a long time ago, and now fight to survive. Long life in space with no means has driven then close to insanity, watch out for them. The more resources the system has, the more of the Reavers you will have to face before going to the next step

- Mining Asteroids
- After clearing the system of the Reavers, you can mine asteroids. Those resources will help build special buildings, that will add to your bonuses, just like commander ability. They are stackable with commander ability, e.g. 2% bonus to attck from CP, and 2% from building => 4% to attack. Mining will require credits and turns, depening on asteroid complexity and value.

- Building
- Each building can require multiple types of asteroids to build. Every new level will increase the amount needed for next building level, similar to commander ability

- Assign fleets to defend resources, battle alliance fleets
- After you cleared a sys, you can also assign fleets to make sure noone else comes and mines your resources.
The fleets will patrol the sys and only let your alliance members mine and assign new fleets. Alliance members can assign fleets in the same system, and in case of an attack, the attacker will have to face all the top 10 most powerfull fleets patroling. The attacker will only be able to capture the sys only when he destroyed every other alliance enemy fleet
- You can still make a sys your own if you have no alliance, in that case only you can assign fleets to it, and mine there
- In case of an attack on a sector with the alliance / com fleets, all the owners of the fleets will get a message informing of the attack

- Encounters
- Exploring has its rewards. Each minute, there are encounters poping up all over the place, some easy, some harder. When you see them, click on them to see how much fleets you would face. Your power is not inportant, and if you find easy ones, the better. Just about 1 of 2 systems will have an encounter at any time in one day, provided they are not taken by others, and you find a quiet quadrant, you can get rich very quickly...

That's about it, in a short description. This is still prototype, and more special encounters / planets / planet construction will be added later, feel free to comment. If you find any bug, report them asap for fixing.

God Speed Commanders!

Sir Emi




Title: Re: The Galaxy Project Update
Post by: Lammalord on May 07, 2006, 03:04:42 PM
cool!!!!



now i can attack myself! :P even got the messege that was sent to me from me telling me that i attacked myself!

:P


really good job on the galaxay sir emi im really impressed!!


Title: Re: The Galaxy Project Update
Post by: Ricu on May 07, 2006, 03:09:35 PM
2 words.

 :rockon:

its the best update in the game yet !! the game improved 3 times with this update or even more. 


Ah yes , please make a button to go back to the Main Menu of the game form the galaxy .. i always have to pres back back back :P


Title: Re: The Galaxy Project Update
Post by: fat monkey13 on May 07, 2006, 03:13:24 PM
lammalord, you should try and counter yrself and see what happens

and it really is an amazing update, and it's not as confusing as it first sounded
congrats sir emi


Title: Re: The Galaxy Project Update
Post by: SirEmi on May 07, 2006, 03:14:28 PM
Ricu, just click the Main Menu link at the left upper corner of the screen, just up of support us   :))

monkey, I tryed to explain it, but the more I did, the more confusing it would sound, so I decided just to do it, and than you will know what I was trying to do :)


Title: Re: The Galaxy Project Update
Post by: Ricu on May 07, 2006, 03:25:45 PM
Whats the respawn time for the encounters ?


Title: Re: The Galaxy Project Update
Post by: Seither on May 07, 2006, 04:25:52 PM
He said every minute at random, so you could get one right after you do it or not see it for days.

are you gonna add anything special for gold members Sir Emi? This would be an easy thing to add something to for us, lol.


Title: Re: The Galaxy Project Update
Post by: Chronos on May 07, 2006, 04:42:59 PM
So far, I'd be surprised if I don't see an encounter in a sector.


Title: Re: The Galaxy Project Update
Post by: Devgil on May 07, 2006, 04:44:23 PM
How do you travel to other quadrants?


Title: Re: The Galaxy Project Update
Post by: Chronos on May 07, 2006, 04:54:43 PM
The galaxy map.

Anyways, you might already be thinking about it. But if not:

Alliance Buildings ^_^


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 07, 2006, 07:36:43 PM
Quadrant Geminorum is now portrolled by DDD Fleets hehe i had to say that its sooo cool!!

just wonder but if someone dosnt go to an area for a really long time can the encounters stack?? as in have like 5 encounters at one star?

that would be cool... also

would it be possible (i dont know if it already is...) that your fleets that protect a stars.. or areas minerals will also protect the encounters... that way i can just find a quadrant... mass up ships, protect it, call it my own and feed off the encounters and recouses that are there.. that would be cool like claiming my own teritory!



Title: Re: The Galaxy Project Update
Post by: Chronos on May 07, 2006, 08:18:05 PM
I think encounters probably act like missions in some respect. They come every minute, and go away after a certain whatever amount of time.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 07, 2006, 11:42:32 PM
hope i can use my fleets to gaurd counters as long with the recources... to claim my own teritory or something


Title: Re: The Galaxy Project Update
Post by: zephyrblade on May 08, 2006, 02:12:59 AM
let me see.
oh, carpfish!

Engaged Units
Fleet Name # of Units Attack Defence Hitpoints
Luthavion Gunners 20095 58339 0 8969                   <- mine!

         VS.

Engaged Units
Fleet Name # of Units Attack Defence Hitpoints
Slayer 1 1 36770707 114096 51110175
VictoRy's Vengeance 3 1 17155704 229379 11013750
Banisher 2 3 1717507 42941 2230696
Nedesco x2 6 491007 28594 696574
Wiz 7k 1 19 269803 6690 38526
Test newage 2 3 358 6845 122 8597


Title: Re: The Galaxy Project Update
Post by: zephyrblade on May 08, 2006, 02:16:30 AM
Quadrant Geminorum is now portrolled by DDD Fleets hehe i had to say that its sooo cool!!

just wonder but if someone dosnt go to an area for a really long time can the encounters stack?? as in have like 5 encounters at one star?

that would be cool... also

would it be possible (i dont know if it already is...) that your fleets that protect a stars.. or areas minerals will also protect the encounters... that way i can just find a quadrant... mass up ships, protect it, call it my own and feed off the encounters and recouses that are there.. that would be cool like claiming my own teritory!



where's geminorium x.x


Title: Re: The Galaxy Project Update
Post by: zephyrblade on May 08, 2006, 02:21:03 AM
Sorry too triple post but here's a suggestion,maybe a search bar in case you already know the name of a quadrant but not where it is on the map?


Title: Re: The Galaxy Project Update
Post by: SirEmi on May 08, 2006, 05:17:20 AM
yes, i had that in mind, didn't have the time to do it yet, will do, and the fleets protecting encounters is a good idea too, thanks


Title: Re: The Galaxy Project Update
Post by: Gunfighter Frank on May 08, 2006, 05:34:02 AM
how about just find with corrds


Title: Re: The Galaxy Project Update
Post by: Ricu on May 08, 2006, 05:40:46 AM
are you shure there is a respawn for encounters ? i wasted about 1500 turns and found only 2 , yesturday i found about 1-2 encounters in each quadron. now its liek 1 in 10 .. what happened ?


Title: Re: The Galaxy Project Update
Post by: Seither on May 08, 2006, 07:50:09 AM
Ricu, what happened is everyone is doing encounters, so they are becoming less and less common. Also, Sir Emi, you should add the ability to see if you have messages waiting while in the galaxy. and I think something needs to be done with the turns needed to mine stuff, lower them or something, because to get enough of the items to build 1 building takes well over 2 days worth of turns nearly, which is kinda high and prevents you from doing anything else. Also, you should make the time it takes for your nav computer's info to be wrong longer then a day. I went back to the place I first started (I haven't moved more then a quadrant over either) and the info about what was going on was wrong.

And this is just a question. Do the resources respawn (if you empty them out, and if you leave them alone for a while while there is still some in them) and do other resources spawn in them (say your area doesn't have gold. Will gold ever spawn in your area?)?


Title: Re: The Galaxy Project Update
Post by: Ricu on May 08, 2006, 09:53:58 AM
Luffy this morning i logged in and noone was doing encounters , last message was from Ronald who was online like a lot fo hours ago , and still i was barely finding any encoutners :-/ there should be at least 5 in each quadron. ive seen some quadrons with over 7 and some with none...


Title: Re: The Galaxy Project Update
Post by: Seither on May 08, 2006, 09:57:03 AM
That's because where they respawn is random. Totally random. walk into a gym, and have somone throw a jar of paper clips that's open up into the air as hard as they can. Those paper clips are encounters, where they land is random, so they could all respawn in the exact same spot, or they could respawn in 10k different places.


Title: Re: The Galaxy Project Update
Post by: Ricu on May 08, 2006, 03:51:53 PM
hmmm ...

First opinion about the galaxy map was that it was excelent , even better. Ive started killing some reavers for some XP and then some encounters. iven thou i spend sometimes about 60 turns to find one the reward compesanted this. and i did this again and again ... it gived a excelent revard coz i encountered a black hole and i gote some turns back ...

Now after almost 24h from launch, im wasting about 150 turns to get an encounter that rewards me with liek 3mission rewards.. so i get in lossing
Quote
Each minute, there are encounters poping up all over the place, some easy, some harder. When you see them, click on them to see how much fleets you would face. Your power is not inportant, and if you find easy ones, the better. Just about 1 of 2 systems will have an encounter at any time in one day, provided they are not taken by others, and you find a quiet quadrant, you can get rich very quickly...

I am the last do do encounters in the new , it passed about 20 minutes now , and i still cant find encounters , actualy i can find but very poor, its almost not worth it anymore. the first day was actualy excelent. if you cant still find encoutners so easy at least make more blak holes so we dont get 1000 turns wasted for the reward i could have gotten in 20 missions..( 300 turns )


The update is verry good , but the actual settings are not good , only high players can do encounters and mine , the small one need theri creds for fleets not 2% bonus in their acc or abs.

you should make more encounter , much more , and place them between 200mil - 2 bil the more frequent and then the 5-10 bil a bit more rare and above 10 bil not so many as only few can get them...

But as i think the system works out the total ranking powers and devides them with the forumas you coded ( i dont know just fliping coins here  :P )  but lower it a bit and make them more frequet. it would be better for everyone. as you might have seen only the top 10 are doing encounters and the rest are loosing to reavers.... this aint good.

ah yes edit -------------

the counters should be devided in each quadrants , now there are quadrants with no encounters , ive checked 4 until lnow and i havend beet there , and the news say noone has , and they are empty , some even dont have reavers and resources.

it would be better to have when they respawn about 4-5 in each quadrand , you might find 3 on a star and none in other in the same quadrant and have like 3 small power , 2 medium and one with high power. they are 7 stars in each quadrant , so if there were like 5-6 encounters  in a quadrant , 3 small 2 medium and one verry big it would be best for the lower ranks also .


Title: Re: The Galaxy Project Update
Post by: ars68 on May 08, 2006, 05:35:21 PM
also, the 10% re-activation is fine, when you need it where you are at NOW, but what is the point when it is "instantly jumping" to where it is already at?  could you please have no activation fee if it is not jumping anywhere to get to you?  I mean, the reason is, 10% fee is fine for reserving, but when it is guarding a system, it can STILL get blown up.


Title: Re: The Galaxy Project Update
Post by: Drackin on May 08, 2006, 05:57:48 PM
i think we should be able to chat within quadrents and be able to attack intruders who are unwelcome


Title: Re: The Galaxy Project Update
Post by: Ricu on May 08, 2006, 06:21:10 PM
As you all know a galaxy is made out of many many solar systems comets stars bla bla .... so i sugggest changing the quadrans into solar systems and a allaince can capture an entire solar system and guard it with fleets and in each solarsystem there should be a habitateble world were alliances can have their "home" you can capture another alliances home but to have a penalty for the big alliances that can conquesr most of the others , if you conquer an sollar system you will lose your previous one ,

 An alliance can have only one solar system that they can call it home , and agian for the safety of the smaller alliances , only the alliance leader can choose to attack ( conquer) a certain solar system. and it should work like this : a leader comes online posts a message on the board , We need to conquer this sollar system ( coordinates - name ) and then he should have an option to attack that sollar system and have a window of oportunity ,since the leader chosed to attack that certain sollar system , of 24 hours. in that time if any of the alliance members attack that sollar system and destroy the defending armada the alliance will call it their own , and also to prevent oters from captureing it right after it was captured form another alliance , there should be a "nebula kind " of protection of 24 h to give the alliance time  to build defences there, fleets , maybe buildings on the habitable planet ( coz that is the target of the sollarsystem ) and maybe put some mines in the orbit to attack enemy units decreasing the fleets ACU or ABS. Also if a solar system takes massive attack from another alliance and loose more power than most of the players in the top 50 dont have it should be called again a "nebula kind " of protection , From the dark dust that resulted in the fight you cant attack because you cant see anything and it will need agian a 24h clean out time, in with the alliance that owns that sollarsystem can put more defensive troops.

On that planet an alliance can have workers that generate cr that can be invested ONLY in that Solarsystem , also you can invest your own creds in there for defences , mining operations , and a new ability that should be imprented now , workers that mine resources that can be sold in the market !!!

And why not , if an Alliance captures a certain sollarsystem they can choose to name it.

And i need to specify some things here : even thou the only the leader of an alliance ( and if implemented ,the Sub commander ) can choose when and wich solar systme to attack , all the members can contribuete to the home base , planet , with cr as workers , fleets , build cannons , all that stuff.

So .. were these 20 minutes i just lost of my life worthless or at least i impressed someone with my imagination ?  :))

Im gonna post it in suggestions also. others can coment it there.


Title: Re: The Galaxy Project Update
Post by: Seither on May 08, 2006, 07:14:16 PM
it's a good idea, though kind complicated, and I think Sir Emi is implementing something like this. as for encounters, I do think the respawn rate needs to be upped, the amount of turns for mining all 1 or no more then 5 and you just have to pay more for each thing your mining, so upping the price would be fair compensation. Also, up the respawn on resources, it's too low and slow, I noticed my system gained 300 for 1 day, and that was it. Good, but has a lot of work to be done.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 08, 2006, 07:58:22 PM
well ill be happy if my fleet can also not only gaurd the recouses but the encounters to.. so i can really claim a little bit of the galxay for my own..

oh and my area is dead center of the map.. ok not dead center.. a little to the upper right but its around there (what i had to pick the bussiest spot in the galaxy the center to set up my camp!


Title: Re: The Galaxy Project Update
Post by: Finis on May 08, 2006, 10:15:49 PM
Just an odd thought, but shouldn't truces still be recognized, at the very least on the alliance level. I mean I had Ronald come through one of my systems and clean out my ships there, although for his rank it took quite a few attacks maybe he was using only one fleet. Yet his alliance and mine have a truce between them.

All in all, it is a good system.


Title: Re: The Galaxy Project Update
Post by: Drackin on May 08, 2006, 10:27:30 PM
i really like the workers idea, kinda like haveing a secret base in you solar system where your alliance can stash away for building weapons and buldings along with mining costs. so maybe haveing to build something like "worker camps" where your workers would live. also the more workers the more gets produced but not just credits but the differents ores too, but maybe to be a little more fair there will be no growth rate, you only get workers from buying them. truces should be recognized and encounters on the remaining planets of the solor system. this may also make way for alliance wars where you can mass your fleets together and use them to launch a single power strike against another solor system.


Title: Re: The Galaxy Project Update
Post by: zephyrblade on May 09, 2006, 01:37:14 AM
well ill be happy if my fleet can also not only gaurd the recouses but the encounters to.. so i can really claim a little bit of the galxay for my own..

oh and my area is dead center of the map.. ok not dead center.. a little to the upper right but its around there (what i had to pick the bussiest spot in the galaxy the center to set up my camp!

What's it near? :P


Title: Re: The Galaxy Project Update
Post by: Peter Angelo on May 09, 2006, 02:45:05 PM
Overall I think the new update is wonderful.
But I do have a suggestion and I wish to second or third(as the case may be) a previous suggestion.

suggestion 1, when encountering other players in a system, show if they belong to and alliance.  (I have one pesty bugger who I want to know if he is breaking a truce) that also would be very helpful in the bounties section (I know, I know, off topic)

I would like to second the idea of being able to attack intruders, no matter what rank or fleet power.  It isn't very realistic if they attack my fleets in a system, (reserved) and I can't directly attack them back. (message: player(#XXXX) fleets are too small and escaped)

but again, Kudios, an excellent addition to an already fun and time consumeing game


Title: Re: The Galaxy Project Update
Post by: fat monkey13 on May 09, 2006, 04:27:16 PM
i think the alliance solar system thing would be really good and would make alliances all the more important and fun to be with  :)
another idea connected to this could be that truced alliances can trade resources between each other for alliance credits (credits that can only be used for the alliances solar system by the alliance leader)


Title: Re: The Galaxy Project Update
Post by: FTP on May 09, 2006, 04:33:29 PM
Only thing I dont realy like is that since missions got 15 turns each I'm always short on turns and this just eats away my turns even faster :O


Title: Re: The Galaxy Project Update
Post by: Seither on May 09, 2006, 04:43:17 PM
yes, turns are a problem with the galaxy, especially the mining, since you need so many resources to get any reward from it, you spend more then a day's worth of turns to get 1 building.


Title: Re: The Galaxy Project Update
Post by: Chronos on May 09, 2006, 06:20:20 PM
But getting a building is like buying an upgrade via commander points.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 09, 2006, 07:40:37 PM
ya except the beggings of a commander i could do like 10 missions or 10 big attacks get 7 command points and wham i can do like 3 differnt things withthat 7 points i got.. but for this even the smallest thing still takes like 200 turns to get and the things i want would take 1000's of turns


Title: Re: The Galaxy Project Update
Post by: Luther on May 09, 2006, 10:27:00 PM
If you have an aliance with multiple players in it can you all attack the reavers togther?


Title: Re: The Galaxy Project Update
Post by: ars68 on May 09, 2006, 10:49:48 PM
7 CP...  I could 0 of what I would want, so not sure what you mean by just 7.  but ya, encounters give more kinda.  until you get to maxing out things at 50 some % on some, then you go into the galaxy, and max it out even further.  also, I hate to say it, but you are more right then you may think.  Emi, I found a small glitch in the program, not big, and nothing that gave an unfair advantage, but it DID let me see how you set the max's, basically all it took was alternating increasing the level of 2 buildings till they hit their max, and so I can safely say the buildings are good.  they give an alternative to save valuable CP.  think of it, you use enough CP to go up to 25% sheild master, then you top it off about 7% for the building.  see what I mean?  although I must say some of the requirements, I doubt there is enough resources whole galaxy at one point to be enough, let alone turns to mine it, like one thing, to get to the max of, would take around 3 years worth of turns, nothing else, other then SOLID mining of carbon.  for 200%+ ya, but still, pretty extreme...

which leads me to this suggestion:
make mining the same as the hologram training program.  you can use turns, maybe doing it yourself, or you can use credits, hiring someone to do it for you. you see?  but not both.  by making it eitehr 1 or the other, the people with mroe turns then credits can use turns, the people with more credits then turns can use credits instead.  that way everyone can really mine.


Title: Re: The Galaxy Project Update
Post by: zephyrblade on May 10, 2006, 02:01:57 AM
If you have an aliance with multiple players in it can you all attack the reavers togther?
Now that would be cool. :wow:


Title: Re: The Galaxy Project Update
Post by: Chronos on May 10, 2006, 02:16:27 AM
If you have an aliance with multiple players in it can you all attack the reavers togther?

... That would probably be a programming nightmare. It depends on how he has the game set up, but I'm willing to bet it'd be a heck of a lot of work to implement something like that.


Title: Re: The Galaxy Project Update
Post by: Gunfighter Frank on May 10, 2006, 08:26:38 AM
how about make mineing part of the Number of workshops you have, the number of workers etc.  and how about being able to get a planet to build facilities for making market items and build warehouse space on the planets. Thus we can assign workers to make items.like soil takes the fewest slots and scanners takes the most thus as long as we have workers and the building we can manufacture items to sell on the market as we use turns.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 10, 2006, 08:50:48 AM
im just wondering emi... do encounter still spawn when you have commander fleets guarding an area.. beacuse i have fleets gaurding and entire quardant and i havent seen a single encounter in it for the last 3 days im starting to wonder if it was a good idea to guard the area.. it sceems to be accomplishing nothing if the counters i want never appear


Title: Re: The Galaxy Project Update
Post by: fat monkey13 on May 10, 2006, 11:50:35 AM
If you have an aliance with multiple players in it can you all attack the reavers togther?

you can do already anyway, just get all the members of your alliance to go to the same system and then all attack the reavers, starting with the most powerful commander in the alliance


Title: Re: The Galaxy Project Update
Post by: Peter Angelo on May 10, 2006, 01:18:05 PM
another quick suggestion would be to add a turns remaining counter  to the galaxy Navigation and quad navigation pages.  I just realize there is no indication of how many turns you have left, which could cause problems in this new turn poor economy.

Also, does anyone know if resourses are limited or if they will slowly regenerate?


Title: Re: The Galaxy Project Update
Post by: Seither on May 10, 2006, 02:01:20 PM
Nobody knows the answers to these questions but Sir Emi....who hasn't told us yet.

And ars this idea:
make mining the same as the hologram training program.  you can use turns, maybe doing it yourself, or you can use credits, hiring someone to do it for you. you see?  but not both.  by making it eitehr 1 or the other, the people with mroe turns then credits can use turns, the people with more credits then turns can use credits instead.  that way everyone can really mine.
is brilliant. I love it.

And by 7 cp points, he means in the beginning, when a lot of the page 1 stuff only cost 7 cp to make 1% instead of 300+ to make it above 5%


Title: Re: The Galaxy Project Update
Post by: ars68 on May 10, 2006, 06:19:34 PM
oh, btw people, I don't see any problem with huge building costs, I jsut upgraded the building for more HP to level 4, along with others in level 2 and such.
but yes, frank, I LOVE that idea, about workshops, iunless emi had something better in mind, that would give players a GREAT reason to build more then just 300 workshops like me :)


Title: Re: The Galaxy Project Update
Post by: Gunfighter Frank on May 11, 2006, 08:10:44 AM
OH and 1 other thing where are all these supposed encounters that are suppose to be in the galaxy.  the galaxy is a waste of my turns.  I have used 3 days worth of turns looking for these supposed encounters and found 0 zip nada none zero zilch not 1 encounter.  and killing those stinking revers is also just a waste of my turns.  no reward, a couple exp.  and cant even capture thier ships because they all just get dead and when you do capture one it cost more marines than they are worth.  This thing sucks unless you are just starting out and need a little extra help.  Fix missions.


Title: Re: The Galaxy Project Update
Post by: SirEmi on May 11, 2006, 03:50:48 PM
a glitch in the spawn rate of the encouters has been fixed. The glitch also caused dday coms not to be kicked out when they had less power than the lower limit, also fixed now. The resorces are not spawning at the moment, but they could spawn if there is a need for more...

The Galaxy Project is just the first step, the foundation for what is there to come... It is flexible and opens up many posibilities, the best are re-building the galaxy, inlcuding space stations, artificial planets, trade goods manufacture with workers, military force on the system and marines on the ground and bases, quadrant protecting bases, active scanners arrays to scan quadrant stars, and automatically add to nav comp, system shield generators, system warp dumpener, etc


Title: Re: The Galaxy Project Update
Post by: FTP on May 11, 2006, 04:22:12 PM
Wow this game is realy to be complicated :O


Title: Re: The Galaxy Project Update
Post by: ars68 on May 11, 2006, 04:52:17 PM
Quote
system warp dumpener,

hehehe...  *shoots into future, ggrabs a system warp dumpener, comes back, and dumps a bunch of resources burying everyone's ships*

ok, ok, that is more like what should be in the whatever, random object fight, but anyway, just thought you might like to know it's spelled wrong, and kinda funny :)

btw, you ever gonna fix all the spelling errors?  yes, they are minor, but still important to have proper spelling :P

and also, artificial planets...  does that mean that you will not be finding any planets naturally, that all planets will have to be made by players?  also, if it would be possible to take away or make the 10% re-activation fee conditional, because right now, once a fleet is found in the galaxy, it is MUCH easier to lose the entire fleet then even keeping it with you.  and I thought the reason for the fee was to keep people from abusing it, taking ships out of harms way with no repurcussions?  because if that the case, then having them guard a system is more like PUTTING them in harms way.


Title: Re: The Galaxy Project Update
Post by: Ricu on May 11, 2006, 05:58:21 PM
The encounters respawn now , but there is one more problem , they are to low now  :wounded1: 14mil 20 mil , even reavers have bigger power than most of the encounters , it is good that you lowered it so lower ranked could do them , but honestly , they DONT , and even for them its not a much profit , i think having them between about 1 bil and "highest ranked players power" would be better as you sayed when you "coded" the encounters , they should be only in from a certain rank in the ranking page .

 or a power startign at the 50th ranked player up untill the top nr 1 player power in the encounters. wich would mean encounters would have now between 364.323.854 and 224.416.697.348 power , even thou noone can do a 224.416.697.348 encounter its good to be there as a trap for those who dont watch in what they are gettign it  :14: .

comments on this ?  :sweat


Title: Re: The Galaxy Project Update
Post by: ars68 on May 11, 2006, 06:07:28 PM
between rank 100 and rank 1  power levels...  I think I like the sound of that :)


Title: Re: The Galaxy Project Update
Post by: FTP on May 12, 2006, 02:21:45 AM
I thougehd it was funny to do sum 15 mil power enocunters :P

Bit to low but I saw some 20 bill to.


Title: Re: The Galaxy Project Update
Post by: Ricu on May 12, 2006, 06:23:00 AM
i can do 20 bil , i did 3 of them , but cant find any now :( only under 50 mil :(((  :2:


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 12, 2006, 09:21:09 AM
i cant find any encounters.. ever scence i garded this quardnart with my fleets i havent seen an encount in it for the last 5 days now


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 12, 2006, 09:25:18 AM
i cant find any encounters.. ever scence i garded this quardnart with my fleets i havent seen an encount in it for the last 5 days now

.. ok then nvm.. lol i just cheaked 2 starts and i already found 3 of them tough one was at 21 bil and another at 50 mil.. at least im seeing them now happy! you increased the amout of encounters most of them week some strong some actally fit me but i have like at least one encounter on every one of my stars :D


wow i dont know why it posted 2 times

1-100 sounds better


Title: Re: The Galaxy Project Update
Post by: zephyrblade on May 13, 2006, 12:05:47 AM
There's no chat window, Nnnnnnnnnn000000000000000000000000!  :))


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 14, 2006, 11:27:18 PM
ok you know what.. this is really friking cheep Jeff is attaking all of my stars.. and all i can do is sit here we dont even get counter?!?! then whats the dam point in gaurding a place? if you dont get counters and the oppent dosent unneb there isnt reallp a point in gaurding a place...

its just like hes attacking me.. same comsept.. why dosent he get unnebed.. i thought attakcing another player unnebs them.. and that if you get attacked you can counter

i cant even defend my areas.. its only right that i get to attack back on the people that attack me


Title: Re: The Galaxy Project Update
Post by: Charlemagne on May 15, 2006, 12:31:27 AM
I agree with  Lamma, the system needs to change, I had a lot of ships wiped out by vastly superior fleets while guarding "my" stars.


Title: Re: The Galaxy Project Update
Post by: Ricu on May 15, 2006, 07:00:29 AM
i really dont know why you guys guard a place ... whats there to guard ? the resources respawn ..  :19: :14:


Title: Re: The Galaxy Project Update
Post by: Valefore on May 15, 2006, 11:41:09 AM
Ricu, from what Emi said, they currently aren't respawning... and its also to protect and to claim that section for whatever else is to come, ie artificial planets, stations, things like that....


Title: Re: The Galaxy Project Update
Post by: Ricu on May 15, 2006, 01:04:01 PM
so you protect it before you know its even comming there ? lol what if that place is gonna just stay empty ? :P bummer huh ? :-) well ive seen a lot of bases of alliances and i havent attaked , i can get resources from other places to .. no point in attaking + there really isnt worth using 15 turns... anyweay it still seems liek awaste to me so far , maybe in the next update i will change my mind.


Title: Re: The Galaxy Project Update
Post by: Seither on May 15, 2006, 02:10:49 PM
Well, right now, it prevents people from mining, so it does do SOMETHING, though it's not really worth it, and yes, Sir Emi, resources kinda do need to respawn, as you waste so many turns trying to FIND them.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 16, 2006, 09:23:34 PM
I WANT TO AT LEAST get counters after som1 attacks my stars or that the ppl that attack get unnebed


Title: Re: The Galaxy Project Update
Post by: ars68 on May 16, 2006, 11:36:01 PM
you know the problem with that?

you attack someone that has 10 fleets, each fleet from another alliance member

who gets the counter?  from each attack, does EVERY other person who received the attack message, get yet another counter on him?  ya, I can see that, he hits once, and gets pummeled by 10 total counters O.O  good thinking there lammalord.  that should make attacking very interesting indeed.


Title: Re: The Galaxy Project Update
Post by: Chronos on May 17, 2006, 01:27:12 AM
... Maybe you could have some sort of alliance-counter system. It probably be a good thing to have, now that alliances are probably going to play a somewhat bigger role with the opened possibilities of alliance bases and whatnot. ^_^


Title: Re: The Galaxy Project Update
Post by: Gunfighter Frank on May 17, 2006, 02:28:43 AM
it tells you who all you are attacking so yes every commader should get a counter.  it is just like attacking each one of them so they all get to counter you.  teach you to leave alliance territory alone


Title: Re: The Galaxy Project Update
Post by: Seither on May 17, 2006, 02:38:56 PM
I think it would work, but counters need to be usable no matter what the person's power level. I'm tired o being told their ships are too small or too big when I want to counter someone, it's SO annoying.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 17, 2006, 10:47:24 PM
ya i gave up garuding cause if i cant retallate there is no real point in gauding a place...


Title: Re: The Galaxy Project Update
Post by: ars68 on May 18, 2006, 10:20:38 PM
on a side note, E, could you please take another look at your formula for fleets being to big to attack?  I was sending EVERYTHING I HAD OUT, even when the ranking page SAID I could attack someone, and that was like 10 ranks below him, yet it still said my fleets were to small.  in fact, I couldn't hit him till I was just 2 ranks below him, where then he ended up coming on-line and just hitting me in between what I was trying to do.  very frustrating, indeed.


Title: Re: The Galaxy Project Update
Post by: Seither on May 19, 2006, 08:24:35 AM
Yea, i've had this problem too. I think it is calculating fleet power only, instead of adding in base power as well.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 21, 2006, 04:09:06 PM
it only countes the first 10 fleets in an attack so if i were to have like 50 fleets consiting of real high power it would make hitting me near impossible but it also makes me hitting anyone else impossible to.. its a cheep way to hide from attacks but it dose work


Title: Re: The Galaxy Project Update
Post by: Seither on May 22, 2006, 01:24:55 PM
No, the ranking screen said ars was in range and COULD attack the person, but the war screen told him he couldn't.


Title: Re: The Galaxy Project Update
Post by: Lammalord on May 23, 2006, 07:01:34 PM
excally if i had 50 fleets of powerships noone around me could attack me, when you go to war it counts the power of your fist 10 fleets only, not all of your fleets


Title: Re: The Galaxy Project Update
Post by: Seither on May 27, 2006, 03:01:19 AM
well, that needs to change then, at least for an attack. When you go to attack, it should only count your target's fleet power and their first 10 fleets as well.


Title: Re: The Galaxy Project Update
Post by: lordmoore on June 05, 2006, 12:09:56 PM
Hummm....is there a limit on the # of buildings you can have?  I haven't been able to build more buildings for the last 2 weeks.  :2:


Title: Re: The Galaxy Project Update
Post by: ars68 on June 05, 2006, 10:34:18 PM
I can safely say for a fact you have not reached your limit.  as far as I know, the only time you cannot build anymore is either (of course) you run out of building material or you reach the maximum combined building/commander level for that ability.  and the lowest max out there is like 50, I think.  either that or 27, not sure  :14: :21: :))


Title: Re: The Galaxy Project Update
Post by: Seither on June 06, 2006, 03:03:12 AM
You need more minerals. A lot of buildings require more then one type of mineral too.


Title: Re: The Galaxy Project Update
Post by: lordmoore on June 06, 2006, 11:17:48 AM
Humm...I checked the minerals before and just now and still no go (I have PLENTY of minerals). 

I only have 13 buildings (%) in total so I'm not sure why it still won't let me build. 
 :wounded1:

I even tried building for items that I haven't invested alot of 4% in CP's.  NO go there either. 


Title: Re: The Galaxy Project Update
Post by: Seither on June 06, 2006, 11:30:05 AM
are you clicking the up button? Do you have enough of ALL materials? You can't have any red anywhere to be able to upgrade it.


Title: Re: The Galaxy Project Update
Post by: lordmoore on June 06, 2006, 12:04:45 PM
Doh...figured it out.  Too embarrassed to say what the problem was (it wasn't ANY of the suggests above). 

Thanks for all the help though.   :6:


Title: Re: The Galaxy Project Update
Post by: Seither on June 06, 2006, 02:57:12 PM
your welcome, and no problem. We all make stupid mistakes sometimes, don't sweat it.


Title: Re: The Galaxy Project Update
Post by: ars68 on June 07, 2006, 10:10:40 PM
hehe, ya, I figured it out to, shame on you for such stupid mistakes :P  actually, don't worry, I do it sometimes to.  always need to remember to check that circle to the elft of what you want built :))

but as seither said, we all make stupid mistakes sometimes


Title: Re: The Galaxy Project Update
Post by: Seither on June 08, 2006, 01:05:41 AM
lol, even the great ars and I do, like accidentally kicking out two active members.


Title: Re: The Galaxy Project Update
Post by: lordmoore on June 08, 2006, 09:55:47 AM
always need to remember to check that circle to the elft of what you want built :))


shhhhhhhhhhhhhh!!!    :6:

 :))


Title: Re: The Galaxy Project Update
Post by: fat monkey13 on June 09, 2006, 06:20:54 PM
i thought that it automatically selected it when you clicked the up arrow


Title: Re: The Galaxy Project Update
Post by: Seither on June 10, 2006, 12:52:03 AM
sometimes, but not always. and sometimes it shows it selected, but because you didn't click it, it sends the signal for the one it was on.