Someone closed my original thread, so here is my Patreon again. Patreon
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Update Logs
Full logs of changes, going back to the first recent ones can be found in:- Update & Changes Log
Update 8-9-19
Top 5 attack bug has been fixed.
The ability to attack anyone in the top 5 from any pr, has now be amended.
Update 5-3-19
Minor VM Update
In the interest of clearing up some confusion, I have unified the timer for entering and exiting VM to 12 hours. This means that if you enter VM before 24h after your last attack, the VM will not begin until 12 hours have passed from you activating Vacation Mode.
When you exit VM early, you will similarly have 12 hours of no turns and will be removed from the VM damage protection, leaving you open to attacks.
No changes have been made to the usual 24 hours of turns at the end of a 7 day or longer VM.
oh also anyone can plunder x class planets now ~ Enjoy
Update 1-11-19
Well I guess it`s time to post this update - In the interest of keeping speculation down and everyone in the loop - Here`s what`s going on currently behind-the-scenes:
Most of you have already noticed that the payment system for Gamestotal has been down for the better part of a year now. This has been a concern to me in regards to the servers remaining up. I`ve been trying to mitigate this possibility with a backup, so far so good.
Part of the issue with the game (and updating/changing the game, doing anything really) is GC`s architecture is ancient. It`s running on tech from 2000, and bringing this a little more up to date has been a major focus over the last while. If you`ve read the Patreon, you know I am also working on redoing the entire code-base for the game. It`s insanely disorganized and lacking in conventions across its files - This is why simple updates can take more time than you would like, and there`s plenty of potential for bugs to pop up.
I am aware of the bugs with VM and leaving VM, as well as server refresh and and goods not withdrawing from the market over the old maximum`s. Hopefully should have those corrected soon.
With regards to concerns about QA with updates, It`s hard to test anything when your total player base is what you would normally like as just a testing base. Sometimes it`s easier to push an update, and if needed change things down the line based on more in-depth assessments. Sometimes issues don`t pop up right away until all of you are playing and using new features regularly.
BadWolf
January 07 2019
I-Tech fix
I-Tech
The last issues with I-Tech have been fixed, minor oversight due to the way older projects function.
December 10 2018
Market Fixes
Food Minimum
I forgot to log that Minimum posting price for food was raised from 2 to 4.
Sorry for any confusion. ~ BW
December 05 2018
GLOBAL PAIDS
Paids for all!
Global Paids for all servers is now active, and will remain active as long as we`re at our goal. Thanks everyone!
Global Paids -
As we have reached the milestone, Global Paids have been activated. All empires in the game will receive a Paid status as long as the milestone remainds reached.
Empires who wish to not participate and have their status removed back to Free, please contact the admins.
For those who previously had Paid status, be advised that these days will carry over even while the Global Paids are in effect.
This means that if next month the milestone is not reached, your paid status will remain in effect while utilizing the time you got for your donation.
For this reason be advised that existing Paids will not be refunded for the reason of utilizing the Global Paids. This is in conjunction with the fact that donations are not subject to refund.
Thank you,
Staff
Edited by Amadea on 2019-08-09
Rolling Minor Updates
Started by BW
· 13/11/2018 · 07:24 AM
· 276 replies
· 6 reads
Somewhere there has to be a concession. No where have I ever seen where you can get rewards without some sort of risk/reward. You have to risk something if you want to "win" to get something great, and right now all a UW attempt risks is credit reserves that can easily be refilled if you dont win at the UW. So the process is become Miner, hit NPC`s until you have massive planets, make tons of money and try, try, retry, retry for a UW until eventually you hope for a success, but in the process of a UW attempt your risk is negligible. I just feel that there needs to be something risked for that. Perhaps Im in the minority, that is fine, but we need something a bit different.
A
Ankaar
I cant agree with the uw increased risk
I agree with Omegian again (what is happening here? :) I would like to see Guards be able to loyalty up to 2.5k, especially if we are talking about cutting/nerfing artis, they will need to be able to explore for systems and get loyalty on them, nothing worse than having to plunder a 11k U Large because it has a paltry 50 loyalty.
I also like the idea of cutting attack/defense or something if your stack exceeds a certain % in a single, double or 3x stack spam. In order to not incur a penalty each stack must not go over a certain PR percentage that equates to your total fleet PR. If you have everything in a single spam, the penalty is a huge reduction.
My other idea may/ may not be a popular one, but one I wanted to at least say. I think UW should change. I think that the rewards for completing one should remain, but with they need a change up. Here are my ideas: a successful UW (36-48 hours) should get a system and ship. Every UW attempt should result in the death of the empire setting it off, regardless of success or not. You build the UW, you explode. But, if you make it past the first 24 hours and fail, you get a small reward of a slightly bigger starting system than you normally get, or get a cache of artis or something to help you restart. I want there to be risk in the UW attempt. Right now we have empires going all out to defend, sometimes even putting their empires in risk handing out retals for the sake of an empire to UW, but if it fails, yeah they are out money, but the others are now out money and possibly borders for their troubles. This also dissuades those who might throw up a "blocker" UW to block someone else from a legit UW attempt; you set off a UW, you will be restarting fail or succeed.
I also like the idea of cutting attack/defense or something if your stack exceeds a certain % in a single, double or 3x stack spam. In order to not incur a penalty each stack must not go over a certain PR percentage that equates to your total fleet PR. If you have everything in a single spam, the penalty is a huge reduction.
My other idea may/ may not be a popular one, but one I wanted to at least say. I think UW should change. I think that the rewards for completing one should remain, but with they need a change up. Here are my ideas: a successful UW (36-48 hours) should get a system and ship. Every UW attempt should result in the death of the empire setting it off, regardless of success or not. You build the UW, you explode. But, if you make it past the first 24 hours and fail, you get a small reward of a slightly bigger starting system than you normally get, or get a cache of artis or something to help you restart. I want there to be risk in the UW attempt. Right now we have empires going all out to defend, sometimes even putting their empires in risk handing out retals for the sake of an empire to UW, but if it fails, yeah they are out money, but the others are now out money and possibly borders for their troubles. This also dissuades those who might throw up a "blocker" UW to block someone else from a legit UW attempt; you set off a UW, you will be restarting fail or succeed.
A
Ankaar
If marauder are supposed to be a plunder income I think their build rate needs a boost.
E
EPrussia
If Mar race mods were changed I would expect cost, upkeep and minerals to make those ships would Increase to like baa said
along with doubling maru ships upkeep and ship cost alduin?
Change Maru food mod to 0% instead of -50
O
Omegian
I would like to keep racials/modifiers the same across all server speeds if possible,otherwise you have a split for racials, modifiers, and what potentially I fear ships.
Would like to see 1-3 stack spams nerfed hard, 1 stack spam where stack is 85 percent of total loses 50 percent Hull and 50 firepower, 2 stack up is half of that and 3 stack spam half of a 2 stack spam, thus 12.5 percent.
Allow guards to loyalty up to 2.5k or allow them to loyalty to 5k but chaglnge their income modifier.
Would like to see 1-3 stack spams nerfed hard, 1 stack spam where stack is 85 percent of total loses 50 percent Hull and 50 firepower, 2 stack up is half of that and 3 stack spam half of a 2 stack spam, thus 12.5 percent.
Allow guards to loyalty up to 2.5k or allow them to loyalty to 5k but chaglnge their income modifier.
i like cheese... i want my cheese to be accounted for :(
A
Asmodean
Its processed cheese food, Baa. It doesnt count. ;)
food produced by commercial is not reflected in the consumption panel
Ahhhh, if only I`d stayed industry Terran for longer...
Great updates! Should certainly keep things interesting for my continual restart way of playing.
Great updates! Should certainly keep things interesting for my continual restart way of playing.
dont think the formula checks if u have enough RM when playing as commercial my current RM is -40,260
if u hit build without entering any values in the boxes it just uses a turn and does nothing while building on planets, should probly redirect saying atleast build 1 infra on the planet to use a turn
Cool, because massive gordoing of planets is not so much of a thing on the turn based servers
admiralsarek that`s actually a good idea, I can adjust things to allow for it. :)
Is it possible for different tax/comm/cg etc producing % on the turn based servers, as the issues there are a little bit different?
And good changes thanks
And good changes thanks
@Grumpy ... I think you missed a memo somewhere along this road trip, friend.
First, this newest mini-update makes commercial a MUCH better and more viable income stream. So you`re currently arguing for an update that just happend ... ???
Second, Commercial income was very intentionally designed to be a slightly lesser economic model due to it`s ease of use and market independance. If Comm was the best for any race no one would ever produce anything. Everyone would go commercial for the guaranteed credits without having to worry about having goods or running out of food or having to post food/mins/etc. It SHOULD never be as good as any of the other market dependent income streams.
In this case this update nearly makes it viable anyway, but not quite. Exactly where it should be.
First, this newest mini-update makes commercial a MUCH better and more viable income stream. So you`re currently arguing for an update that just happend ... ???
Second, Commercial income was very intentionally designed to be a slightly lesser economic model due to it`s ease of use and market independance. If Comm was the best for any race no one would ever produce anything. Everyone would go commercial for the guaranteed credits without having to worry about having goods or running out of food or having to post food/mins/etc. It SHOULD never be as good as any of the other market dependent income streams.
In this case this update nearly makes it viable anyway, but not quite. Exactly where it should be.
A
Asmodean
That is one reason why both coll and Maru should be redone to remove food as the most profitable income. Maru should income via plunder and debris from battles. Colls should make money off captured ships (the upkeep normally paid on those ships goes instead to credit). Coll should also benefit more from plunder and tax to better use their 2x pop.
Terrans are amazing at agri and should remain so.
Miners are amazing tax and should remain so, perhaps have industry benefit more. Mining is eh... needs adjusted dont know how.
Guardian are good taxers, should also make money off mining maybe.
Terrans are amazing at agri and should remain so.
Miners are amazing tax and should remain so, perhaps have industry benefit more. Mining is eh... needs adjusted dont know how.
Guardian are good taxers, should also make money off mining maybe.
My concerns :
- The Average Terran
- All the new players who start playing this game as a Terran
- incomes of races being balanced vs upkeep when building up the ranks.
I remember EE making an income comparison chart once upon a time. Which is needed in deciding to over haul races, income, and ship upkeeps to balance them out. If the game was more balanced.... we would have more Terran playing, and commercial would actually be a suitable income for Terran & new players.
Yes i hope this fixes some of the problems.... Before i restarted as a Guardian, you know the hardest and lowest income race in the game.... i was a MAX commercial Terran, spent a year or two in Newbie protection inactive, i came back and finally used my commercial income.... i could not keep up other races & their incomes in this game & I was MAX infra with commercial. It`s just sad.
Terran description should be changed from easy to medium difficulty.... And new incoming players should be started off as A.miner the easiest income race vs Terran which is more difficult. But that is BS.
As of right now.... no U.Fertile food producing Terran would restart or switch infra to go commercial. That is an opinion but probably close to a FACT as well, because producing food is still largely more effective.
- The Average Terran
- All the new players who start playing this game as a Terran
- incomes of races being balanced vs upkeep when building up the ranks.
I remember EE making an income comparison chart once upon a time. Which is needed in deciding to over haul races, income, and ship upkeeps to balance them out. If the game was more balanced.... we would have more Terran playing, and commercial would actually be a suitable income for Terran & new players.
Yes i hope this fixes some of the problems.... Before i restarted as a Guardian, you know the hardest and lowest income race in the game.... i was a MAX commercial Terran, spent a year or two in Newbie protection inactive, i came back and finally used my commercial income.... i could not keep up other races & their incomes in this game & I was MAX infra with commercial. It`s just sad.
Terran description should be changed from easy to medium difficulty.... And new incoming players should be started off as A.miner the easiest income race vs Terran which is more difficult. But that is BS.
As of right now.... no U.Fertile food producing Terran would restart or switch infra to go commercial. That is an opinion but probably close to a FACT as well, because producing food is still largely more effective.
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