FAQ  •  Register  •  Login

Important Changes 2 the Game

<<

dogman6126

Lvl. 6: Half-Lived

Posts: 52

Joined: Sat Mar 20, 2010 12:15 am

Post Tue Apr 27, 2010 1:47 am

Re: Important Changes 2 the Game

Pr3t3nd3r wrote:Player who did not log in for 2 weeks have the colonies automatically removed from the map.

well what if you cant login because you lost internet conection or something. would you still loose you outposts? i think that would be unfair. maby you should make it longer, and for those who have a big colony or are like an owner of an alliance should not loose there colony for at least a month.
<<

Pr3t3nd3r

User avatar

Programmer, Designer

Posts: 280

Joined: Fri Nov 06, 2009 3:46 am

Post Fri Apr 30, 2010 11:03 am

Re: Important Changes 2 the Game

The time is longer ... 3-4 weeks for removing from map.
<<

Pr3t3nd3r

User avatar

Programmer, Designer

Posts: 280

Joined: Fri Nov 06, 2009 3:46 am

Post Fri Apr 30, 2010 11:09 am

Re: Important Changes 2 the Game

A maximum market requirement limit have been introduced for resources exchange (x for NOW LimitMax). (LimitMax = The maximum trade possible for the current player).
Please remove all
xx000 BC/SC for 99999 resources
from the market. All transfer of this kind. (which can not be accepted by anyone because of the limited number of merchants) will be DELETED!!!
<<

Pr3t3nd3r

User avatar

Programmer, Designer

Posts: 280

Joined: Fri Nov 06, 2009 3:46 am

Post Sat May 01, 2010 1:02 am

Re: Important Changes 2 the Game

Increased Transporter max level to 30. Decreased Transporter build time.
Decreased Housing build time.
<<

Cmdr. Tauron

Lvl. 3: Pip-Boy

Posts: 25

Joined: Mon Mar 15, 2010 5:02 am

Post Sun May 02, 2010 12:00 am

Re: Important Changes 2 the Game

Pretender dear.
It would be great if u would fix it so that we could enjoy an alliance (shared) colony, like they currently enjoy in prime, B4 u take our bc's. Then we would have someplace to put them. And we could afford to put enough troops in the shared colony to make it hard to take.
when we try to donate to alliance, it still gives an error message.
<<

shanwilder

Lvl. 7: Ascended

Posts: 112

Joined: Thu Nov 12, 2009 12:17 pm

Post Mon May 03, 2010 5:41 pm

Re: Important Changes 2 the Game

Good to see the trades have been blocked from storing money. There are still the pages of 99999 offers, can they be removed please
<<

shanwilder

Lvl. 7: Ascended

Posts: 112

Joined: Thu Nov 12, 2009 12:17 pm

Post Wed May 05, 2010 3:17 am

Re: Important Changes 2 the Game

Fixed, appreciate the hard work :)
<<

Pr3t3nd3r

User avatar

Programmer, Designer

Posts: 280

Joined: Fri Nov 06, 2009 3:46 am

Post Sat May 08, 2010 11:00 am

Re: Important Changes 2 the Game

New changes made to the reports (Asgard Prime/Harbinger), quote from xeno announcement Xeno Free Broser game:

First thing I want to clarify is that there is no testing team. We make tests but bugs will still happen, especially when we are modifying a part of the code and a unexpected bug happens with no visible connection to the change.
This things happen, please have a good and constructive attitude!

The changes that will follow will affect all the servers. Even if now I'm adding them to Ultima and Master server ...they are designed specially for prime server which is the oldest server and where they can really be tested.

This new small feature took more than 10 hours to develop it and make it work. When I tested it I found more than 3 bugs which where in the old code.

So now if you do an ATTACK (not raid) with the proper ships, the enemy buildings will be destroyed and everybody will be informed in the Battle Reports.

Feel free to make test and report bugs.
<<

OnComing Storm

User avatar

Lvl. 3: Pip-Boy

Posts: 25

Joined: Sat May 15, 2010 10:28 am

Post Sat May 15, 2010 5:13 pm

Re: Important Changes 2 the Game

Pr3t3nd3r wrote:The time is longer ... 3-4 weeks for removing from map.

That makes good sense - if a player doesn't log into their account for 4 weeks (30 days) then they should loose their colony(s). Everyone has the ability to set a 'Watcher', though as a new player I'm not entirely sure what a Watcher is able to do but I would imagine it basically allows another player to play the account for XX days, after which time the account should not be able to send any attacks to avoid abuse.
<<

OnComing Storm

User avatar

Lvl. 3: Pip-Boy

Posts: 25

Joined: Sat May 15, 2010 10:28 am

Post Sat May 15, 2010 5:25 pm

Re: Important Changes 2 the Game

Dolphin wrote:I'm of the opinion spying should just be based on chance. Let's say 10 AS vs 10 DS. When they make contact, each AS has separate chance of successfully obtaining a defense report depending on the number of DS and the quality of AS and DS (else upgrades for spies be pointless). You could even have two rounds of encounter. In the first round, the success of obtaining a report is determined for each AS. In the second round, whether the AS gets away is determined using a separate chance calculation. This way you can have an upgrade for improving the chance of obtaining a report and another upgrade for improving the chance of the spy getting away. Any spy that fails the get-away roll will be caught and a third set of chance calculation is used to determine whether the defending player finds out who sent the spy or if the defending player is just told that someone had spied.

With this system the attacking player can send lots of spies in hope of getting a defense report but also increase the chance the defending player will be alerted. Or the attacking player can send a few high level spies to try to get a report without being spotted but since there's less spies there's a chance you won't get a report. In this system, its possible for the AS to survive but not generate a defense report.

I think this system has a better feel to it then just mass producing spies and have them go at each other in their own separate melee.

I'm new to the game but the machanics of the way spies work seems a bit backwards to me. Surely it would be better to have low level spies so they can only get resource reports, with medium level spies being able to get resource, building and troop levels reports and high level spies get resource,buildings and troop information including troop counts for troops that are 'off world'.
This puts the onus on the aggressor to invest more (upgrades) in his spies to make sure an attack might be successful and for the early game it would allow low level players to use spies to see what resources are available on inactive player colonies.
PreviousNext

Return to Breaking News

Who is online

Users browsing this forum: No registered users and 0 guests

cron