Сообщения пользователя: Victoria

Тема: Concentration is improved | 18 Декабря 2017 23:33:59
Сообщение #351
Xcraft project with the combat system version 1 was released In 2009, a little bit later  combat system 2 was appeared. Battle systems 1 and 2 were "stacked". This means that a group of units of the same type was actually considered as one large unit of this type and when the group got damage for the amount of armor of 1 ship in the group, 1 unit died.
For example, one cruiser has an armor of 2500, and a group of 100 cruisers has a total armor of 250,000. When a group of damage is received in 2500 by one or more firing, 1 cruiser dies, 99 cruisers remain in the group.

In 2011, the battle system version 3 was presented, where the stack system was replaced by a system in which the armor of each unit in the group was calculated separately, and any unit  died because the shots seldom occurred on the same unit.
For example, one cruiser has an armor of 2500, and a group of 100 cruisers has a total armor of 250,000. When a group receives the damage 2500 by one shot, the probability of death of 1 cruiser is 1 to 100 (rarely both shots fall into the same cruiser).

To balance this, a "concentration" was introduced. This is when the enemy tries to attack the weakest unit in the group to inflict at least some damage. Until today concentration worked in combat system 4 partially, but now we introduce it for all units as a basic rule.

From now on, attacking a group of units of the same type, attacking forces try to focus the shots on the same units in order to destroy the maximum number of enemy units.
The concentration is 75%.


For example, without concentration, if 10 000 battleships attack 10 000 needle trees with equal technology, the losses of battleships are equal to 0 with complete destruction of trees.
With the concentration introduced today, the loss of battleships will be 8000-9000 of battle experience (up to 500 pieces).

Innovation is necessary to counter the strategy of "rollers" from units of the same type which were almost immortal without concentration. Now there will be more motivation to select and combine fleets.

The speed of the shots of the Spore Colonies is doubled.
Тема: Depletion is reduced, fuel costs are increased | 12 Декабря 2017 15:49:10
Сообщение #350
The depletion of resource-producing buildings (Mines, Lake, Well, Incubator, Holes and others) is reduced by 20%.


The costs of 1 gas consumption rate are taken when flying the fleet for a distance which more than 1 ckm, and not more than 10ckm as before: 1 gas consumption rate is spent on warm-up and stopping of the unit.
Тема: The limits of looting and trade are expanded | 10 Декабря 2017 18:03:32
Сообщение #349
The coefficient for reducing the looting raiding penalty has been changed from 1.25 to 1.5. This means that the penalties will be less.
The cost of a nuclear missile is increased by 5,000,000 minerals.
Time to standard retreat from the battle reduced from 250 to 100 seconds.
Тема: The limits of looting and trade are expanded | 9 Декабря 2017 15:54:29
Сообщение #348
The limit of trade and looting (theft of resources) is increased from 10% to 25% of the monthly production. Now you can steal resources from enemies up to 25% of your monthly production without penalties.

The maximum penalty for transferring or looting resources is reduced from 75 to 50%.
Тема: Multimoons and collision in orbit | 6 Декабря 2017 16:05:20
Сообщение #347
Orbit can simultaneously have up to 10 satellites (station, entity, and moon).
As soon as a new object appears in orbit, the collision probability is calculated.
The chance of a collision is equal to the square of the number (the new object does not count). 10 objects are 10 * 10 = 100%
Stopping of the entity (not jumping), teleporting of the station, generating of a new moon is the appearance of a new object.
If there are already 7 satellites in orbit, they will never collide.
An arriving satellite and one of the standing can collide randomly.
The gravitational field of two satellites is mutually subtracted, with the destruction of one or both during collision.
Тема: The interface of battles has been updated | 6 Декабря 2017 15:54:39
Сообщение #346
The battle interface was updated. Now they are also in a new adaptive design. The undoubted advantage of this is that now you can provide battles from any of your device: computer, phone or tablet.
Here are examples of the display of a battle:

A computer:



Mobile phone:



In the left panel, the blocks can be fold independently of each other. Depending on what is more important for you to see at the moment. This is especially useful if you control a battle from the phone or there are many participants in a battle.

Example of folding the top block:

 
Тема: Doubling of the production for players | 30 Ноября 2017 14:59:38
Сообщение #345
Dear players, your criticism and not indifference to the project are invaluable. Double output is not much of what we can thank you for helping to improve Pokoloptiv. I will repeat, but we consider it inefficient to spend your money on supporting 3 interfaces and 3 galaxies.

As compensation, we plan to keep the increased output to:
- consideration of ALL complaints about the new interface
- elimination of ALL bugs of the new interface
- the introduction of all the necessary benefit that were in Realisic
- normal interface operation on 90% of mobile devices used by players
- the introduction of an analogue of a realistic xerj skin.


The SIC began voting on the results of which we will specify the technical ability to leave the old interfaces in the "present" mode, without support.

Please do not treat this as bribery. This is a logical compensation for the inconvenience and time that you spend reporting about bugs and complaints.
Тема: New mechanics of sending fleets from coordinates and from the battle | 30 Ноября 2017 14:41:41
Сообщение #344
From now on, you can send a fleet from any of its states, except from a direct flight and an expedition. In this case, even if the fleet is in the battle on the coordinates, it is displayed in the fleet menu in the galaxy.

From defense, hold, recycling, occupation, from battle, from the planet on which the battle is going and so on. If the fleet starts from the battle, then during the warm up time it will be in battle in the exit mode (animation of the flashing). In this mode, the fleet can not move, but can attack.

The mechanic of the fleet's automatic return to the last coordinates is implemented. Now the fleet remembers only the last starting point of departure.
For example, from the planet 1 1 6 I flew with 100 recyclers to coordinates 1 1 7 and from there I sent 99 recyclers for recycling debris to 1 1 8. After recycling 99 recyclers, automatically return to coordinates 1 1 7 and if there is still 1 recycle sent from the planet 1 1 6 the fleet will remember the return to 1 1 6. If I send all 100 slaves the fleet will not remember the initial launching point, the planet 1 1 6.
Тема: Goodbye Realistic and Classic interfaces | 29 Ноября 2017 09:40:33
Сообщение #343
We disabled the Classic and Realistic interface with all their skins, as well as tabular and realistic galaxies.

It is time for everything new. We are sorry for these old interfaces and galaxies. A lot of effort was spent on them, but in the interests of users, for the sake of new developments, we cleaned the project, as sometimes it is necessary to clean the pantries of our mothers and grandmothers to make room for more useful things.

Support for older interfaces took up to 30% of the development team's time by analyzing the screenshots. 30% of your donation went there. Forgive us, those who love the old interfaces but we don’t want to slowdown the work by a third. We are ready for a new xerjs interface, but we could not implement it because of the support of realistic. Now the hands are untied, and the fetters are discarded.

Thank you, the old interfaces.
Тема: Sensor phalanx got a smaller range | 29 Ноября 2017 08:09:39
Сообщение #342
The range of Sensor Phalanx was reduced:
We had 2000 + square of the level * 200 ckm
We have now level * 1000 ckm.
Now the range of the phalanx is equal to the consumption of gas per view. 
We want you to use tactics to sneak up to the enemy on cosmostations and then use a phalanx instead of firing a half-server with a phalanx of level 12.
 
Тема: The opportunity to surround alliance territories is realize | 16 Ноября 2017 14:37:33
Сообщение #341
In the alliance networks, the opportunity to surround territories has been activated. For example:



If there were no networks in the selected areas, but they are surrounded - the network is becomes active in its area.
if the network is surrounded by another alliance, then the network of this alliance becomes inactive.
Тема: The warmup is accelerated by 2 times in the new battle system | 16 Ноября 2017 12:02:03
Сообщение #340
The second of the major announced changes is ready.

The warmup formula is changed in the direction of its acceleration. Instead of 200 / the root of the speed became 100 / the root of the speed.

The fleet can be sent from any battle. In this case, the unit will be send directly from the battle only at the end of the warm up. All the time of warm up the fleet leaving the battle stands still and can attack and be attacked. The units have different times of warm up and will leave the battle in order: who has the shorter time, will leave the battle faster.

!!! Attention! Even if you attacked the enemy with a simple mission attack during the battle, you can send your attack fleet to any mission. The attack is no longer the reason for the return of the fleet to the start point.

For example, Petya attacked the planet of Vasya and there is a battle. Vasya's fleets are not blocked by the battle and can be sent from the planet while all the time the overtaking fleet will be in immobility mode in the battle, but with the ability to attack.


The innovation has not been completed yet. In particular, if the fleet is on the coordinates with the mission of "occupation" or "recycling", then it is impossible to send the fleet from the mission itself, and if the fight starts, then it is possible. This will be done in the future. Also, the ability of 10% recovery of the Usurpers will be temporarily disabled.

More changes:
- The classic retreat of the fleet no longer awaits the end of the battle to turn the fleet, but does it right away. A classic retreat is possible in 300 seconds from the beginning of the battle.
- A nuclear missile that has reached its target forcibly stops the battle.
- The fleet is not deducted from the planet during the battle.
- Gigalord, who has arrived to take the goods, is waiting for the end of the battle (the flight is delayed for 5 minutes due to battle).
- After destroying a defense unit, it will be immediately added to the recovery queue. If there is already such an element (but not the first one in the queue), it will be added to the existing group.
- Locking of coordinate scanning of pirates with the sensor phalanx is disabled.
- Changes in the principle of the restoration of usurpers.
- IPM can join the ongoing battle (but the choice of the goal does not work yet);
- Restoration of defense is in real-time mode (ie immediately after it is destroyed, it will fall into the recovery queue);
- Units destroyed in battle are immediately deducted from the fleet (or from the planet);
- We increase the stability of the battles (in case of an internal error, the battle will try to finish correctly);
- During the battle, all the buyers of the fleet, the seizure of the goods by the gigalord, the construction of the defense mutating from the creeps are disabled.
 
Тема: Changes in the battle system | 16 Ноября 2017 10:39:31
Сообщение #339
One of the major announced announcements will be partially installed today. The fleet can be sent from any battle. In this case, the unit will be send directly from the battle only at the end of the warm up. All the time of warm up the fleet leaving the battle stands still and can attack and be attacked. The units have different times of warm up and will leave the battle in order: who has the shorter time, will leave the battle faster.

!!! Attention! Even if you attacked the enemy with a simple mission attack during the battle, you can send your attack fleet to any mission. The attack is no longer the reason for the return of the fleet to the start point.

For example, Petya attacked the planet of Vasya and there is a battle. Vasya's fleets are not blocked by the battle and can be sent from the planet while all the time the overtaking fleet will be in immobility mode in the battle, but with the ability to attack.

The innovation has not been completed yet. In particular, if the fleet is on the coordinates with the mission of "occupation" or "recycling", then it is impossible to send the fleet from the mission itself, and if the fight starts, then it is possible. This will be done in the future. Also, the ability of 10% recovery of the Usurpers will be temporarily disabled.

More changes:
- The classic retreat of the fleet no longer awaits the end of the battle to turn the fleet, but does it right away.
- A nuclear missile that has reached its target forcibly stops the battle.
- The fleet is not deducted from the planet during the battle.
- Gigalord, who has arrived to take the goods, is waiting for the end of the battle (the flight is delayed for 5 minutes due to battle).
- After destroying a defense unit, it will be immediately added to the recovery queue. If there is already such an element (but not the first one in the queue), it will be added to the existing group.
- Locking of coordinate scanning of pirates with the sensor phalanx is disabled.
Тема: Accident in the data center | 9 Ноября 2017 18:09:56
Сообщение #338
Today, approximately at 09:20 server time, in the data center OVH, where the servers of the xcraft are located, there was a major malfunction, which led to the complete disconnection of the game for a long time.
Only at 15:50 server time all our infrastructure began to work in the normal mode, and we were able to restore the performance of the game.

Because for a long time the players could not manage their fleets, we decided not to launch a mission processing server so that you could cancel the flight of some fleets (for example, save, attack etc.).
All missions, except for transport, deploy, espionage and expedition were blocked.

The launch of all the functions of the game will be today at 19:00 server time.

More information about the accident can be read at this link.

We apologize for the inconvenience and hope for your understanding.
 
Тема: Sorting the list of fleets, Exploding space pumpkin, Filter of spam fl | 31 Октября 2017 14:50:05
Сообщение #337
Update:

You can notice a new functional "wish to improve" in the buildings. Click the button and drone will count how much resources it takes to improve or create the desired structure.
Тема: Sorting the list of fleets, Exploding space pumpkin, Filter of spam fl | 27 Октября 2017 21:52:15
Сообщение #336
Sorting the list of fleets

The functionality which let sorting the list of fleets was added at the suggestion of the player Kastor from the section "New ideas".
In a realistic and adaptive interface you can see buttons with the settings of the list of fleets:

Click and choose the sorting of fleets that will be convenient for you.

At the moment there are 6 sorting options:
- By time (ascending, sorting by default)
- By time (descending)
- By player's nickname (ascending)
- By player's nickname (descending)
- By final coordinates (in ascending order)
- By final coordinates (descending)

As advertising: Classic interface does not support this functionality, so do not hesitate to switch to more modern interfaces: realistic or pocoloptive.


Exploding space pumpkin

As it was last year, we are organizing an action " Exploding space pumpkin" in honor of the Halloween!


Terms of action:
- Start: October 28, 2017 at 00:00:00 (server time)
- The end: on October 31, 2017 at 23:59:59 (server time)
- For every purchased 1 000 HC you will get 1 Medal "Exploding space pumpkin"
- Each owner of the medal (s) "Exploding space pumpkin" is added to the rating table (participates in the competition if there is a medal)
- The medal " Exploding space pumpkin " can be hidden in the section Medals
- The medal " Exploding space pumpkin " can be activated on any of the objects, it will increase the number of fields from 1 to 3 with a 50% of chance
- You can save the medal " Exploding space pumpkin ", it does not have time limits
- November 1, 2017 will sum up the competition and the player who took first place in the rating table will receive the flagship "Arbiter"
- Players who have hidden " Exploding space pumpkin " medals are not shown in the rating table, but as well as other medal owners participate in the competition


Filter of spam-fleets

The spam-fleet filter is loaded on the server as an experimental functional. By default, it is disabled, you can enable it via the settings button of the fleet list (fleet page). If you enable it, it will analyze the number of fleets, and if it finds that there are spam fleets - will exclude them from the list. In the header you can see how many fleets were excluded from the list:



Update:

You can notice a new functional "wish to improve" in the buildings. Click the button and drone will count how much resources it takes to improve or create the desired structure.
Тема: 4 задание откровение | 23 Октября 2017 08:36:51
Сообщение #335
XBOCTUK, Флоты не находятся при отправке ресурсов на координаты, а нужно отправлять на планету.
Тема: Spam-fleets filter | 19 Октября 2017 16:27:30
Сообщение #334
Today we have downloaded a new functionality that should provide protection against spam fleets, which some players like to use to turn a computer or an opponent's phone into a brick.

In our opinion, when a lot of players of one alliance send hundreds of fleets for "distraction", organizing DDoS attack on the browser of the opponent - this is not considered as fair game and respect of the opponent.

Now, with many simultaneous enemy fleets, an algorithm will be included that will determine whether there are spam fleets among enemy fleets. If such fleets will be found, they will be filtered out and not included in the general list of flying fleets:




If the algorithm is wrong and you see that the total number of spam-fleet points is too large, you can turn off the filter by clicking on the link in the header of the fleet list.

As advertising: Classic interface / classic review does not support this functionality, so do not hesitate to switch to more modern interfaces: realistic or pokoloptive.
Тема: Warm-up 200 | 18 Октября 2017 10:27:00
Сообщение #333
As part of the announcement of the major changes, we are beginning to increase the warm-up time . it  is accelerated by 33%, the formula 200 instead of 300.

We are going to start tests for the new PD and MD, programmers promised to roll out the destruction for testing on the test servers of the project.

Тема: Scheduled Maintenance Notification | 18 Октября 2017 10:18:43
Сообщение #332
Please be advised that Tomorrow (October 19, 2017) at 05:00 server time will be performing scheduled maintenance. 

All missions will be stopped during that time. 

The game and the forum will not be available too. 

Estimated duration of scheduled maintenance is about 1 hour. 

Your fleet, which will arrive on a mission at this time, will be processed with a delay, so please do not plan serious actions at that time, the more, battles that will require personal involvement. 

With fleets in saves, as well as with fleets which will arrive on a mission at that time, nothing will happen. 

Please plan accordingly. We apologize for any inconvenience to you.


Scheduled Maintenance completed