Сообщения пользователя: Victoria
Тема: САБ, Бункер, зета |
18 Мая 2017 13:58:10
Сообщение #286
vadim219,
Если инициатор САБа (ведущий) отменяет свою атаку, которая является основной, то есть с миссией "Атака", то все остальные флоты, летящие в САБе (с миссией "Совместная атака") автоматически разворачиваются.
Если инициатор САБа (ведущий) отменяет свою атаку, которая является основной, то есть с миссией "Атака", то все остальные флоты, летящие в САБе (с миссией "Совместная атака") автоматически разворачиваются.
Тема: САБ, Бункер, зета |
18 Мая 2017 13:52:50
Сообщение #285
Quote: Fatboy2014
А если ведущий флот САБа был маловат и его разорвало при подлёте - что будет с остальными флотами?
Если остальные флоты нормального размера, то вступят в бой.
Тема: Joint attack, Bunker, “Zeta” |
18 Мая 2017 13:21:35
Сообщение #284
From now the cancelation of the leading fleet of the joint attack cancels all fleets of the joint attack, and deceleration of the main fleet of the joint attack decelerates all joint fleets.
The cost of a nuclear bunker is reduced from 200,000,000 / 25,000,000 to 75,000,000 / 25,000,000.
75,000,000 / 25,000,000.The cost of a nuclear missile is reduced from 50,000,000 / 5,000,000 / 3,000,000 to 25,000,000 / 5,000,000 / 5,000,000.
Due to increasing of defense.
Good buy "Epsilon." The development phase of the project is "Zeta" now.
The cost of a nuclear bunker is reduced from 200,000,000 / 25,000,000 to 75,000,000 / 25,000,000.
75,000,000 / 25,000,000.The cost of a nuclear missile is reduced from 50,000,000 / 5,000,000 / 3,000,000 to 25,000,000 / 5,000,000 / 5,000,000.
Due to increasing of defense.
Good buy "Epsilon." The development phase of the project is "Zeta" now.
Тема: Attention! We introduce 75% fire concentration of defense! |
16 Мая 2017 07:33:38
Сообщение #283
The cost of a bunker was reduced by 25 000 000 minerals.
Тема: Attention! We introduce 75% fire concentration of defense! |
12 Мая 2017 19:32:12
Сообщение #282
stein,
Yes, you are right.
Yes, you are right.
Тема: Attention! We introduce 75% fire concentration of defense! |
12 Мая 2017 19:15:02
Сообщение #281
Attention! From today, the defense of all races as well as units of the mobile fleet have the ability to concentrate fire. So now the fleet units have fire concentration 70% and defense has fire concentration 75%.
All galaxies except the interactive (new) view are no longer supported, they will work in their versions and we are not going to add new options to them.
It was caused by the desire not to engage in the old, but to do more for you, we are unloading resources. New players get a new galaxy at registration, and others are automatically switched to it. If you want, you can return the old galaxy view, but its support is terminated.
The cost of a bunker was reduced by 25 000 000 minerals.
All galaxies except the interactive (new) view are no longer supported, they will work in their versions and we are not going to add new options to them.
It was caused by the desire not to engage in the old, but to do more for you, we are unloading resources. New players get a new galaxy at registration, and others are automatically switched to it. If you want, you can return the old galaxy view, but its support is terminated.
The cost of a bunker was reduced by 25 000 000 minerals.
Тема: Astrogeologist |
10 Мая 2017 15:35:54
Сообщение #280
Let me Introduce a new officer / mutant / elder Astrogeologist.
He is similar to the Geologist and it is the same for all races.
Astrogeologist adds 3% to the production on asteroids for each level.
He is similar to the Geologist and it is the same for all races.
Astrogeologist adds 3% to the production on asteroids for each level.
Тема: The number of pirate fleets was increased |
10 Мая 2017 08:01:32
Сообщение #279
We increased their amount on coordinates approximately by 30% and their quantity by 25%.
So, 100 pirates were generated every 5 minutes earlier, and now their quantity was increased to 125. Balancing this since April we reduced the "thickness" of pirates, but increased again not to meet a pirate fleet with 1 mudkip.
Perhaps there will be more adjustments to the composition of pirate fleets, a review about this from the acting BE is expected.
The speed of Scouts was slightly increased from 225/275 to 250/300.
So, 100 pirates were generated every 5 minutes earlier, and now their quantity was increased to 125. Balancing this since April we reduced the "thickness" of pirates, but increased again not to meet a pirate fleet with 1 mudkip.
Perhaps there will be more adjustments to the composition of pirate fleets, a review about this from the acting BE is expected.
The speed of Scouts was slightly increased from 225/275 to 250/300.
Тема: Bounty hunting: contracts |
27 Апреля 2017 18:06:10
Сообщение #278
https://xcraft.net/market/buba/contracts/
Today we downloaded the update of Bounty Hunting on the server. It was called "Contracts".
Now players can independently declare the reward for the head of the enemy in hydarian crystals.
To do this, go to the target’s profile and click on the "Assign reward" link:
Next, you need to make an initial bet for the creation of the contract (minimum 100 HC).
After the creation of the contract, the system will determine the amount of "damage" automatically that must be paid to the player to get the reward.
In the future you or other players will be able to increase the reward by making bets.
The contract will start when Bounty_Hunter_Buba chooses it (this happens at lunchtime, according to server time). If there are several contracts, one with a greater reward will be chosen. If there are no contracts, the standard Bounty hunting functionality works. After the start of the contract, any interested player can attack the target of the contract, causing damage to it. Each attack on the target is public and added to the list of logs (ie, any player will be able to see progress on the contract). During the contract time (until it is completed / archived), you can continue to bet, increasing the reward.
How to get a reward?
The only way is to destroy the player's fleet. Having gained experience for the destroyed fleet, it will be added to the log table in the form of "damage".
At the end of the hunt, damage will be counted and Hydarian crystals will be distributed according to the damage you caused.
Example: reward 100 HC. 50 of damage were caused from 200 (25%). So, 25 HC will be used for the distribution.
Matt caused damage 20, and Tim - 30. Matt will get 10 HC, and Tim will get – 15 HC.
The balance (not distributed award) will be retained and will be used for subsequent contracts.
How to bet?
If the player you want to bet on is not in the list, you must create a contract via the profile.
If he is in a list - use the "Make a bet" button under his contract.
You can also place an anonymous bet. Your nickname will be hidden from the list.
The creator of the contract is always visible.
What should I do if I'm on the hunting list?
You can run into VM, or to reflect the onslaught of players wishing to receive a reward for your head for 30 days.
After the hunting timer expires, you will have 30 more days for "rest" (the time during which you can not re-create a contract).
Update 22.06.17:
We increased the cost of creating a contract up to 250 HC.
If you have HC in the bank (from previous contracts),its go into offset and the cost of creation is reduced to 100 HC.
Today we downloaded the update of Bounty Hunting on the server. It was called "Contracts".
Now players can independently declare the reward for the head of the enemy in hydarian crystals.
To do this, go to the target’s profile and click on the "Assign reward" link:
Next, you need to make an initial bet for the creation of the contract (minimum 100 HC).
After the creation of the contract, the system will determine the amount of "damage" automatically that must be paid to the player to get the reward.
In the future you or other players will be able to increase the reward by making bets.
The contract will start when Bounty_Hunter_Buba chooses it (this happens at lunchtime, according to server time). If there are several contracts, one with a greater reward will be chosen. If there are no contracts, the standard Bounty hunting functionality works. After the start of the contract, any interested player can attack the target of the contract, causing damage to it. Each attack on the target is public and added to the list of logs (ie, any player will be able to see progress on the contract). During the contract time (until it is completed / archived), you can continue to bet, increasing the reward.
How to get a reward?
The only way is to destroy the player's fleet. Having gained experience for the destroyed fleet, it will be added to the log table in the form of "damage".
At the end of the hunt, damage will be counted and Hydarian crystals will be distributed according to the damage you caused.
Example: reward 100 HC. 50 of damage were caused from 200 (25%). So, 25 HC will be used for the distribution.
Matt caused damage 20, and Tim - 30. Matt will get 10 HC, and Tim will get – 15 HC.
The balance (not distributed award) will be retained and will be used for subsequent contracts.
How to bet?
If the player you want to bet on is not in the list, you must create a contract via the profile.
If he is in a list - use the "Make a bet" button under his contract.
You can also place an anonymous bet. Your nickname will be hidden from the list.
The creator of the contract is always visible.
What should I do if I'm on the hunting list?
You can run into VM, or to reflect the onslaught of players wishing to receive a reward for your head for 30 days.
After the hunting timer expires, you will have 30 more days for "rest" (the time during which you can not re-create a contract).
Update 22.06.17:
We increased the cost of creating a contract up to 250 HC.
If you have HC in the bank (from previous contracts),its go into offset and the cost of creation is reduced to 100 HC.
Тема: Планетращик |
26 Апреля 2017 10:07:14
Сообщение #277
Офицер Планетарщик увеличивает структуру (броню) таким юнитам обороны - ракетнице, лёгкому лазеру, тяжёлому лазеру, ионному орудию, пушке Гаусса и плазменному орудию.
Увеличение брони происходит всем имеющимся юнитам обороны из списка, без разницы когда они были построены.
Увеличение брони происходит всем имеющимся юнитам обороны из списка, без разницы когда они были построены.
Тема: Scourges, Plasma turrets, leaf-lift |
25 Апреля 2017 15:58:10
Сообщение #276
Scourges were changed. Their price was changed too, from 125 / 275 / 900 to 100 / 150 /900 in order to reduce the debris quantity. To compensate this, we added them shields 20, but their attack per shot was reduced from 1250 to 1000, and the ability to block was also reduced from 10 to 5.
Plasma turrets were cut by 10% of attack, from 3000 to 2700 per shot to bring to the classic values of 3000 of attack per round.
The leaf-lift is improved. Now he gives + 5% attack to the defense per level.
Bonus production from special planets is reduced from + 25% to + 6%.
BE has made a balance of the pirates fleets. On April 28, the number of their bases on the coordinates will be changed by the decision of the Supreme Intergalactic Council, whatever it is.
Plasma turrets were cut by 10% of attack, from 3000 to 2700 per shot to bring to the classic values of 3000 of attack per round.
The leaf-lift is improved. Now he gives + 5% attack to the defense per level.
Bonus production from special planets is reduced from + 25% to + 6%.
BE has made a balance of the pirates fleets. On April 28, the number of their bases on the coordinates will be changed by the decision of the Supreme Intergalactic Council, whatever it is.
Тема: Помощь новичку с вопросом шпионства |
21 Апреля 2017 11:39:33
Сообщение #275
Если флот летит:
с планеты, то можно засечь сенсорной фалангой
с астероида или координат, то сенсорной фалангой при наличии определённого количества уровней императора
с луны - нельзя засечь
но если оттянуть время атаки и прошпионить, то шпионажем можно выявить обороняющий флот и, в случае угрозы, отменить атаку.
с планеты, то можно засечь сенсорной фалангой
с астероида или координат, то сенсорной фалангой при наличии определённого количества уровней императора
с луны - нельзя засечь
но если оттянуть время атаки и прошпионить, то шпионажем можно выявить обороняющий флот и, в случае угрозы, отменить атаку.
Тема: Pirates and buyer's commission |
20 Апреля 2017 08:34:50
Сообщение #274
The pirates appearing on the coordinates, had got the less probability of having large ships. Due to this pirates on coordinates decreased in the "thickness" by 30%. Also pirates now have got new types of ships, including service units.
We want weak players to get more pirates.
The full list of possible pirate ships, as well as the probability of their appearance by types, was presented to the Privy Council.
The number of pirate bases on the coordinates has been reduced by 25%.
First, it was cut by 50%, but at the request of the acting balance editor it was added 25%, now total is 75 per hour instead of 100 per hour.
The number of pirate stations of the weak level has been cut 2 times, number of pirate stations of the average level has been cut 3 times and the number of pirate stations of top level has been cut 5 times.
The coefficient of the buyer's commission in the bestiary was reduced by 17%, from 1.5 to 1.25. So, the buyer's commission was reduced.
Please, in order to display the correct commission, clean the browser cache for loading a new script from the server.
We will track the Black Market and if it does not start growing we will think about the complete cancellation of the additional commission of the buyer by the end of the summer.
We want weak players to get more pirates.
The full list of possible pirate ships, as well as the probability of their appearance by types, was presented to the Privy Council.
The number of pirate bases on the coordinates has been reduced by 25%.
First, it was cut by 50%, but at the request of the acting balance editor it was added 25%, now total is 75 per hour instead of 100 per hour.
The number of pirate stations of the weak level has been cut 2 times, number of pirate stations of the average level has been cut 3 times and the number of pirate stations of top level has been cut 5 times.
The coefficient of the buyer's commission in the bestiary was reduced by 17%, from 1.5 to 1.25. So, the buyer's commission was reduced.
Please, in order to display the correct commission, clean the browser cache for loading a new script from the server.
We will track the Black Market and if it does not start growing we will think about the complete cancellation of the additional commission of the buyer by the end of the summer.
Тема: Scheduled departure |
11 Апреля 2017 15:47:10
Сообщение #273
The implementation is finished.
The cost of one scheduled departure is 1 HC now.
Old scripts were disabled.
The cost of one scheduled departure is 1 HC now.
Old scripts were disabled.
Тема: Interactive type of the galaxy |
10 Апреля 2017 22:24:26
Сообщение #272
The main stages of work on a new galaxy look have been completed. Galaxy type can be changed to Interactive at interface settings page.
New galaxy look:
- is designed to make the space in the game seamless
- now you can navigate through the universe much nicer and faster
- you can look at neighboring systems on one screen just scrolling to the desired view. The mouse wheel will zoom the image
- to look for opponents, pirates and so on, became more comfortable and clearer due to better visibility + filters
- you can track the trajectory and the flight distances of fleets, simply by pulling the mouse along the flight path
- in the mobile version, you can finally see your planets, the panel is placed in a convenient place. (See screenshots below)
Some changes:
1. Now planets are scattered around the sun in orbits in order to edge of the System. As before the first planet in the system near the sun, the last in the last orbit in the system, not in a row, but randomly in a circle.
2. There are some changes in player's color illumination, while the overall color logic is maintained.
Previously, there was a bottom layer + nickname color. Now we have the bottom layer + the color of the nickname + the outline of the bottom layer. Such architecture allows to highlight all necessary information visually, without overlapping another. For example, when a player is on vacation mode or outside the law, it was not clear whether he was an enemy or an ally, etc. Now in new interface:
- The color of the nickname shows the relationship to the person (you / friend / ally / enemy)The bottom layer shows whether it can be attacked: green - weak / red - strong, and so on, as before
- The outline of the bottom layer shows that player, for example, in vacation mode.
All this will let you to get more information visually, which reduces the total time for making various decisions
3. The navigation bar can be minimized now.
Several screenshots of the current interactive galaxy:
And this is only the beginning! This galaxy is very flexible in development. We already have plans for its development. (! ATTENTION in the screenshots the prototype of the galaxy - the final result may have a slightly different look)
In the plans:
- the illumination of own planets by a round selection, and the illumination of planets when following the link
- various counters and visual metrics of distances from the current planet to the viewed planed
- political map of alliances
- one more level of zoom, which will allow to cover more systems. General interface may be changed for displaying objects on it, but it will be very convenient to study the space.
We will listen to your ideas with pleasure, the most interesting ideas will be considered for implementation. After all, we want to get the most convenient and useful map.
UPDATE:
Now you can put all your planets in a raw from 1 to 9, plz choose “Spiral sorting in interactive galaxy” in General Options
New galaxy look:
- is designed to make the space in the game seamless
- now you can navigate through the universe much nicer and faster
- you can look at neighboring systems on one screen just scrolling to the desired view. The mouse wheel will zoom the image
- to look for opponents, pirates and so on, became more comfortable and clearer due to better visibility + filters
- you can track the trajectory and the flight distances of fleets, simply by pulling the mouse along the flight path
- in the mobile version, you can finally see your planets, the panel is placed in a convenient place. (See screenshots below)
Some changes:
1. Now planets are scattered around the sun in orbits in order to edge of the System. As before the first planet in the system near the sun, the last in the last orbit in the system, not in a row, but randomly in a circle.
2. There are some changes in player's color illumination, while the overall color logic is maintained.
Previously, there was a bottom layer + nickname color. Now we have the bottom layer + the color of the nickname + the outline of the bottom layer. Such architecture allows to highlight all necessary information visually, without overlapping another. For example, when a player is on vacation mode or outside the law, it was not clear whether he was an enemy or an ally, etc. Now in new interface:
- The color of the nickname shows the relationship to the person (you / friend / ally / enemy)The bottom layer shows whether it can be attacked: green - weak / red - strong, and so on, as before
- The outline of the bottom layer shows that player, for example, in vacation mode.
All this will let you to get more information visually, which reduces the total time for making various decisions
3. The navigation bar can be minimized now.
Several screenshots of the current interactive galaxy:
And this is only the beginning! This galaxy is very flexible in development. We already have plans for its development. (! ATTENTION in the screenshots the prototype of the galaxy - the final result may have a slightly different look)
In the plans:
- the illumination of own planets by a round selection, and the illumination of planets when following the link
- various counters and visual metrics of distances from the current planet to the viewed planed
- political map of alliances
- one more level of zoom, which will allow to cover more systems. General interface may be changed for displaying objects on it, but it will be very convenient to study the space.
We will listen to your ideas with pleasure, the most interesting ideas will be considered for implementation. After all, we want to get the most convenient and useful map.
UPDATE:
Now you can put all your planets in a raw from 1 to 9, plz choose “Spiral sorting in interactive galaxy” in General Options
Тема: Scheduled departure |
5 Апреля 2017 23:18:01
Сообщение #271
The implementation is finished.
Available from the fleets page , "Scripts" button only in Realistic.
This will allow creating scheduled departure with some periodicity.
The cost of one scheduled departure is 1 HC.
Unsuccessful scheduled departure will costs nothing.
At the moment:
* Feature works in Realistic and Classics. (Will be in Adaptive also)
* You can plan sending not only from static objects (planet, moon, station, asteroid ...) but also from coordinates.
* Choose MAX number of units - then all available number of fleet will be sent.
* Choose MIN number of units - then only number of fleet needed for loading will be sent.
First all ships with fixed value and with MAX value will be added to the fleet, then loading of resources will be counted.
* If there are not enough space in the current fleet units, then there will be added as many fleet units with the value MIN as you need for loading resources, but not more than is available.
* You can specify several fleets with a value MIN.
* If the capacity of the current fleet is sufficient, then ships with a value MIN will not be added
Choose MAX quantity of resources - then all available quantity of resources will be downloaded, but if space in units is not enough, then the departure will not happen.
* Ability to create folders and drag scripts there
- the folder can be disabled - scripts in this folder will not send fleet, even if script is on.
- the folder can be deleted, all scripts will move up without a folder
Available from the fleets page , "Scripts" button only in Realistic.
This will allow creating scheduled departure with some periodicity.
The cost of one scheduled departure is 1 HC.
Unsuccessful scheduled departure will costs nothing.
At the moment:
* Feature works in Realistic and Classics. (Will be in Adaptive also)
* You can plan sending not only from static objects (planet, moon, station, asteroid ...) but also from coordinates.
* Choose MAX number of units - then all available number of fleet will be sent.
* Choose MIN number of units - then only number of fleet needed for loading will be sent.
First all ships with fixed value and with MAX value will be added to the fleet, then loading of resources will be counted.
* If there are not enough space in the current fleet units, then there will be added as many fleet units with the value MIN as you need for loading resources, but not more than is available.
* You can specify several fleets with a value MIN.
* If the capacity of the current fleet is sufficient, then ships with a value MIN will not be added
Choose MAX quantity of resources - then all available quantity of resources will be downloaded, but if space in units is not enough, then the departure will not happen.
* Ability to create folders and drag scripts there
- the folder can be disabled - scripts in this folder will not send fleet, even if script is on.
- the folder can be deleted, all scripts will move up without a folder
Тема: Recent game updates |
2 Апреля 2017 08:46:09
Сообщение #270
Tosess production was cut by 8%.
Scout’s speed was cut from 280/310 to 240/275, it’s attack was reduced from 12 to 10 per shot, attack radius was reduced from 410 to 320, and shield was reduced from 1500 to 1400.
We notice that players don’t like Scout's cut-off and we want to explain. We all want an interesting and diverse game which is impossible when they can build Scouts and flies thoughtlessly.
A new medal which increases the chances of experimental research has been introduced.
Spore colonies attack was increased by 20%.
Xerj’s leaf-lift now increases the attack power of defense by 1% per level.
Scout’s speed was cut from 280/310 to 240/275, it’s attack was reduced from 12 to 10 per shot, attack radius was reduced from 410 to 320, and shield was reduced from 1500 to 1400.
We notice that players don’t like Scout's cut-off and we want to explain. We all want an interesting and diverse game which is impossible when they can build Scouts and flies thoughtlessly.
A new medal which increases the chances of experimental research has been introduced.
Spore colonies attack was increased by 20%.
Xerj’s leaf-lift now increases the attack power of defense by 1% per level.
Тема: Game over page and pancors |
17 Марта 2017 20:59:51
Сообщение #269
The game end page was released when the all static objects (planets) of a player were crashed. On a red background “Game Over" can be seen.
The delay period of the attack before the first shot for pancors was shortened from 36 seconds to 30 seconds.
On the rights of ideas.
We want to create stations for terrans a kind of xerjs’ entity.
1) Several pirate stations like moons will hang over the planets. We’ll support several moons on the same coordinates. The stations will no longer occupy the slot of Colonization technology.
2) Stations can be built from moons. We make a new terran building on the moon, changing its appearance as an insect's entity, for example, "Space Station" for 50 kk of gas.
3) Stations will receive the ability of "Teleport", which is possible only if there is a fleet on the station up to 1000*points. Pause between teleports according to formula: 7 days / [square root from the level of the building "space station"]
4) Another building could be "gravity gun" which can shoot every 10 seconds at the crown in to enemy moon, planet, comet, entity or station with a power of 10*level of the gun.
5) All moons, planets, comets, entities and stations could receive a "gravitational field", which is visible in the Overview. Destruction of this field can lead to explosion. The gravitational field is calculated as the square of the diameter of the object.
6) The enemy station in orbit dominates the production of the planet at a rate of 10%.
7) PD and MD are converted into long-according to formulas of BE.
The delay period of the attack before the first shot for pancors was shortened from 36 seconds to 30 seconds.
On the rights of ideas.
We want to create stations for terrans a kind of xerjs’ entity.
1) Several pirate stations like moons will hang over the planets. We’ll support several moons on the same coordinates. The stations will no longer occupy the slot of Colonization technology.
2) Stations can be built from moons. We make a new terran building on the moon, changing its appearance as an insect's entity, for example, "Space Station" for 50 kk of gas.
3) Stations will receive the ability of "Teleport", which is possible only if there is a fleet on the station up to 1000*points. Pause between teleports according to formula: 7 days / [square root from the level of the building "space station"]
4) Another building could be "gravity gun" which can shoot every 10 seconds at the crown in to enemy moon, planet, comet, entity or station with a power of 10*level of the gun.
5) All moons, planets, comets, entities and stations could receive a "gravitational field", which is visible in the Overview. Destruction of this field can lead to explosion. The gravitational field is calculated as the square of the diameter of the object.
6) The enemy station in orbit dominates the production of the planet at a rate of 10%.
7) PD and MD are converted into long-according to formulas of BE.
Тема: Changes in nagibators |
14 Марта 2017 16:27:15
Сообщение #268
The probability of the appearance of nagibator depends on the topology of the system. Earlier the probability was fixed - 10%. Now it is from 10% to 50%. Let me remind you that the crazy nagibator enters the active system, which was the last to receive a fresh portal and is the last in the list of SD in the list of dangerous attacks.
The SD formula was changed. Instead of "30 / number of nagibators," now "30 / square root of number of nagibators."
The SD formula was changed. Instead of "30 / number of nagibators," now "30 / square root of number of nagibators."
Тема: Destroyed systems |
3 Марта 2017 13:24:43
Сообщение #267
It is a system which was attacked by relicts and destroyed by them as a result of solar destuction.