501

(19 replies, posted in Questions)

Find me on irc, forever, perhaps a better place to talk this over...

502

(19 replies, posted in Questions)

I thought it was funny that Gx overjumped because I found it totally unnecessary. I was the first to admit that it would not be a war, and I did not like the circumstances either. However, I stopped attacking when you guys had dropped to perhaps 1350-1370 planets, from 1470. That can hardly be called farming.


Forever, I did not like fighting 55 at that point, but it was bound to happen at some point. It would have been a slaughter anyways. What I disagreed with the most, however, is how it was finished.

503

(19 replies, posted in Questions)

Am I farming now? I have tried to stop my fams attack since I've gotten back from my weekend away earlier today... Because I felt like it was approaching farming.

Them not listening to me and me having to threaten to go inactive if they do not stop attacking any more planets of one particular fam, can hardly be my fault...

hehehe fair point tongue although I doubt many people are that dedicated to keeping infils up, but there may be some!

505

(19 replies, posted in Questions)

Finally, that brings us to the forum tags themselves.  Our previous forum tags have been merged with the tags from the original IC forums to create a new, much larger list.  The point requirements have also been changed.  Notice the 5 "evil" tags are alternatives to the "legend" tags:


1: Planetary Defender
3: Planetary Fighter



And I have yet to find a negative tag point...

506

(19 replies, posted in Questions)

1 more question, why doesn't my tag seem to update? yikes

507

(19 replies, posted in Questions)

Thanks for answering my questions, Pie. I have read through them and they've have clarified quite some points, although some remain vague due to them being dependent on future developments.

Give yourself a tag point, will ya tongue

508

(19 replies, posted in Questions)

I know how the evil/good tags work, I just want that tag because it fits with my rl studies >.>.

The question was how I could get points, and the answer to that is that you guys are working on a guideline.
However, the underlying question was whether posting random brainfarts that can be worded as an idea would get you tag points too, as they apparently are nowadays.

I'm not trying to bash you mods etc., I am just trying to make you think about the ways you are giving out tag points. I will reword my questions in a less sarcastic way:
- Do you want to give points to any idea, or just good ones?
- Do you want to give points for solely things in forums, or also in chat/ingame?
- Do previous promises of tag points or the like still hold strength, and if so, why have they not yet been acted upon?
The final question was meant to highlight the notion that being truthful and critical may be the best for the game, but hasn't seemed to be rewarded with tag points. Also, it was supposed to highlight how tag points are 99% of the time rewarded to people who start a thread, and not to responses to that same thread, even if those responses contain more content than the initial post or provide a different insight to the argument (perhaps even debunking the initial post).


Additional questions that I have, are:
- Will ingame achievements (such as winning a round, an EoR award, being #1, #2, #3 etc. in a certain category (NW, size)) gain you tag points?
- Will bad and/or unrealistic ideas (aka brainfarts) gain you negative tag points?
- If good behaviour on irc, in for instance #mod but also famchats/chats such as #general and #pinwheel, gains you tag points, will bad behaviour gain you negative tag points? If good behaviour on irc does not gain you tag points, why is that so (referring to one of my previous questions)?

509

(181 replies, posted in Universal News)

15. 6667 (All By Myself:D)
Yes you are indeed all by yourself, considering his nw didnt even reach 2k, he obvioously doesnt know how to fb a planet so i dont think u have a chance this round...
I PREDICT: 15

lol I know how to play SS very well, just didn't have the motivation to play initially and haven't been able to log on the past few days.

510

(19 replies, posted in Questions)

Only positive posts will gain points? Founded, (constructive)  criticism will not?

511

(159 replies, posted in Community)

Dangerous, what in KT's name are you doing here! yikes

512

(19 replies, posted in Questions)

Alternatively I'm willing to bake every mod/fmod/development team member one of my special recipe cakes and airmail the cakes to them...

*puppy eyes*

513

(11 replies, posted in Drafting)

I'll attack for you Arby3, but for the usual fees... *evil grin*

514

(19 replies, posted in Questions)

So recently, Hoad/Toadies got the amazing amount of ONE tag point for all the work he puts into making good IC addons.
In my opinion, his hard work, that he has done for free while not even officially being part of the development or mod team, should be awarded with 1000x as many.

Especially when you compare it to a post that suggested adding a race that no one would play to the game, that received the same amount of tag points.

Providing argumentation for why an idea will not work in the current format (pointing out mistakes or the overall flaws in ideas) does not get any tag points.
Thoroughly testing functions of the games, or in my case Toadies's addons, and pointing out bugs/glitches/flaws (and even possible fixes), has been ignored by the tag point easter bunnies.



So, what exactly do I need to do to get that Proctologist tag?
Post bad ideas just for the sake of posting them?
Tell everyone who asks me questions about game mechanics (or just asks them in #mod) to post them in the questions forums, so that I can answer them in there?
Spam mods to finally give me my custom h'ween tag or at least a decent compensation?
Or should I simply have asked these questions earlier rather than having wasted my time trying to add actual content to the discussions of game mechanics on these forums?

515

(48 replies, posted in Ideas)

Liar liar pants on fire!

516

(48 replies, posted in Ideas)

Primo, I think you mean 8 big_smile

517

(48 replies, posted in Ideas)

Although, 2 more problems:

How do you have a program figure out which of 2 fams gets a system that is exactly the same distance from their HS?
- It isn't given to either: the system might become an island system to which other fams can easily spread to get an advantage over both families.
- It is given to both: both families will feel cheated for having to share a core system, in essence meaning they both have 1 less save system (as the other will be able to use it for spread as well)
- It will be randomly given to one fam: the other fam will feel cheated.


This also goes for overlap of the 20 closest systems of 2 fams:
- If the systems are given to whatever fam is closest and new systems are given to the duped family (I can imagine this is very difficult to code), this may cause the duped family to have a stretched out core, which is inherently less save than a perfectly round one (as travel time to the center  of the core may be less from different locations, etc.)
- If the minimal distance between families is increased to the point where none of these conflicts can take place, this may result in an enormous system and an ever-lasting expo phase, possibly resulting in a boring round of ImperialInfra with less skirmishes/wars.

518

(48 replies, posted in Ideas)

Yeah that'd indeed be very nice and provide some more objectivity, making the size of your core less dependent on semi-ambiguous ideas of whoever is resetting the galaxy tongue.


Now to just have someone code it!

519

(100 replies, posted in Strategy)

Fleet page: works perfectly now, still linkified and the a-function of fleet boss works as well. One minor glitch/bug is that it does not recognise owned planets (under the stationed fleets header), and will not open a page to station fleet but will instead try to send an attacking fleet.

Messages page: sad thing to hear that the new coding is a mess. Funny how the a-function of fleet boss still seems to work (pops up the boxes to enter fleet).

Council page: haven't had the chance to try this yet.


At least those annoying error messages are gone, which is a HUGE help! big_smile

520

(48 replies, posted in Ideas)

If that is the case, then you should be able to vary the number of closest systems according to that particular reset: when resetting MW, one could use 20 as a number, whilst when resetting PW, one could use 10 as a number.

A couple people have said these points already, but let me sum things up.

In short:
1. Always vary lasers counts. NEVER have the same amount of lasers on all your planets.
2. Always mass build lasers across various planets. NEVER build lasers on planets individually.
3. Don't go overboard with lasercounts. A determined attacker will still get through.
4. Use alternative ways to prevent yourself from getting raided. Do not rely solely on lasers.
5. NEVER fully portal (100%).
(6. Always build lasers. Otherwise people without bombers will be able to raid you)

-------------------------------------------------------------------------------------------------

In depth:

1. Always vary lasers counts. NEVER have the same amount of lasers on all your planets.
Try not to become predictable. If you have the same number of lasers across all of your planets, you become an easy raid target for an attacker: he can just send the same (small) number of bombers to all of your planets, and grab them easily.
As Kollop said: "If u put 30 lasers everywhere an attacker will need like 32k bombers to take 100 plts. If you put 5 lasers on half your plts(the smallest) and 55 on half (your biggest) an attacker will need 60k bombers to take 100 plts. And you will have spent the same amount of resources than building 30 everywhere."


2. Always mass build lasers across various planets. NEVER build lasers on planets individually.
Infils are an attackers best friend. An attacker will love you if you build lasers on planets individually, as his infil will plainly show him how many bombers he has to send per planet to fail none. Always stack several layers of lasers on top of each other, using different groups of planets to build different numbers of lasers. Make those infils extremely confusing to attacks, so that they will have to waste ops on random PI's. Combined with point 1, they may still not get the complete picture with the random PI's and still fail tons of attacks.


3. Don't go overboard with lasercounts. A determined attacker will still get through.
As Arby3 said: "What they will do is slow down attackers. Bombers are cheaper than lasers to build in mass quantities. Laser trapping that planet to 5000 lasers will cost you WAY more than the guy who's building 50k bombers. It's also less useful. "
Not only are those lasers costing you more than it is costing the attacker to jump bombers. The attacker will be able to just use the bombers to raid tons of planets, they are not at all a drawback for him. He will now just be able to hit more planets at the same time, making him perfect for doign the cleanup job after someone has ran ground.


4. Use alternative ways to prevent yourself from getting raided. Do not rely solely on lasers.
As Orbit said: "Lasers are useful early in the round, sure, but later they become a nuisance.  If your ground is high, you have set up effective anti raid fleets, your not fully portalled everywhere,  you have a secondary fleet stationed and your active,  then your need for lasers is reduced.  "
Anti raid fleets are where you station a part of your fleet on a(n unportalled) planet, so that when you get raided while you are offline, and your ground is getting ran/has been ran, an attacker can simply take that planet from you. This will cause the remaining fleet that was stationed on that planet (after fleet losses) to be recalled to the main fleet, preventing the opposing attackers from taking your remaining planets with small fleets. As an attacker, it is a delight to find out you can trigger those 50 droid fleets you'd sent and grab massive amounts of planets with little to no fleet. Do not let this happen to you!


5. NEVER fully portal (100%).
This is to prevent your ground from being ran easily. If you are portalled on 100% or even 95% of your planets, it will be very easy for opposing attackers to send big fleets to enough of your portals to run your ground down to nada. Remember, every time an attacker takes a portal, he can kill up to 15% of your main ground fleet. 2 max kills and you're down to below 3/4 of your original ground. 4 max kills and you're almost down to 1/2. Leaving planets unportalled may make the attackers who work less securily or lack op support (in the form of IP's) to waste big fleets on unportalled planets, possibly leaving them stuck with hovering fleets that they cannot trigger because your ground hasn't been ran down enough. Alternatively, it can make attackers waste fleet on spreading out big fleets across multiple planets to ensure that they hit a portal. In both cases, it means you're giving them a harder-than-usual time.

522

(48 replies, posted in Ideas)

And how would you pinpoint what systems would belong to what fam? Especially when there's a conflict of interest between two close families (mind you the way families are placed into the galaxy is still random)?

Would mods have to pick systems manually, or would you have this done by a special committee of players, or would you let the game decide on 30 systems (and how would you program this, especially with above mentioned problem of close families).


It is an interesting idea nonetheless, but I doubt it is practical.

523

(8 replies, posted in Ideas)

I doubt anyone would ever play this race...

Basically due to the following:

Not suitable for attacking
- Speed is too low. This race will end up just like Wardancers, who even have research, attack, droids and the op Warcry over these: no one will pick it because it plainly is too slow.
- Bad research. Getting mili and con up with this race will be very hard. At least Camaar's have their exceptionally high speed going for them.
- Attack not interesting enough. A custom race or Camaar has the same attack with more other perks.

Not suitable for CF banking
- Research is too low. You will get outproduced by customs (and revalons) who do have science bonusses.
- Income is not interesting enough. At least revalons get 10% extra income to compensate for lack of SA and slightly lower research (as compared to customs). These guys have no research whatsoever and are therefore indefinitely inferior at cf banking.

Not suitable for Pop banking
- Research is too low. How are you going to get up economy, construction AND welfare with this research? It will be an enormous pain in the ass.
- Income is not interesting(, no pop growth). This puts them 10% behind revalons in income (and pop growth), making them hardly interesting.
The coven is interesting, but not enough of a plus I feel,  as especially their low research will hurt them majorly.
The magic bonus is a plus, however, low research will mean a hard time getting con up to jump (and not only wizards), removing any bonusses the magic bonus might offer.

(Magic) Opper
- Research. Paxes get 30% research, Customs 50%.
- Magic not interesting (compared to Partaxians).
- No good agent ops. Paxes get very nice support ops (PI, IP) and customs can get all ops (with -30% attack).

SS
- Research. Will hurt this race very much as round progresses.
- Speed. This race is basically a custom, research-less, HC SS (no market) race, without any speed. It gets magic instead, but who uses magic in SDSS other than paxes?
- No good support ops. The race lacks infil and PI, two essential ops (in my opinion) for SDSS.

524

(100 replies, posted in Strategy)

Toadies, you're the best big_smile

525

(3 replies, posted in Bugs)

Ok, this bug has been annoying me for quite some time.

EVERYWHERE, on the website, when you ask for times, like when the round starts, or attacks being, etc. etc., it'll say a particular time in GMT. Even Mods will tell you the times in GMT.

However, half of the times they are wrong!

To be precise, half of the year they are wrong!


During summer time, as we all know, all of the timezones put their clock an hour ahead. All timezones, but not the GMT. This results in, for instance, the Benelux, Berlin, Paris (Western Europe) Time zone to go from being GMT+1 to GMT+2. The same goes for the UK (even Greenwich!), which goes from being GMT+0 to being GMT+1 (British Summer Time).

Now all would be ok, were it not for the fact that mods and the game in actions adhere to London time (so GMT+1 during summer, rounds start and end at 6:00 pm for me all year round), when they SAY they are adhering to GMT. This may have led to many incorrect EoR jumps and people missing ticks in the past, present and future, and continues to be a thorn in my eye.


So mods, could you please change every input in the game where a time is mentioned from saying GMT to saying London time, and stop calling it GMT? Or are you willing to change every game function to use the actual GMT time?



Actual GMT clock:
http://wwp.greenwichmeantime.com/

Greenwich clock (currently on British Summer Time):
http://www.timeanddate.com/worldclock/city.html?n=769