Сообщения пользователя: Victoria
Сообщение #160
Today, we have implemented a search page of nearest gate from certain coordinates (you can choose your planet or configured manually):

You can find the transition button to this page on the fleet sending page:

The idea was suggested by users.
In the future we plan to add functionality for automation of the part of actions, for example, bringing resources to the main planet.

You can find the transition button to this page on the fleet sending page:

The idea was suggested by users.
In the future we plan to add functionality for automation of the part of actions, for example, bringing resources to the main planet.
Сообщение #159
To unlock mission 4 renegate's voice you have to send your fleet to expedition in your solar system.
Сообщение #158
Update. We made the possibility of changing the nickname for players over 100,000 points.
Now players from the 100 000 points to 1 000 000 points can change their nicknames.
Now players from the 100 000 points to 1 000 000 points can change their nicknames.

Сообщение #157
Quote: velimork
ресурсы при донате кинуло не на стольню и не на ту планету что был (((
Ресурсы поступают на текущую активную планету.
Сообщение #156
We added a new feature, which helps to make long distance flights faster (100 000 ckm and more) called Wormholes.
You can find them in the galaxy, they have unusual animation, for example:

Wormholes are open in pairs; you can send your fleet into wormhole with the mission Deploy to fly through it.
Once fleet fly in to Wormhole he could be returned only after holding coordinates on the opposite side of a Wormhole.
There is a chance to lose a part of the fleet, because Wormholes are not studied enough.
More information you can find in Wormholes technology.
The development of the technology will increase the chances of avoiding the loss of the fleet using wormholes due to reducing index of a wormhole.
Wormholes appeared in empty places (voids), and live about 7 days (while they have a positive index of stability) and couldn’t be reopened on the same place during 14 days.
Update 26.05.16: We have added displaying the chance of partial losses of the fleet, with 1st level of technology.
Update 08.06.16 We have added the medal ‘Wormhole explorer’
We hope you will like this new feature.
You can find them in the galaxy, they have unusual animation, for example:

Wormholes are open in pairs; you can send your fleet into wormhole with the mission Deploy to fly through it.
Once fleet fly in to Wormhole he could be returned only after holding coordinates on the opposite side of a Wormhole.
There is a chance to lose a part of the fleet, because Wormholes are not studied enough.
More information you can find in Wormholes technology.
The development of the technology will increase the chances of avoiding the loss of the fleet using wormholes due to reducing index of a wormhole.
Wormholes appeared in empty places (voids), and live about 7 days (while they have a positive index of stability) and couldn’t be reopened on the same place during 14 days.
Update 26.05.16: We have added displaying the chance of partial losses of the fleet, with 1st level of technology.
Update 08.06.16 We have added the medal ‘Wormhole explorer’
We hope you will like this new feature.
Сообщение #155
We added the ability to change the nickname for players below 100,000 points.
Options -> Account

The ability to change the nickname for the players who have not reached the limit of 25 000 points remained.
The minimal withdrawal limit of the partnership program was increased to 3000.
The number of pirates on the coordinates was increased by 25% and the number of pirate stations was increased by 50%.
Options -> Account

The ability to change the nickname for the players who have not reached the limit of 25 000 points remained.
The minimal withdrawal limit of the partnership program was increased to 3000.
The number of pirates on the coordinates was increased by 25% and the number of pirate stations was increased by 50%.
Сообщение #154
Detailed analysis of production let us found and fixed several problems:
Depletion reduced final production, not the basic.
PFC gave multiplicative bonus not from basic production.
For each production run, we have added the rounding which will allow to count the final production correctly.
Also in the production we have added display of bonus from sand, moist and gas planets.
Calculation of production was also fixed. Thanks to the use of bonuses xerjs start to contaminate buildings a little bit faster.
Depletion reduced final production, not the basic.
PFC gave multiplicative bonus not from basic production.
For each production run, we have added the rounding which will allow to count the final production correctly.
Also in the production we have added display of bonus from sand, moist and gas planets.
Calculation of production was also fixed. Thanks to the use of bonuses xerjs start to contaminate buildings a little bit faster.
Сообщение #153
I would like to inform the players that now when you are going to create 1 scourge, you will receive 1 unit, instead of 2 as it was earlier.

The construction price was reduced proportionally.
You can notice the difference only during the creation. If you have the queue with 1000 scourges, the 1000 scourges will be created, instead of 2000.
was:

now:


The construction price was reduced proportionally.
You can notice the difference only during the creation. If you have the queue with 1000 scourges, the 1000 scourges will be created, instead of 2000.
was:

now:

Сообщение #152
Several things were updated:
Nuclear missile
With the destruction of a nuclear bunker from which nuclear missiles were launched, they get off course and in 50% of cases they fly to a random planet of a finite coordinates, and in other 50% of cases, they fly on a random planet of starting coordinates. Thus we increase the responsibility of player who launching a nuclear missile: you built a dangerous weapon, try to protect it.
Artifacts
Transportation of artifacts was recently changed. Therefore, we increased the chance of finding artifacts by a certain percentage.
Entity
It can fly vertically (through the arms) again, also entity consumes vespene 10 times more. Due to this the time spending on this flight was increased by 10 times.
Nuclear missile
With the destruction of a nuclear bunker from which nuclear missiles were launched, they get off course and in 50% of cases they fly to a random planet of a finite coordinates, and in other 50% of cases, they fly on a random planet of starting coordinates. Thus we increase the responsibility of player who launching a nuclear missile: you built a dangerous weapon, try to protect it.
Artifacts
Transportation of artifacts was recently changed. Therefore, we increased the chance of finding artifacts by a certain percentage.
Entity
It can fly vertically (through the arms) again, also entity consumes vespene 10 times more. Due to this the time spending on this flight was increased by 10 times.
Сообщение #151
A new paragraph was added to the rules of the project.
4.12 Penalties (bans) received by the player from the administration or its representatives, not subject to appeal, except by the Supreme Council’s with the support of one of its members, which must start a discussion, posting a topic in the relevant forum section.
4.12 Penalties (bans) received by the player from the administration or its representatives, not subject to appeal, except by the Supreme Council’s with the support of one of its members, which must start a discussion, posting a topic in the relevant forum section.
Сообщение #150
The bonus production of the first planets in arms has been reduced from 50% to 25%.
The production of Planetary rippers was reduced by 20%.
It was made to overcome imbalanced high production on some planets.
We introduced 2 new officers: Paranoid for terrans and xerjs with a starting price 3 Hydarian crystals and Psionicist for tosses with a starting price 5 Hydarian crystals.
They are needed to increase the percentage of recovery of the fleet after the battle.
The production of Planetary rippers was reduced by 20%.
It was made to overcome imbalanced high production on some planets.
We introduced 2 new officers: Paranoid for terrans and xerjs with a starting price 3 Hydarian crystals and Psionicist for tosses with a starting price 5 Hydarian crystals.
They are needed to increase the percentage of recovery of the fleet after the battle.
Сообщение #149
Now you can find pirate stations in in thirtieth arms also, not only in twenties and their quantity were doubled. The density of pirate stations increased in 1.5 times.
The quantities of pirates on coordinates were doubled too.
The percentage of deviation of Stealth fighter has been reduced to 10.
The quantities of pirates on coordinates were doubled too.
The percentage of deviation of Stealth fighter has been reduced to 10.
Сообщение #148
Today we are pleased to introduce the new interface of the game - "Modern".
It was made for a pleasant playing on any modern device - PC, tablet or smartphone.
The new interface can "adapt" to the current resolution of your device's screen, without losing functionality:
For those who are not very fond of dark skins, we are preparing a lighter version
Further, we plan to submit skins for xerjs and tosses:
You can switch to the new interface through the Options
Some elements of the interface are new, if something somewhere will not work properly, please report about it in the Bugs section of the forum.
And your suggestions for improvement of the interface you can post in New ideas.
P.S .: The interface is in the process of constant changes, so do not be surprised if something changes (color, shape, position of blocks, etc.).
It was made for a pleasant playing on any modern device - PC, tablet or smartphone.
The new interface can "adapt" to the current resolution of your device's screen, without losing functionality:
For those who are not very fond of dark skins, we are preparing a lighter version
Further, we plan to submit skins for xerjs and tosses:
You can switch to the new interface through the Options
Some elements of the interface are new, if something somewhere will not work properly, please report about it in the Bugs section of the forum.
And your suggestions for improvement of the interface you can post in New ideas.
P.S .: The interface is in the process of constant changes, so do not be surprised if something changes (color, shape, position of blocks, etc.).
Сообщение #147
We established in bestiary more liberal pricing for placing lots. It was made for reducing the commissions and giving more freedom in pricing for players.
Now you can sell resources in one-and-a-half times more expensive or cheaper without increasing the commission and the fleet in twice as much.
The old rates were 1.25 and 1.5.
For example, now you can earn on a construction of a rare fleet by selling it twice as much than construction costs without paying an increased commission.
Now you can sell resources in one-and-a-half times more expensive or cheaper without increasing the commission and the fleet in twice as much.
The old rates were 1.25 and 1.5.
For example, now you can earn on a construction of a rare fleet by selling it twice as much than construction costs without paying an increased commission.
Тема: We present to your attention 3 new technologies to improve fleet repai |
25 Апреля 2016 09:21:29

Сообщение #146
We present 3 new technologies for the repair of the fleet, by 1 for each race.
Alarm systems for terrans
Tanatonavigation for xerjs
Psionic lighthouse for tosses
Technologies are not the same, but their sense is similar: to increase the% of the fleet which can be repaired after the battle.
Alarm systems for terrans
Tanatonavigation for xerjs
Psionic lighthouse for tosses
Technologies are not the same, but their sense is similar: to increase the% of the fleet which can be repaired after the battle.
Тема: Bug with the return from the expedition is always 100% of speed- fixed |
25 Апреля 2016 09:16:47

Сообщение #145
Previously, if the fleet was set off to an expedition with the speed, for example 10%, return of the fleet was with the 100% speed after the manual cancellation of orders; when you achieved the expedition.
It was a bug and now it is fixed. Now the manual return from the expedition will be at the same speed at which the fleet was sent to the expedition.
It was a bug and now it is fixed. Now the manual return from the expedition will be at the same speed at which the fleet was sent to the expedition.
Сообщение #144
As you noticed the main page have changed its look. Today, it is officially put into operation :)
We tried to make it more comfortable. Modern technologies applied in the design and layout let you use it on any device easily.
With proper support of your browser, you can watch a 3D scene with the planet. In the near future all the planets will be modeled and presented in the game in such a way.
Also, in-game statistics gained a more finished look. And we present to you - visual information graphics instead of imperceptible tables :)
We tried to make it more comfortable. Modern technologies applied in the design and layout let you use it on any device easily.
With proper support of your browser, you can watch a 3D scene with the planet. In the near future all the planets will be modeled and presented in the game in such a way.
Also, in-game statistics gained a more finished look. And we present to you - visual information graphics instead of imperceptible tables :)
Сообщение #143
Due to the introduction of fleet repair in October 2015, we reduced the number of debris from crashed fleet from 30% to 25%.
Сообщение #142
Now insectoid entity can fly between galaxies starting from the 3rd level.
Time for traveling between galaxies is the same as between the systems, but there are differences in vespene consumption - for flights between arms you will need vespene 10 times more.
The rest time for insectoid entity or the cost of flights between the systems had not changed.
Please pay attention to the functionality of ‘gliding’ of the entity which, in the search for free space: as before, let can be lost, if it stops at 10th coordinate, but plus to this, we added " going beyond the borders of the galaxy". The borders considered as:
- Galaxy is less than 1
- The system is less than 1
- The system which more than 999
The "gliding" to the other galaxy now can simply destroy your entity, so use a flight between galaxies with the entity of not less than 3rd levels.
The lower border of the world does not exist (unlimited number of galaxies).
For example: you fly from a 1: 1: 3 to 1: 1: 1, but after sending, one bad man occupies a finite coordinate, entity gliding to the next coordinate, but because this coordinate is 1: 1: 0, your gliding will go beyond the borders of the world and the entity will be destroyed.
Time for traveling between galaxies is the same as between the systems, but there are differences in vespene consumption - for flights between arms you will need vespene 10 times more.
The rest time for insectoid entity or the cost of flights between the systems had not changed.
Please pay attention to the functionality of ‘gliding’ of the entity which, in the search for free space: as before, let can be lost, if it stops at 10th coordinate, but plus to this, we added " going beyond the borders of the galaxy". The borders considered as:
- Galaxy is less than 1
- The system is less than 1
- The system which more than 999
The "gliding" to the other galaxy now can simply destroy your entity, so use a flight between galaxies with the entity of not less than 3rd levels.
The lower border of the world does not exist (unlimited number of galaxies).
For example: you fly from a 1: 1: 3 to 1: 1: 1, but after sending, one bad man occupies a finite coordinate, entity gliding to the next coordinate, but because this coordinate is 1: 1: 0, your gliding will go beyond the borders of the world and the entity will be destroyed.

Сообщение #141