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Now: 21 October 2019 10:30

User's messages: Семен

Topic: negative structure ? | 18 October 2019 17:58
Message #22
Quote: SusiS
Negative structure = applied damage > max structure  = DESTRUCTION !
Sorry. That is what I think.

You right. But I can not check every object every second. 

Destruction happens on events. 

"Applied damage increasing"`s events:
1. Gun shot
2. Colliding
3. Planetary destruction with fleet

All this event I handle properly, so destruction happens.

"Max structure decreasing" events:
1. Defense decreasing in battle
2. Defense clearing on colonization
3. Building destroying in battle
4. Building destroying by player in building
5. Building clearing on colonization
6. Building destroying by Nuclear Strike
7. Building eating by Devourer 
8. Xerj`s officer Auxin changing on colonization
and more. Every structure bonus can cause structure decreasing in a different places of game, so I gave up and started to think how to make negative structure legal.

Most of this events can cause negative structure. But destruction is not obvious. E.g. player wants to destroy one level of building to free field, but station blow up - nice isn`t it?
Sometimes players deal to much damage to OPS they want to capture. 

In such cases I think negative structure with destroy timer will be a good solution.
Topic: negative structure ? | 18 October 2019 09:32
Message #21
Quote: stein
And next question is - is it secure to conquer it. ?

Yes it secure. It will be destroyed only on leaving or after any structure damage (gun, colliding, planetary destruction with fleet). 

Negative structure is like zero structure, it needs only trigger to be destroyed.

Structure consists of two parts: max structure and applied damage, both values a very complex and change dynamically. 
Current structure = max structure minus applied damage;

There is no problem with applied damage (gun, colliding or planet destruction with fleet will always destroy object on zero structure)

But max structure can go down as well (like destroying building). It is not efficient to check structure on every event on each object in our game. So I`m going to add destroy timer for such objects.

Superstations and OPS and any other object (planet, asteroid) works the same.

The most common case of negative structure is:
1. Dialing damage with gun (increases applied damage)
2. Destroying shields in battle (decreases max structure)

Negative structure = applied damage > max structure
Topic: negative structure ? | 17 October 2019 22:12
Message #20
After last structure changes it happens often. Because of shields mostly. 

We are going to add destroy timer. When negative structure is detected timer starts (several days I think). Player can build something to increase structure and has possibility to prevent destroying (if structure became positive).

So negative structure will be legal aka "destroying process".

For now all objects with negative structure can be destroyed with 1 gun shot or colliding (without damage on collider) or leaving. If you a leaving object with negative structure it will be immediately destroyed without any debris's.

P.s. by the way, we are discussing about adding possibility of capturing any satellite (free or owned) like OPS >500k.
Topic: Available Fields | 5 July 2019 20:28
Message #19
Kyprios, Hi.

All planet has limited fields to build new buildings. Amount of fields calculates randomly on colonization. You may need several attempts of colonization/leaving planet till you get a good amount of fields.
300+ fields is what you need, usually takes 5-7 attempts.

There is another way to increase fields. Building Terraformer, researching tech, hiring officer.
But my advice it to colonize ~300 field`s planet and later use buildings and researching to make it bigger
Topic: Game blowing up in Firefox | 3 June 2019 21:23
Message #18
We had some issues this morning, but it was solved.
Topic: Game blowing up in Firefox | 30 May 2019 21:48
Message #17
meat, hello again.

I used Firefox this week and found no issues.

Such graphic artefacts may lead to issues with your GPU. Try to update drivers, maybe try another browser (I suggest Chrome)
Topic: Game blowing up in Firefox | 23 May 2019 17:34
Message #16
with true the page will crash for sure. It need to be disabled.

Try to disable 3D animation and tell me if it helped.
Topic: Game blowing up in Firefox | 23 May 2019 17:28
Message #15
Did you enable this experimental feature?
Topic: Game blowing up in Firefox | 23 May 2019 09:50
Message #14
Hello meat

Can you tell me which version of Firefox you are using?

Topic: Solar Destructions | 4 April 2019 15:09
Message #13
Actually it is not a player`s mission. It an all-game event. Relict vs all players. 

If there is no Relict in your systems - you are lucky. At the top of this page you can see ~150 system not so lucky.
Event started on 1 March and Relict can arrive to your system at any time, it just not happened to you)

There is no way to know if Relict will arrive to your system, we hide such information as it is part of event mechanic.
Topic: Solar Destructions | 4 April 2019 14:58
Message #12
only because you above 100k (no more, no less)
Topic: Solar Destructions | 4 April 2019 14:51
Message #11
I just changed visibility of mission description for users > 100k (was 1kkk).

If your system in candidate`s list - you can change nothing. Just wait. Hours, days, weeks... 
Topic: Solar Destructions | 4 April 2019 14:37
Message #10
Цитата: Test123
How long from warning to event?

Immediate, if I understood your right. Actually the event started at 1 March.

It starts from the systems with the highest production. Owners in such systems usually are top-level players.
But for now the event moves down by the list of candidates and Relict appears in system with low-level players.
Topic: Solar Destructions | 4 April 2019 13:59
Message #9
Цитата: Test123
300k and 100k is not that big, or?

We just changed visibility of text in the mission`s list. Relict can appear in any system, choosing by resource production, not a player`s points.
List of candidates was prepared before, so no need to reduce your production. Nothing changed in mechanics - no need to worry. If your system is candidate - you can`t changed it

We added some description to mission - we are  translating it now, it will be available soon.
Message #8

You right. Low level pirates has more OPS in space. There are more low level players in the game.

As you grow - it became harder to play. I think it normal for games.

There is nothing to solve, moved to complaints.
Topic: Game performance speed | 27 November 2018 12:06
Message #7
You could not believe me, but you are using Windows XP which slows things down.

The latest Chrome for XP is 49 version. 

Since 49 only chrome released a lot of features, here some of them:
1. Webgl2 instead of webgl1. Simply webgl2 just faster. Our primary target is webgl2.
2. WASM litoff ( - much faster initialization of 3d
3. wasm streaming compiling - caching and faster initialization of 3d

You have a good hardware, but browser cause you some problems.
Topic: browser message | 27 November 2018 11:55
Message #6
Цитата: stein
Already the big buildings  - special the moving Xerj ones

Building`s animation working on simple CSS animation - this is the fastest method to animate things in browser. Sorry to hear, that such animation slows down your PC.

Цитата: stein
So all works. without 3D option.Only I can not use my Stations. Wich is BAD.

You can calculate gun direction using station and target positions.
Topic: why no research on every planet? | 26 October 2018 16:09
Message #5
Humans have Research Network
Xerj can spoil human`s labs.
Topic: browser message | 9 October 2018 18:48
Message #4
We moved our 3d animation from one engine to another. New engine uses modern features and works almost like native game. 

As result you can see a huge graphical improvements, but bad things happens.

Which browser version do you use? Latest Firefox will be the fastest at this moment.
Message #3
Hello, Tii.

This is hard to do. Its a complex task. 

We need some user interface changes to add possibility to select fleet from list.
We need server changes to store additional field - fleet id.
And we need code changes to store this id and to select right fleet by this id.

I converted this Bug to New Idea.

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