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Search results 1-20 of 29.
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Hey! I might be wrong, but I believe the suggestion wants the Dark Matter purchased by a player to get linked to his lobby account instead of a single universe (as it is currently). Personally, I believe it makes a lot of sense, since the creation of the lobby, to make this change. This way, a player can buy the DM he wants, and use it as he sees fit between his universes. It makes special sense when we consider account trades and giveaways. This way, an account will only carry the "found" DM, w…
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Scrap Merchant 90% event
Marflabr - - Suggestions
PostHello. I believe this event could make sense, if it made the limit of scrap merchant (currently at 75%) go up to 90% (or even 100%, but I'm not sure about this one) by paying more DM... Currently, I believe we must spend 20k DM to reach the merchant limit of 75% (2k + 4k + 6k + 8k)... Adding 2 more purchases needed to reach the 90% limit during the event would then cost 42k DM (2k + 4k + 6k + 8k + 10k +12k)... This way, I see this being a good event... Making it free, I don't see them doing it, …
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Hey @RiV-! First, I just want to say keep up with the great work Now, I have a suggestion that I wondered if it would be possible to implement... Is it possible to add buttons to send spy probes (similar to the ones that already exist on the spy reports table, for example) to our list of targets on the left panel, when they're listed by planet coordinates? I attached a couple of screenshots to help explain what I'm talking about (see spoiler) (Hidden Content) Cheers!
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Hello! This is a really nice script I just wondered if it is possible to add a new column, just like SC and LC attacks, for espionage probe attacks (would be useful only in unis where they can carry resources, of course ) I believe it would be extremely helpful to raid inactives Thanks for the great work! Edit: And perhaps one option to set a default velocity different than 100% for all attacks we send (also useful for probe attacks due to deut costs ) Cheers!
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Hey! No problem I wondered if it would be possible to have an "options menu" or something like that, where you would have 2 different options to choose: 1st - Choose if you want the info appearing before or after the planet name. 2nd - Choose if the info would show the number of available fields, or the number of occupied fields instead. Example: Let's assume a planet named "Test" with 200 total fields and 30 available fields (which means 170 occupied fields) Right now, the info appears like tha…
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Quote from TheViking: “That is not correct at all. This extension looks up all galaxy systems in background to highlight the debris fields. This is an automatic action and forbidden.” I don't believe that that's the reason why the extension is forbidden... AntiGame does the exactly same thing (highlight debris)... I believe the problem is spying moons and sending recyclers, both directly from Galaxy View, which is a Commander feature...
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Officers
PostQuote from DISASTER: “Yea I know you can scan moons manually but it's horrendously slow and I think 9/10 players say screw moon scans it takes too long manually, find inactives planets and raid instead :p Good point about the rss feed, perhaps they should reverse it. Give moon scan and make rss a pay feature?” Yeah I agree, it's too slow and takes a lot of work for something that shouldn't take that much... But if you want to hunt fleets, and don't want to pay for the commander... eventually it'…
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Officers
PostHey there! I may have misunderstood, but it looks like you think you can't spy a moon without Commander... You can, you just have to do it manually (through Fleet page)... so you don't have to "fly blind", you just have some more work in order to spy the moons... Anyway, I agree with the suggestion... Spying moons directly from galaxy view should be available to every player (actually much more than the RSS Feed, so, if GF did it with the RSS Feed, I see no problem in doing it also for spying mo…
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Hey! I noticed a problem with the display of informations (Production duration, Production, Energy needed, Solar Satellite) with the mines... Strangely, it only happens in my accounts on the PT community... I also play at US, and it works fine there... Here are the screenshots from both communities, so you can see the difference between them: PT 62Y9TIA.png US yBBiJOD.png The line "Mostrar níveis de pesquisa desnecessários e úteis" should actually be "Produção", and the other info (green and whi…
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I think this idea is very good, and it would be very useful to the players... I agree that it can't be too excessive, and I believe that Warsaalk's idea of giving 1 free relocation every 4 levels is nice and balanced... Perhaps also starting in level 8, which isn't either too advanced or too early, could make it better, to prevent players from free relocating in the very beginning of the universes...
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Applications
PostHey there! I have a small suggestion about the applications... Right now, when someone applies to our ally, we receive a message with the subject "New application", and a text like this: "XXX has applied for your alliance. You can process the application on the ally page." However, once the application is accepted or refused, we can't have access to the application text that the applier wrote. As some alliances have more than one person with the "power" to handle applications, sometimes the appl…
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Perfectly clarified So this Collect routine always did what I was trying to suggest in the first place Perhaps this checkbox might still be useful for some things, but for what I was aiming at the beginning(which was transport all resources of all planets to one fixed location) this Collect routine already works very well Thanks for the clarification
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I never used the routines (other than the LAST button) before you implemented this Transport routine, but now I'm trying to figure this out: What is the difference between the Transport and the Collect routines? I used to think that Collect had something to do with debris fields ( never tried using it before ), but now I see both routines calculate the cargos necessary to transport all the resources on the planet/moon... so, is there a difference at all? Quote from fl00ri: “if I understand right…
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Quote from kwinse: “I have been keeping up with this, mostly internal tweaks now and then. Though I did add a feature- when you're building Robotics Factory level <=10, it uses Nanite Factory level 0. It's useful for figuring out the build time for new planets, but does run against the (probably rare) case of a user deconstructing their robo when they do have a nanite.” Hey! Maybe only making that new feature work when "Enable deconstruction" is not marked would solve the problem, no?