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  • Version 6.8.8 is now available in final version: [Feature] Sort coordinates in Panel and Spy table by distance (in colaboration with @Horcon) [Polishing] Removed Ogniter [Feature] Added native support for mmorpg-stat instead [Feature] Variable distance in Fleetsave routine [Polishing] Explicit 0s in task/routine settings are now supported [Bugfix] Fixed a bug in the background process that caused loss of data [Polishing] Added tooltip with resource composition in the "total" line in the spy tabl…

  • If you save settings (for example number of simulations to 20) and set those settings as default, and then open a TrashSim link with prefill info, the settings get overwritten by native values (number of simulations 50) even tho the prefill data don't include number of simulations for example.

  • Expeditons

    RiV- - - Suggestions

    Post

    lol, you should try making sense from time to time

  • Expeditons

    RiV- - - Suggestions

    Post

    Quote from TGWo: “it is normal che inactive give more resource that expedition, because expedition request no skill and no research ” And farming inactives requires what skill again exactly?

  • Expeditons

    RiV- - - Suggestions

    Post

    Yeah we've been saying that for years now, but nobody seems to care. Maybe if you post on Stomt @piink might care.

  • Adding to ACS missions on VM accounts

    RiV- - - Suggestions

    Post

    Quote from TGWo: “Quote from Peppa K: “So. There's a problem in the world of OGame where players deliberately get themselves banned to avoid being hit. ” Then i don't think that exist this problem, because you cannot know when you will be banned, so if happen the problem is only a fortuity ” lol

  • Adding to ACS missions on VM accounts

    RiV- - - Suggestions

    Post

    Yes and then we'll just keep an attack inbound on vmode FS players so they can't vmode anymore, really great idea. (sarcasm)* *Yes I really feel the need to tag the use of sarcasm because I am sure that 95% wouldn't have understood it.

  • Hyperspacetech increases Cargocapacity

    RiV- - - Suggestions

    Post

    @Minion When I say "should" I'm not talking about how I want it to be but how it's technically implemented right now. Hyperspace Tech does not increase the deut cargo bay at all. If it does for your probes in a probeCargo uni, it's clearly a bug and not how it's expected to be.

  • Pay attention to what the AntiGameReborn button tells you. You need to enable Always show events in the OGame settings.

  • Hyperspacetech increases Cargocapacity

    RiV- - - Suggestions

    Post

    The deut cargo bay shouldn't be changed at all, not in probe cargo unis either.

  • lol Thanks for changing it back to 5%

  • Should fix itself. If not just click on Update Data & Settings in AGR menu.

  • Version 6.8.5.2 is now available: [Feature] Probes can now be selected as default ship for attacking besides LC and SC [Feature] The spy table now supports probes for looting in probe raiding unis [Feature] Default fleet speed can be selected for attacking with probes (thanks to @Horcon for these 3 features) [Bugfix] Buttons in messages now properly delete messages [Polishing] Improved message deletion [Polishing] Changed Hyperspace tech to useful tech [Bugfix] Wrong sorting of reports with nega…

  • Quote from G_Unit: “Also, the cargo capacity is not being calculated correctly when you select the cargo on the first step of the fleet page, it always selects more ships than necessary. ” It is, but you use some of the Deut to fly.

  • *about the Hyperspace But yes, I agree, but that's nothing new

  • Version 6.8.5 got released today: - [Feature] Spy table is now extended when browsing through pages - [Bugfix/Polishing] Improved loading buddies/alliance members into the shareReport overlay - [Feature] Added button to delete reports with defense over a limit - [Feature] Native TrashSim support - [Polishing] TrashSim link in the panel prefills your own techs, ships and universe settings - [Bugfix] Negative age in the spy table - [Feature] Bonus cargo capacity from Hyperspace Tech should be cons…

  • Quote from TGWo: “I play as miner, so maybe i don't know anything but maybe if your problem is to win a race of speed, then perhpas there is an error in your way to play Ogame .............. nobody will steal your debris if you organize in correct way the attack.(recicler arrive when arrive your attack). ” I marked your error for you. Planned and organized attacks are nice and great and all, but it's a fact that 90% of all attacks are just spy 'n flies. That means if I was to time my recyclers o…

  • Quote from TGWo: “Personally I think the problem of recyclers is related to the change of engine ......... and this I see only a problem for the old universes where the change was not their own choice of game, but an automatic thing. Now in the new universes you decide whether or not to increase the engines with the merits and defects of the case. ” Only someone who actually never seriously fleeted could make such a hypothesis. If your enemies get Hyperspace-Recs and start stealing all your DFs,…

  • The Jump Gates Update

    RiV- - - Feedback & Discussions

    Post

    You seem to be new around here. Several months means few hours in Gameforge time computation. The Gameforge building in Karlsruhe, Germany, resides near a black hole, so few hours for them are months for us. Expect updates on that feature in 2026.

  • Hyperspacetech increases Cargocapacity

    RiV- - - Suggestions

    Post

    You don't even need to go that high: In most cases, launching Recs costs more Deut than launching the fleet itself. Which is just ridiculous. Also, if you have to fly 100+ sys against a fleet that consists mostly of Rips, and you play in a uni with 50% DF or less, you don't even need to launch because the Deut costs for launching recs eats all the profit you'd make. 30% less Recs to send (with Hyperspacetech 15 and 2% bonus) doesn't change anything. Also another reason why people are mad: Gamefo…