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Search results 21-40 of 102.
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I mean, if a player has both a robo 9 and nanite 1 (for example) because they previously deconstructed, they now cannot use the tool as it is now to get the actual build time of their robo 10- it uses a nanite 0 instead. The actual deconstruction calculations didn't change. I don't know how many people would actually deconstruct a robo like that but I think players colonize more often.
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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.
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Basically the idea is that if you go into vacation mode repeatedly, you have to spend more time in vmode each time. This would act as some deterrent against vmode fleetsaving while not preventing people from going in when they need to, or overly punishing the 'normal' users to catch the so-called abusers. My idea with that is, if you go into vmode within 24 hours of coming out, your minimum time in increases by 24 hours, and it stacks. So minimum time would work like 24h, 48h, 72h, 96h... (using…
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Quote from Raszagal88: “en.wikipedia.org/wiki/Keystroke_logging I think no.” Someone letting themselves get infected with a keylogger really sounds like them being insecure and not the fault of any systems they try to use. I have a serious question for you: how many password-protected systems do you use that have multiple passwords for different functions within that system?
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For Cumulative Cost calc.antigame.de (Hidden Content) (Hidden Content) I used google translate for the non-game DE strings, so they're probably a bit off. >_> Also, I never did a few strings that I added later in development, check for the bold. Should be fixed with fl00ri's help. Also blame Kramagon for overwriting this post instead of replying. (Hidden Content)
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Cumulative Cost - Info : Cumulative Cost is a true cumulative cost calculator - Author : Crimson King, kwinse - Website : calc.antigame.de - Support : Here, .org - Screenshot : Link - Browser : Firefox, Chrome (in theory all) - Languages : EN, DE, more through Cumulative Cost - translations [spoiler=Description] Cumulative Cost is a tool that uses javascript to dynamically calculate the costs and times of buildings and research level by level and add them together. Units are separated into three…
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The whole game is about building large numbers of ships, not just civil ships. 5000 ships is a light snack in older universes. Why does this have nonstandard structural integrity? Every other ship and defense has an SI of metal + crystal, which means by that this would have 225k. Metal:crystal cost seems off to me, I would think it would cost more crystal than that... Also while I understand this is part of the design but for a recycling ship it's still ridiculously fast, about as fast as cruise…
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The whole game is about building large numbers of ships, not just civil ships. 5000 ships is a light snack in older universes. Why does this have nonstandard structural integrity? Every other ship and defense has an SI of metal + crystal, which means by that this would have 225k. Metal:crystal cost seems off to me, I would think it would cost more crystal than that... Also while I understand this is part of the design but for a recycling ship it's still ridiculously fast, about as fast as cruise…
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Yes, spam is against the rules, but a GO has to be on to set the ban, and by the time that happens it could be too late. Probing while the missiles are flying could show if and when the defender scraps their defense. Plus there's the fact that a gain in resources is very noticeable. Not to say that the suggested change is bad, it's quite good actually and I've forwarded it to origin as well (along with variations like just a message that the missiles hit, you just don't know what was destroyed w…
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Erm, you've always been able to go into vacation mode while under attack. The fleet flies on like normal, the attacker just can't send any more fleets. In fact, any 'cannot do X under attack' restriction is highly abusable by the attacker. All they have to do is send long 1-ship attacks (or just past whatever arbitrary limits you set) and the defender is locked out. I will admit though that it would be incredibly expensive to keep the defender locked out of the scrap merchant if under IPM attack…
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Just tested it in 680, and no the suggestion is not implemented. What I did: 1) Colonized a new planet 2) Had MoonMaker give me a moon on that new planet 3) Insta-completed a lunar base and jumpgate on the new moon (also hurried a jumpgate on the existing moon because I forgot to build it ahead of time but whatever) 4) Jumped over some recyclers as a test In less than an hour from colonizing I had built and used a jumpgate. This is a very dangerous tactic to face if someone is using it against y…
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Formulary
PostSome crafty people have figured out the new build time formula in v4.1.1: Source Code (1 line) Anyone know the storage capacity formula for dens? All I've got at .org is a table.
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Quote from spa856: “It's already in antigame.” Er, they know it can be and is done by external scripts. They're suggesting it be added to the game itself.
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Quote from spa856: “It's already in antigame.” Er, they know it can be and is done by external scripts. They're suggesting it be added to the game itself.