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  • bots will check and trigger the captcha very easily and so the captcha will bother 99.99% of normal and fair play users. Anyway a captcha at login is not planned from the ogame team LG

  • Hi! OGame Version 6.1.5 got some more fixes for the message counter and the jumpgate in those new tooltips at the planetlist. All Live Testserver were updated. Have fun testing! LG

  • If you won´t get the message and instead you get a full spyreport, we can just remove the espionage report and it´s level. Then i only need to crash 1 probe or 1 light fighter on a target and get "all" the informations i need. @TE I think you don´t understand why it works like that, because then you won´t create such "idea". POPE OF NOPE says NO, NEVER EVER! LG

  • [Old] Applications for API Keys

    JoKy - - OGame API

    Post

    Quote from jeeukko: “Thank you, JoKy. It's much more nice to wait when we know why it's taking so long. ” That was the intention of my post. Making it transparence is better then just write nothing After some discussions we will change the application process a bit. I got several generated API Keys now from the developer. They are all valid on the livetestservers. Will hand them to the Origin Team so they can manage your applications. This will speed up the process a bit. LG Btw.: So far API Key…

  • [Old] Applications for API Keys

    JoKy - - OGame API

    Post

    It´s about low priority and not enough time to handle it currently. The developer, who created the API and also handle the request is very busy and currently also in vacation. It is currently not automized, so he has to add those keys manually and also document all manually. It´s the same developer, who manage the retro universe and fixed the lag problems on live and is also doing bugfixes and implementing new stuff in OGame. We poked him several times to add keys and he will do it, when he can …

  • Your quote from owiki.de say now what exactly? That tear down was implemented and cost resources? That should work as argument for? That it should not be changed? That it should work for saving resources? About that trollpart in your post Maybe you should read my posts again and what my argumentation reference to. The whole argumentation is that tear down should still cost resources because a minor group of players in end game use it for saving resouces without any cost and any risk that it can …

  • Saving resouces by building something or tear down something is not the reason why it cost resources LG

  • What vulca said and also that it can be hardly abused. If you normally have to pay to tear down and you have nothing to pay even when a wreckfield is available ... who will then really pay for tear down? Live with the fact that it is changed and change your tactic LG

  • Quote: “It's not “abusing” the system, it's just something that works that way, never seen problems with it, and some people include it in its strategy.” if something "works that way" makes it work as intendend and correct? if a game mechanic is abused the reason to not change, it "works that way"? I´m here since 2004 and there were many many changes. Deathstars were too powerfull and were change and i read so many complains. Spy probes were build with millions over millions because spyraids wer…

  • Quote from kfg: “So for more than 12 years it was a unique feature and now it's an abuse of game mechanics? Cute little twist there. There are a million other ways to implement wreck recovery, but GF insists on this one. kfg” So your argumentation is like: We abused that feature over 12 years (it´s even less because tear down was implemented later) and because of that it should not be changed. Let me think ... nope. Quote: “You are so desperate to keep people in the game, but you can't think of …

  • Sure it´s a great costless tactical option so save resources. But all arguments are based on personal ways to play and to abuse a game mechanic. I think it´s needed to have that option. If someone looses his whole fleet, how should he get resources to get the part of his fleet back, which did not moved to the debris field? There are not enough resources available after a big crash. So it´s needed to have an option like this. As said, there are always ways to save resources, saving them normally …

  • Resource points = what one ship cost. By an light fighter it will be 3.000 metal and 1.000 crystal in summ 4.000 resource points. Maybe now it is more clear LG

  • 150k resource points = around 38 light fighers. Yeah this should be reduced! No one can reach that high amount! Quote: “So there will be no more tear-down saving of resources? That is a kick in the face for all miners using this very efficient tactic in late-game. The change of ion technology was bad enough already. This is much, much worse!” That´s how it will work, when tearing down is then without costs and works instant. It´s the same with every change in the game, someone will always compla…

  • OGame Update 6.0.16

    JoKy - - Test Server

    Post

    Hi! OGame 6.0.16 Changelog (671/680/690) Quote: “- [Bugs] Impossible to un-favorite a message if you have more than 10 favorites without commander - [Bugs] Fix for build with Dark Matter - [Bugs] Chat: Security Fix - [Bugs] Auctioneer bidding under the 1k limit - [Bugs] Fix for display when research is possible (commander) - [Polishing] Make new messages more fancy - [Polishing] Polishing for own shared espionage reports and combat reports - [Polishing] Pagination in messages also on bottom ” Th…

  • Has nothing to do with OGame 6.0 and is a very old bug and known Thx for report! LG

  • Ah now Yes that problem is known and on the list of known and reported issues Quote: “Overall trash bin and delete all functions for all subcategories” [ collecting thread ] Summary of reported/forwarded Stuff message system LG

  • If something is deleted by the message system, it never show up in the trash bin. In the trash bin only messages are moved, if you delete them and are removed by the system, when the delete time is triggered. LG

  • OGame Update 6.0.15

    JoKy - - Test Server

    Post

    Hi! OGame 6.0.15 Changelog (671/680/690) Quote: “- Fix for password reset at registration - Fix for errormessage when changeing allyname/tag - Fix for tooltip in storage filling menu - Polishing: Admiral + Expedition - Min. Astrophysic lvl 1 to start a expedition - Some backendfixes to improve the performance ” LG

  • [Old] Applications for API Keys

    JoKy - - OGame API

    Post

    There is no specific timerame set. It´s done, when it´s done and when the priority moves to the api keys. And YOU as developer understand the process. Fixing stuff in api, because it generates errors you can´t compare with the process I described in my post above yours. The process is handled like that, so please accept it. You will get informed when your tool is accepted and the keys are added. Complains will not speed the process up. LG

  • [Old] Applications for API Keys

    JoKy - - OGame API

    Post

    it´s the same as the Eventhandler works. If you have several things to do, you can only do one by one. You application needs to be checked, if all is ok: Keys needs to be generated, documentated and the api key needs access to the servers Quote: “shouldn't take that long” You triggered the OGame Bingo, that cost you now some Cookies! LG