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Game Updates
Comments?
Use the Forum, 'Game Suggestions' catagory, to suggest new features, changes to current features, or even rebalancing of existing features if you feel they are too strong/weak/etc....
Thank you.
Admin & co.
June, 2008
Anti-Covert or Spy Killers
The amount of damage that can be done, is now modified by an attack/defence value when the attack is lower than the defence. In short, the effectiveness of the anti-covert is limited when the attack force is lower than the defence force. They simply do not have the same relative army to hide behind, in order to do their job...
April, 2008
New Main Page
OK - its been a while, and the main page was getting quite busy :)
So - a new home page for stargatewars was made (thanks again darkdayz for the images) - a bit more 'clean' looking.
The gate navigates between major jump points/links. The gate of course is an image, and the links use image maps so you need to allow images to be seen to make it work :) (for all those 'show no images' folks out there....)
You will also note some 'friends of StarGateWars' pages - they are people/sites/etc that we have dealt with that we believe have something to offer... in some cases we helped them, in others, we did not. It does not matter - at this point, they stand on their own, and are 100% responsible for their own fates :)
Also - for the cell phones, etc - a simple login page has been added. You can point right to that on your phone/whatnot and we will work to ensure that it continues to work well - if not better - for mobile browsing. Ultimately a new game interface with a toned down set of functions should be accessible from there too...
Are there bugs? well... never! ok..sometimes... ok - a lot of the time, but we fix them :)
Report them on the forum - 'new features, already released' section - 'new bugs' topic :)
For those looking to see what happened with the officer/UP update -and how it changed - read on.... thank you - the administration...
Officer, Commander and Alliances
From this point on, due to popular request, officer relations, and alliance relations, are 100% distinct, separate and unrelated. Making an alliance will not automatically bring in your officers, quitting an alliance not dispel your officers from the alliance, a leader of an alliance may be an officer or a commander without restriction.
The new limit of officers per commander, is now 10. This may change in future, to allow additional officers based on other factors.
Officer Contribution to Commander Unit Production - UPDATED
UPDATED: The below update is reversed. Instead, a limit is placed on the commander, in that they can only receive 50% of their own natural UP as an officer UP bonus, per officer. Additionally, the part of the officer total unit production that comes from THEIR officers, is not included. Just their own total unit production, including bonuses and planets, but not officer contribution.
Considering the previous contribution was a max of 1/2 of 30% (15%) of their UP, getting to where your current natural Unit Production is twice their 15% (so that half your natural UP is above their 15% of total) should not be out of range.
What this update does, of course, is refocuses on natural UP, and not just planets. It also forces an account to build up on their own, in order to fully benefit from strong officers. The help goes to those who first help themselves...Lastly, by removing the officer contribution, is stops 'circles' and 'bonuses on bonuses' for commanders with officers who are also commanders.
[[[REVERSED UPDATE]]]The officer contribution to commander unit production is now based solely on natural, prebonus, unit production. This is the number reflected in their daily unit production stat (not the turn unit production) - on the main base page, it is the 'Unit Production: xxx/day' stat, not the '(yyy total)' in brakets.[[[END REVERSED UPDATE]]]
Lifer Suicide Attacks
On a lifer suicide attack, it now requires 3 lifers, to destroy one anti-covert unit. It used to be 5.
Alliance Wars
Although not out yet, consider this a preannouncement of various types of (new) alliance wars - that will come with a cost, and a reward - and in which both alliances must accepted before being able to engage. Each type will have differing specifics, rules and costs/rewards.
Images
The navigation frame, and top banner, have been updated to their final versions (for now). If you experience oddities, try to clear your image cache (usually control-f5 does it). As always, you can revert to the 'old' graphics via player preference screen.
Special thanks to DarkDayz.
Military Experience
Military experience is now ranked. It has no effect on overall rankings, but will let you know how you stack up against others...
Auto-banning scripts to stop cheaters
Are much more aggressive. We periodically go over the accounts banned, but -in short - do NOT use any tampering on the forms, do NOT try to bypass html restrictions, and you will be fine. Else you will likely get banned. If you have no idea what we are talking about, you are fine :)
A few other things
Yes. A few other things :)
March, 2008
Images
The navigation frame, and top banner, have been updated.
You automatically use the new graphics, but if you want to revert to what it used to look like, you can do so via the 'player preferences' page accessible on the bottom right of your main base or command center page...
Special thanks to DarkDayz.
Jan/feb, 2008
View Target Realm's Relationship with you via Stats Page
Stats page when viewing another realm now shows your relation with them (yours) and their relation with you (theirs).
Custom Titles
Some select accounts, and all accounts older than 3 years, get custom titles. This is simply the ability to change your title, replacing some of the race specific 'rank' titles. This is done in the preferences area, with change email.
Fleet/Planet Attacks
A minimum fleet strength of 15% of the planet defences is now needed to engage. Below that it is pure suicide, with no chance to succeed, and you cannot convince your pilots otherwise... On a technical level, this also brings the cost of attacking closer to the cost of defences lost (although still favoring the attacker)
Sabotage Limits raised
You can now hold 100 covert action turns (vs. 50 previously) and accounts can take twice the covert beatings that they could previously. As accounts grow, the value of sabotage has decreased. This change is to ensure sabotage remains a viable tactic.
Battle Random Factor Decrease
It used to be that - along with some other factors - an army could do 75 to 100% of its potential damage on attack or defence. This is now changed to 90 to 102% - so less random variability in battles. I blame this on more accurate weaponry :)
More Digits Many Fields
The amount of 'stuff' you can transact in one go has increased on most pages - ie you can bank more at once, buy more weaponry at once, etc.
Used Weapon Market Declines
The price offered for selling back used weapons has decreased. I suspect everybody wants new weapons so the value of old ones dropped...
This will also make the 'mass/sell weapons to avoid retaliation/rebuy weapons/repeat' tactic a bit more expensive...
Pergatory Limits Decreased
The maximum size realm that can enter pergatory is 20% of the 'unit maximum' before the plague strikes (you can see this value on your personelle summary&training page - it increases with time..). If you are above 30% of this value, and in pergatory, you will be automatically removed. This change is to ensure pergatory is not used and abused by very powerful accounts, but is there to safeguard the smaller accounts in time of need...
Additional Market Options
You can now trade: All market turns for extra attack turns (trade the turns themselves -not any existing goods with a market turn.) You will get the equivalent of 2 quantity 5 trades worth of turns - although these turns are for personal attacking use only - you cannot give or trade them. They also do not count towards any existing maximum holdings.
One market turn for an additional 10 percent of your NATURAL bank size increase in bank storage capacity. Thus - you can get an additional 30% of your natural bank capacity increase per week, if you use all your market turns thusly.
Oct 25, 2007
Plague and Upper Population Limits changed (Effects ONLY accounts with over 100million units)
The 'maximum units' before plague and disease hit your realm has been increased and made dynamic. It is set at about 200million units currently, before the plague sets in. This amount grows daily, and can be seen in the 'training' area of your account. If/when the plague hits you, it is more severe, and increases both with time, and the further from above the maximum sustainable population you grow - it would be wise to establish your death rates (visible in your population summaries when over the limit) and ensure your growth is greater than you death rate, if you wish to continue to grow your population....
Oct 2, 2007
New Attack Type - Lifer Suicide Attack (goes live 8pm gametime, Oct 4)
Your own lifers can now attack enemy anti-covert agents.
The attack is a suicide attack - every single lifer you send dies.
They will destroy, though, 1 enemy anti-covert agents, for each 5 lifers you send.
Be warned - if you send 100 lifers to kill even 1 anti-covert agent, all 100 will die (although so will the 1 anti-covert).
To succeed, you simply need to get your lifers close enough to the battlefield to be effective - to do this you require 20% of the defenders defence strength, in attack strength. If you meet this goal, your lifers will engage first, on the enemy anti-covert, and your army escapes in the chaos - it will not try to fight (this is not the goal of this attack.)
So - in summary - 5 lifers can destroy 1 enemy anti-covert, unblockable if you are at 20% of the enemy strength, but all lifers sent destroy themselves as well.
LARGE changes to ascension server (affects main) - 'a new start'...
The goal of this update was to make the Ascension server more playable, more fun, and ensure that if you are new to the server, have not played much yet, or got utterly destroyed previously, you get a fresh chance to compete. To do this, every account was given almost a million ascension points (convertable into local ascension currency),the levels/techs were reduced in price, gaining units was made easier, and your income earning planets are safe from enemy hands, ensuring that even if you are attacked (hard)you still can recover... Additionally, ascensions will give MUCH more ascension points than previously. And the maximum ascension level is now 20, not 10 like before...
Also, if you have an ascension account, and really do not want it, you can 'descend yourself' into a new race in main - Daimon. Your main account will keep the ascension bonuses you have now, minus the ascended blessing, although suffer 2x the casualities in battle and earn no glory. There may be a 'bonus and penelty' added to this race in near future, that both hurts you and your enemy to a more or less equal degree. What this is is not yet determined. If you do not want to risk not liking a future update on this race, do not take it yet..(The ascended account is of course gone...)
If you ever wanted to take a stab at ascension, or were a bit disappointed with your performance - NOW IS THE TIME TO GIVE IT ANOTHER GO!!!! All accounts were given 10 days protection while this change was introduced. There are 5 days left as of right now!
The finer details are below (taken from the Ascension Game Updates):
HOW IT WILL LAUNCH
1) ascension server will get 10days PPT for everyone.
2) closing server now to do migration...
3) life force above max life force will get converted to cache.
4) everyone will get the AP of their last ascension, minimum of 900,000 and max of 5,000,000 -- the upper/lower limits are in place since ascensions could have taken place anytime over 2 years, and what it took to get 100,000 APP 2 years ago was far far greater relative to what 100k or even 500k would be a month ago...so the range of 900k to 5000k will be the min/max ... i believe this is fair.
WHAT WILL LAUNCH
1) the APP <> LF rate of aprox 1200 to 1 (growing daily) will go live. The 'growth per day' may change over time, but this is the initial and 'base' rate now.
2) Life Force will max at life force max. Above this, it goes into LF reserves. When reserves and life force are full, it goes into LF cache. This is true of DMU<>LF, life force gained per turn, LF from APP, etc...
3) Cache can be moved into reserves, or LF.
4) upgrades can be bought with cache & life force (not reserves) - with cache used first. LF only used if you are 'short' in your cache.
5) Rework of the cost of levels. (cheaper at lower levels, gets more expensive, exponentially, above 500.) No caps on most stats, no realistic caps on the rest...
6) Rework of the benefits of levels. They are not as 'powerful' as before, with a couple exceptions like charisma, production ...
7) Rework of the cost of fleets. Slightly reduced, and a new 'soft cap' causing fleets to get more expensive past 100k production.
8) When planet count gets to 2billion, the growth rate/discovered planet rate, drops...There is no ' big drop' at this level, but the further you get from the 2bil planet count, the more the 'dead planet finds' increase as a percent of the total finds...again this is just production/finds per turn and not existing planets.
9) Raid is gone.
10) SuperWeapon is gone.
11) Every active account generates APP each turn...
12) Turns can be traded for DMU (not the other way around).
CHANGES AFFECTING MAIN
1) No limit on number of ascensions/limit of 20 ascensions (not decided, but wont need to be for a while). They get much more expensive in UP minimum required at 10+.
2) The bonus of +1% per level above 5 remains....
3) Ascended accounts in vacation mode: the main account does not receive the bonus on income or attack (this is new). The bonus on def/covert and the ascended blessing remain at 1/2 strength. Weapons remain.
4) If you wish to DESCEND YOURSELF - ie 'quit ascension' .. you can. You will become a 'Daimon' - basicly a fallen divinity...This is the only race open to fallen ascendeds who chose their own demise...The bonuses are: whatever your ascended account was giving to your main account at the time of banishing yourself, MINUS the ascended blessing (so no unique tech to this race.) (for example if you were prior, you got 5% bonus on att/def/cov/income, and the ascended blessing, and new weapon valus. You keep all but the ascended blessing.) A Daimon DOES NOT GAIN GLORY and, in battle and covert, TAKES DOUBLE CASULAITIES -- basicly, they are living fast and dying fast :). From this race, you can choose a fully mortal race, or keep this race. No other options.
5) Lifer suicide missions to kill enemy anti-covert in main. 5 lifers die to get 1 enemy AC. You must have 20% of their defence in attack to get your lifers close enough, but there is no 'fight' of armies... and your lifers will always succeed at the above rate...
6) ascension does not take your mothership, you do not gain APP for your mothership.
July 18, 2007 to Sept 7th, 2007
Many Smaller, unnanouced, changes
We apologize for sneaking in enhancements and not posting here about them...Most were just to display, navigation, and captured information and not to the core workings of the game, so were not announced as they were released. But here we have a summary of the larger ones...
1) A planet taken from Main realm, with the attacker fleeing to Pergatory, can now be taken back within 12 hours. You will find the attack option ONLY on your attack logs.It wills how up as a single button to reclaim the planet.
2) War experience. This is a measure of your destructive power as a realm. You can access it by clicking the number next to 'war experience' label just below your ranks summary. It is not ranked.
3) Resettable War Experience. This was an enhancement to number 2 above, whereby at any time you can 'reset' your experience counters to zero. This does not affect the primary stats, but is simply so you can track the effects of your actions over specific time periods.
4) Alliance War Winners. Using the military experience as a comparator, an alliance war winner is determined by which of the 2 sides gains more military experience (aka does more damage on the other). ONLY the battles between the 2 alliances are counted, of course. You can see your history by clicking the 'alliance attack logs' link off the main page, then clicking the 'alliance wars' button.
5) Alliance attack logs. Curious what your alliance has been doing? Curious who has been attacking your alliance? Well -here it is. Alliance attack Logs link off main page,shows all attacks on and by your alliance over 24hours. You can use the filter to choose specific types of attacks only.
6) Pergatory expulsion: If you go above 60% of the maximum army size before the plauge hits (20% above the maximum army size allowed to enter), you will be automatically booted out of Pergatory.
7) Planet IDs being given on planet, and beacon, so you can match your (forgottenly named) beacon to the planet
8) Broker sends an ingame message when you get one...
9) Attack/Spy logs to 10 days.
10) 14 day period (minimum) between ascensions
...
73)more to come as i remember them :)
July 18, 2007
Death Rates during battle
These have increased slightly, to 3.5% on attack, 2.5% on defence.
Being at war does increase this.
The difference between your strength, and your enemies strength, also affects this - as it did before, although the effect of this difference has also increased. ie - attacking a much more powerful foe will result in more losses...a weaker foe in less losses... (but keep in mind, as before, it is still a percent of YOUR forces that die, regardless of the enemy strength. So if you have a lot of forces, many will die...this is just the nature of huge amounts of beings with weapons all at the same place at the same time... this has not changed.)
The minimum of 20% of their defence power, in attack power, to damage them at all, still remains, as does the supers taking only 50% of normal losses.
Sometime in June 2007
NOX
Instead of xx attacks to get NOX - it is now xx attacks of 15 turns equivalent. IE - if it was 40 attacks previously to get onto NOX, it is now 40 attacks of 15, or 600 attacks of 1 attack turn (ie 600 attack turns, no matter how they are used). It was always intended to be 'full attacks' and that has now been addressed.
June 13, 2007
Merc Update
Mercs are now paired witha super soldier of the same type (att/def). This means you can only buy as many mercs, as you have supers of that type. The 1 to 1 ratio DOES increase with your merc tech (so for example a 10% merc tech would allow you to have 11 merc for 10 supers or 1:1.1 ratio)
Pergatory Realm (opposed to Normal Reality)
Jan 08 update: The maximum size realm that can enter pergatory is 20% of the 'unit maximum' before the plague strikes (you can see this value on your personelle summary&training page - it increases with time..). If you are above 30% of this value, and in pergatory, you will be automatically removed.
In response to player demand, this feature has been added. You can always get up to date details on the realm by clicking 'plane:' on your base page, which will return you here... Players will have the option of remaining in 'normal reality' plane of existence (ie main server, just like always), or shifting their entire realm to the 'Pergatory Realm' plane of existence. (The science behind realm shifting was actually provided by a rogue Nox/Re'tu scientific experiment team, made available to all beings in the universe except only the most powerful (Nox demand), and involves occupying 2 planes of existence simutaneously, although only one of those planes follows normal laws of physics -the other remains as a shadow realm or placeholder to that reality only.) Pergatory and main are a part of the same 'game server', and mostly everything in Pergatory remains just like normal reality, except a few key differences. 1) Only those in Pergatory can attack those in Pergatory. Pergatory cannot attack normal reality. (in fact, the 2 planes cannot even interact.) You can tell who is in your realm from the rankings - those not in your realm are not 'clickable' and if you use the graphic quick attack icons, they will only display for those in your realm. 2)You cannot enter Pergatory with any turns. If you choose to realm shift into Pergatory, any turns you have will be automatically sold at market rates. 3)Supporter Give functions (and the trade broker) do not work in Pergatory. 4)The market does not carry or accept raw resourcesin the Pergatory realm - no units, no naq, no turns. 5)The black market & supporter packages do not provide turns - they instead provide the equivalent in extra currency&units. 6)Players with greater than 25million army size cannot enter pergatory. If you reach 25million while in Pergatory, you can remain, but if you leave, cannot enter again with such numbers of units. 7)While it is immediate to get into the Pergatory Realm, it will take 5 days of turns to return to normal reality.
In short, this is a realm in which the rate of play is dictated by normal turn generation - for each player independently, since one player cannot 'give' resources to another. This should also eliminate the 'blackmail' or 'extortion' since the threat of continual massing is limited to enemy turns available/generated. Plus without the ability to actually give the extortionist resources while in Pergatory, the demands they can make are severely limited. The above are the only differences at time of release, although the effect on gameplay will be monitored and changes made if required.
Other Minor Updates
The Control of Universe (aka top 1000) in Ranking Now includes advanced Races
Mercenaries - If you have over your mercenary limit, the amount per turn that goes AWOL (ie leaves) is now 10%.
Mothership Shield&Weapon&Hanger Capacity now keeps 60% of its capacity when ascending. The ascension process itself destroys the remaining 40% (you should not have ascended while on your mothership! :) )
UP & Income Planets 1) Income (naq) planets are 5x as productive as previously. 2) UP planets - like attack,covert and defense planets - are now limited to 50% of your natural UP EACH, or the UP addition of the planet, whichever is higher.
May 8, 2007
Graphics
The site had a graphics/image contest (see: HERE ). Instead of simply replacing images, an enhancement was made allowing one to choose between themes - right now between 'classic simple' theme, and 'more graphic' theme. You can change your theme preferences in the 'preferences' area, along with changing password or vacation mode. While the differences now are minor, this enhancement will allow us to further cater the images available to you, to your preferences. In short - ultimately, you should be able to pick a 'sg theme' you play with. As of right now, though, there are 2 themes, as follows:
Classic simple: has same graphics as site did previously - a single top banner; a single top logo. This theme also does NOT provide the 'quick attack buttons' on the rankings. It is the classic view.
Enhanced Graphics: Right now, this provides a new main banner (player created) that rotates based on the number of banners submitted/accepted to be shown. The 'better' banners show up more often. The logo is replaced with a race specific logo (also player created). The shortcut buttons on the rankings are available on this theme.
As more graphics are submitted - more will be rotated through. We can provide multiple race, main banner, and even race specific main banner, images based on what is submitted. (please refer back to the forum link for submitting.)
Future Enhancement notice
We will be going ahead with the 'pergatory' concept AS EXPLAINED HERE. Please add your comments if you have suggestion, problems, complaints, etc with the concept as coding is already started. Thank you.
Forum Admin Role - Welcome the new Forum Admin 'Agapooka'
It has been decided that the forum will be run by a non-player. Many have expressed concern over the forums being biased, etc -- and while I personally believe every forum Admin has and was acting in the best interest of the community (sacrificing their own time and effort for the communities benefit - !!admin applauds them!!) -- I have decided that, to eliminate even the temptation or ability to mix ingame and inforum roles and responsibilities and loyalties, the head forum Admin must be a non-player. The primary objective of the Forum Admin is to maintain order, descency and freedom of expression for all community members. Please respect the role, and remember the forum is a place for the community - age 6 and up - to meet. Your new Forum Admin is one previously known as 'Agapooka' - an exPlayer - with no alliance ties. 'Pookie' - a previous mod - has always shown great diplomancy, respect for others, an unbiased and calm demeanour - and - as importantly - an incredible sense of humour. I trust you will find him fair, and funny :). He will also have an '@herebegames.com' email that will be available in the 'announcements' section of the Forum (there have been cases of impersonation in the community, so unless an email is @stargatewars.com or @herebegames.com, or @kingdomgames.com, do not trust it.)
Feb 20-Mar10, 2007
Itemized List of minor changes:
Icons or 'shortcuts' to attack/raid/recon
Some graphic icons have been added to: ranks; relation ranks; alliance member lists. They are an 'eye' for recon -a treasure chest for attack, and little people for raid. Each uses FULL resources (ie full turns, or agents). There is NO CONFIRM, no entering numbers, etc - they are SHORTCUTS. You do NOT have to use them - clicking the name, as always, brings you to the detailed screen. Also - if you mouse-over the icon, it will give you a description of the action the button does. This is an addition 100% for convienience, use at your own peril.
NOX
The Nox insurance had a couple minor bugs which are fixed. 1) You cannot change your realm alert/defCon level while on Nox. This changeed the 'limit' on your attacks against, allowing you to go above/under the limit at will. The NOX got upset at the abuse, and insisted no change to realm alert during a single policy. 2) Nox was never meant to protect you during war. If you are at war with someone, or your alliance is in total war, the NOX will not protect you.
Buying Fleets Now returns you to the mothership management page.
Mercs
The amount of mercs you can buy, give to officers, or sell, has been increased. The amount available per turn increased. And -- the merc limit -- enforced. You will lose a % of those mercs above your limit each turn (starting Friday). You can visit the merc market to see your hard limits.
Rank Searching / Alliance Searching
Searching by ID is now on ranks, and alliance ranks. It will take you directly to the stat page of the ID in question, if it exists. You can also search by alliance name in the alliance ranks, and jump to any page in any ranks (normal, alliance, relations). In short - a few more options to navigate the ranks were added.
Planets Management
The planets management has a LOT there. It got messy with so much action availabe. While it still is a bit messy, you now have a 'tab' for each planet. If you choose to manage just one planet, it will be the only thing displayed.Any actions on the planet will return you to that planet specificly. It is not perfect, but it is better.
Quantum Motherships can now be upgraded in multiplies.
Input Box Max Sizes have been increased, throughout the game(s).
Market SS/PPT Bonus now includes a 10% increase in 'original' bank size. It also tells you (at your current level of income) what that increase will be.
SS / USS bonuses Have increased bank size bonuses (based on 'original' bank size). Also listed is the (at your current income level) raw effect of said increase.
Planet names cannot be blank. Any blank names were altered by us. Also - obscene planets names are not allowed (never were) but now the penalty is obvious for such a judgement mistake.
Attack Logs & Intel Logs now have a search by user ID, page, and user name. Should help find enemies, or previous recons...
Name Changes I am tired of the emails asking for name changes. Solution - you can now use 3 market turns to get a name change. No more name changes will be given outside of the market/supporter functions.
MORE -yes more. There were a number of small changes, some mentioned here, some too minor to mention. Overall, all these changes were all minor. Many fixed navigation or 'grey area' rules. None were monumental, thus the late notice. It should be noted that all these changes are a result of direct player feedback during the last 3 admin chat sessions (see the general forum section for schedule of these chats). Not all suggestions are accepted, of course, but 'easy' changes proposed and agreed upon by those in the chats, are top of mind for the administration. They are done 100% to make things easier for everyone. I thank everyone who contributed, and look forward to more in the weekly chats.
Nox Insuraces The amount of insured attacks on you, while on NOX, decreases at a faster rate than before.
Covert Capacity The amount of covert operations you have, increases at a faster rate than before. You regain 3 operations per turn now.
Feb 11, 2007
Planets; Markets/BlackMarket/SS Bonuses; Market Broker; Bank; Security; Ascended Account Vacation/Descension; Turns;
Planets *Planet values (ie how much xx a xx planet gives, def value, etc) are not adjusted. More thought will go into this before changing these values. Same with fleet cost. But expect some 'fine tuning' in the near future. *Ability to take back more than 1 planet per day was going to be implemented, but now on hold. *12Hours minimum time holding a planet before abandoning it is also on hold. *3 market turns can be used to make a planet - it might be a 0 stat (rare), 1 stat (common) or 2 stat planet (rare), and each stat is random. It will be a tiny planet. *1 market turn can be used to generate 3 days of power to a MPDSD. Planets can use MPDSDs (Merlins Planerary Dimensional Shifting Device) to put them out of this dimensional phase, thereby protecting them from attack. Benefits are still obtained (since you are in control of the device, you can momentarily unphase when required). *Planets can have beacons installed on them. A beacon -when used-will tell you where the planet is, and if it is in/out of phase. Beacons never die, until used. *A note on the above updates, taken in conjunction: the reason abandoning and only 1 planet per day stayed, despite plans otherwise, is that the beacons can be used to track a planet, and with enough beacons, and time, it is entirely possible to retrieve all planets taken at any time. Besides, everyone needs enemies :) *Planet naming must be unique per realm.
Markets & Bonuses UPdate *There is a new 'official black market'. This is a straight $ for goods market, with limits on how much can be purchased. Naq/miners/turns are what is offered. *The 'trade market' does not deal in $$ anymore. *The prices for both markets change over time, but are not necessarily related to each other. *Market Turns - are applicable only to the trade market. With more possible using market turns now, it should be a compromise choice on how to use them. You might not be able to do everything you want, with your 3 turns/week. *There is still a 2 PPT limit per week -whether you gain a PPT via market for goods, or via supporter upgrades. *The 'market SS' bonus, obtained from the market for goods, is now full market TRADE ability (if you did not already have that) plus PPT. It does not include the other supporter bonuses such as bank size, player to player transfers, and UP bonuses. *Supporter Upgrades are adjusted to follow the official black market values, adjusted down since other benefits are gained as well *Supporter Upgrades include MPDSD power, ontop of the existing bonuses. *With this addition, we are taking a 'there is nothing that can be done by us' stance on 'unofficial black market' trades gone bad. We always had this stance, but it is now re-enforced.
Market Broker Change *Due to 'overbanking' activity, in effect making the bank size irrelevent if you used the broker for that purpose, if you do not have room in your bank for received Naq, it will go in the open. If your trade expires, or you are recieving Naq for your goods for a trade you instigated, AND you do have bank space, it will go into your bank. *The above change makes it make sense for the one trading to GET Naq not be the one instigating the trade. It makes more sense for them to receive the trade, thereby being online for sure when the trade completes, in order to spend the naq.
Bank Change *The bank size is 3/4 of 2 days of income, excluding planets. It includes bonuses from race/ascended bonuses/ad display/bank capacity increases from market/SS upgrades. It is now calculated each turn. (in short, is exactly like now, but calculated only on turn, and excludes planets) *What if I train a lot of miners, bank, then untrain them to give them away or train into other units? Wont I get around this? Yes&No. If you have more in your bank than capacity allows, (starting this Tuesday AM when I wake up), 1% per turn is 'leaked' into the open. You will see turn leakage on your left panel display, in red, if you are over.
Security *A lot of change went into this. It is not (security never is) 'done forever', but there is now a lot of additional security. *The only effect you will likely see, is that the game needs to see a 'referrer' to function. If you are not sending a referrer, a quite detailed page will appear describing how you can fix this. It is worth noting that ALL browsers come with referring enabled, so it is likely that you will only run into problems if you adjusted your browser or are using some 3rd party 'hiding' program. *The only page that allows you to login is the 'main' page (at www.stargatewars.com or www.stargatewars.com/index.php). If you bookmarked other pages, they used to redirect, but now will display the referrer details. Please change the bookmark to the main page. Very soon a small addition to let you stay logged in while on the main page will be added.
Ascended Account Effects on Main *In preparation of changes to the ascended server coming early this week, the following changes will affect the main server: *If you are on vacation in ascension, you ascended bonuses on main are halved. You still get ALL your bonuses, but at 50% strength. *If you are descended in ascension, you do not get ANY bonuses in main. *The above 2 statements only apply if you are playing an ascended race in main. And of course if you have an ascended account :)
Turns Turns are done much more quickly now (ie the time it takes the server to do all the turn logic - turns are still given out at the same rate...). Any 'lag' you noticed on turn change will hopefully be gone.
Overall Statement These changes affected every single game file. It was all tested, in development, but some bugs can slip by the testing we are able to do. If you find bugs, specificly for these new updates, please report them on the forum, on this post in the admin/bugs section
Dec 10, 2006
Ingame mail & Misc
Ingame mail system has had a bit of an update, to make it easier to manage your communications. Notably, there is now an outbox, and saved box. You can also sort your mail by clicking the headings 'from', 'to', 'subject', and 'date'. Clicking them again changes the order between increasing & decreasing.
Donating for another account - this is still possible, but now requires the other user to have 'allow donations from others' allowed. This allow/disallow is set in the preferences screen - the same one as vacation and email changes.
Quantum Reset - Era 8 - Bizarro Worlds - has just started.
Nov 20, 2006
Planet Conquer Update
The final (for now) adjustment to planet conquering has been added. In addition to the changes below, a planet now takes 12 hours to travel far enough to benefit from the 'attackers' (one who conquered the planet) realm PPT. This means that after your planet has been conquered, you have 24 hours EXCLUSIVELY to attack to get it back, the first 12 of those hours where the planet cannot be protected by PPT.
Nov 12, 2006
New Server / Server Fix
We had some issues with a corrupt kernel on the main server. This is now fixed.
A new server has been added to the SGW setup - this will speed things up compared to before the above issue :)
A lot of work went into this, and I trust the results will be positive.
Planet Conquest
Due to massive player feedback, a planet - after conquering it - now takes 24 hours to 'travel' from the enemy realm, to your own. During this time, only the defender/attacker can interact with the planet. The attacker (new owner) can benefit from it, build on it,etc. The defender (one who lost the planet) can attack it. Nobody else can attack it until the 24 hours is up, and the planet is stable in the new orbit.
Rejected trade broker deals
You now have 12 hours to 'reclaim' rejected trade broker deal goods. After 12 hours, the goods are automatically returned. This, too, was due to feedback.
Ads
Banner ads introduced (a while back) with an 'off' option on base page for everyone. I will not force banner ads on anyone :) With this update post, the variety of ads increased, since some complained of the 'same old ads' over and over again. I will continue to try and find different, interesting and hopefully relevent ads for those that choose to keep them on (and help the site, and your income, in doing so...)
Oct 5, 2006
Minor Change - mothership conquer planet/exploration. Translator. Entry Code
Mothership After successfully conquering a planet, a mothership needs 2 full hours to refuel and repair before it can be sent out on an exploration mission.
Translator In the read message and write message, ingame message system, a translator has been added (it is made by babblefish, and all translations open in a new , non-SGW, window.) This is purely for convienience and help in crossing language barriers.
Entry Code Now graphic representation of numbers, to counter image to text readers.
Sept 20, 2006
'Plague' details changed; Turns Generate Faster; Market Adjusted; Scripts
Plauge
Plague still happens above 2x the natural limit of 50,000,000 units per below. It now, though, kills a set number of units per turn (currently just over 2000) so effectively reduces your net UP while above 100Mil units...You CAN still grow over this limit, it is just a bit harder ....
Turn Generation
Turns have been in much demand on market, even after they were increased in value. The game, with a market, is also much faster paced than without..so - turn generation has increased to 3 attack turns per cycle turn. (ie 3 per 30mins). Income and such remains the same. This should both speed the game up even outside the market, and devalue the turns on the market as many more people have them to trade, a lot more often...
Market Adjustment
With the turn change as above, the market has effectively been significantly altered. In trying to keep balance, and fairness, across all goods, the $10 market option has been changed to a $5 market option, and the SS and USS bonuses increased slightly. In short, if turns are worth less, you will get less naq and units as a result, and therefore the currency is also being adjusted accordingly. This is a go forward change only.
Automated Scripts
Just a reminder, as per previous warnings, that automated scripts of any sort are illegal, and those caught using them will have their accounts deleted - not punished, not adjusted, etc....simply deleted/banned permanently.
Aug 29, 2006
Minor Change - 'plague' and clearer vacation timing
2 small changes. 1) There is currently a 50,000,000 unit 'cap' whereby above this you cannot receive transfers, or use the market, to increase troop counts. The limit includes everything except untrained mercs. There is now a plague that will hit a realm with double that limit. It will kill random units in the realm, until it is sanitary agian in the realm (ie there are less than double the cap). It takes between 20 and 30 days to kill enough population to return to the cap. Additionally, when you are at 1.5x the cap, your armies begin to fear the plauge, and refuse to raid for more population.
2) When you try to vacation, but have been on protection or attacked in the last 24hours, it will tell you which, and when, so you know for sure what the issue is.
Aug 14, 2006
Fleets engaged during Mothership Battles
OK - After a majority of players (75%) chose fleets (opposed to hangers) damaged during mothership battles, the proposed enhancement was rewritten. Now - when motherships battle (currently only on attack & raid), fleets can be damaged. The fleets are able to hide behind the mothership shields, IF the shields hold up. Enough firepower against the shields, though, damages a % of the shields (always has) and allows the weapons to hit the fleets and enemy mothership weapons. Enough firepower left after that, and the mothership assists the ground troops. The damage to the fleets is calculated by the firepower hitting them (after being depleted by shields) and the power of the fleet. Fleet damage is the minimum of firepower vs. fleet power, and about 2% of the total fleet (yes, they are GREAT at avoiding large mothership blasts, but they all cannot evade). Note that fleets are DESTROYED or not - they are not damaged (if they take a hit from a MS, they die...) Motherships that are exploring will not engage in battle, nor will their fleets. Additionally, the ability of MS shields to absorb smaller attacks has been increased so a much bigger MS defense than offense will now take less damage than before.
Aug 08, 2006
Attack Limit 'Nox Insurance' Update
OK - In the ongoing saga of attack limits, the limit is now base of 140 attacks against. Sabotage does not count towards this limit, but it will stop incoming sabotage if you are at the max. Each turn, 3 attacks are removed. The delay based on defCon is still there - to a max of 7 seconds at critical.
Now -here is the real update:
You only get protection if you subscribe to "Nox Insurance". Everyone knows the Nox do not like war - so they are willing to protect you by phasing out your realm after so many attacks on you. They ONLY count attacks that are successful, and only while you are 'insured'. They will also not get in the way if you are at war with the attacker.
Insurance is 10% of your income, and -if you help defend with defCon rate - they will help you more by lowering the attacks against ceiling before phasing your realm. You DO earn naq/UU while phased, but cannot attack. Also - no glory is earned while being protected by the Nox - in fact it costs you 1 glory per turn to remain on Nox insurance. If you have no glory, it stays that way (does not go negative, and still allows the protection).
If you are not insured, there is no attack limit, and no time delay.
Alliance 2nd In Command
Alliance leaders can elect '2nds' that can do everything except change/disband alliance details.
Alliance Wars
Alliance leaders (and 2nds) can now officially declare war on up to 2 other alliances at one time. Wars last 5 days, are not stoppable, and will be called an "alliance assult" if the challenged alliance does not declare war back. Like individual war, the alliance war has effects on battles, sabotage, and voids the Nox insurance if the person attacking you is a declared war of yours -individual or alliance. Alliance leaders and 2nds can see the wars on the alliance management page - and clicking 'war declarations' or 'current wars' will take you to the current and past war stats, recorded for all your alliance wars.
Normal alliance members can simply click on their alliance name, in the alliance management section of the main page, to get to the same summary.
July 20, 2006
Attack Limit Clarification/Update
The attack limit (initially 100, now 200 - and then adjusted based on your def con rate) stopped attacks on your realm if you were over the limit EXCEPT if you were at war with the other realm. This last item has caused some very high 'attacks against' counts. An update has been made to a)inform you of an attack on you that would have been prevented had you not been at war with the other realm and b)limit the count to 20 above the official max. The attacks can still happen (but not sabotage - it stops at max count regardless of war status), but the count stops at this number (just like you can drive a car faster than the spedometer shows :) ) Additionally, while each turn used to remove 2 attacks, it now removes 4. I hope this clarifies, and also adds a bit more thought/weight to what being at war means. admin.
July 13, 2006
Planet Balance "final" update (for the near term)
Hello again :)
OK - after more feedback, and more thought, planets for now will add a max of 50% of your total 'natural' strength (last update was 100%..so it is half of the recent update). This will still allow a 5x or 500% increase with 10 of the same planets, which is very significant, but it means quite an investment to get it, and defence to keep it....if you can. This applies only to covert/attack and defence planets. Planets can still be taken a lot easier than natural att/def/cov, so the balance has to be carefully thought out, else you lose everything. Remember, planets are not meant to be kept forever. As a side note, planets also have a lot of future potential. Getting this first step right is a challange, since they are quite different than the 'traditional' weapons/units, but will be a great long term addition to the game. Expect to see some enhancements on planets (after fine tuning is 100% done) in the months to come.
July7, 2005
Def Con and Damage Meter
Per player requests, the limit is increased to 200 attacks (successful) without any defcon. It was pointed out that the only way the large accounts could get attacked successfully, required more than 100 attacks, so in fairness to the smaller players, the limit is increased. The % (10/20/40/70) decrease of this limit, and the time between attacks based on defcon, remains.
Vacation
You now need to refrain from attacking others for 2 days, and not having used vacation/PPT for 2 days, before you can use the vacation option. This will prevent 'attack and hide' tactics, which many have complained about as it eliminates the ability to strike back.
Planets update
Also by player suggestion, and some real game use of some 'new tactics' that were not quite what was intended as far as gameplay went (but not illegial or bugged, I will add - just not quite what was envisioned as far as how planets were used), the following update is now in place:
Planets can only increase your attack,defence or covert/anit-covert, to a maximum of "natural" action (ie before planets are added) times the number of relevent planets you hold. So if you had a strike of 1,000,000 and 3 attack planets, the most you could add (without increasing your own natural attack) is 3 Million for a total of 4 Million strike action.
July 1, 2006
With some playing time put into planets and fleets, the following changes are now implemeneted:
1) can only take one planet per day.
2) planet defences now damage the incoming fleet by 10% of their total defence power. (so if you had planet defence power of 1000, and incoming fleet total power was 800, you would do 100 damage making the fleet strength 100 less or 700).
3) planet defences are destroyed at 10% of fleet power. In the example above, assuming you had 100 defences at power 10 each (to make the def power of 1000), the attacking fleet would do 80 damage directly on your defences, destroying 8 of them. These numbers are obviously not the real powers of fleets or defences. Taking a planet eliminates all defences, regardless of fleet strength (as long as fleet strength is greater than defences, in order to take the planet!). And attacking a planet that has greater than 10 times your fleet strength in defence will lose your entire fleet!
4) the 'base value' of all planet bonuses, except UP, has been increased.
5) the size of the planet is also now a multiplier of the base value, as well as allowing for more defences to be built on the planet. The smallest (tiny) is x1 while the top size so far is x9. This applies to everything except UP where the increase is time 1. (ie 1.1, 1.2, 1.3....1.9)
This may not yet be perfect, but should move closer to that state :)
The concept is that planets are powerful, but are also hard and expensive to keep. The more time that goes on, the better the planets able to be taken will get. But the better they are, the more people will want to take them from you so do not expect to hold onto planets forever!
May 2, 2006
With the quantity and availability of goods being higher with time, and the market limit of 3 trades per week staying, and fractions of packages able to be traded, the value of the 'packages' has increased so that you get more (and trade more) per market trade.
May 1, 2005
Updates cleared, after game guide released. (oh -yes - new game guide released :) )
The old update log can be found here: Archived Updates.
New Server
StarGateWars is now running on its very own server (a big one). It is also running on a new domain, you may notice (www.stargatewar.com -no 's') and will stay this way until I move stargatewars.com over but in doing so some may lose it for 24hours....but stargatewar.com will still work perfectly fine. The new server is not tied to a hosting package, other games, the forums, irc, or anything. Just us. The only 'points of failure' aside from my code and the server itself are the actual colocation that houses the server, and the firewall that protects it from everything bad on the net (although firewall is brand new after that sad incident a few months back). These 2 items are the only 'dependencies' we now have. This is very good, and I am very pleased with our host we have had from day one for making this happen.
Mothership Hangers, 'Fleets' for the Hangers, Planets, Exploring for planets with Motherships, and Fleets able to attack other solar systems planets.
Yup - quite a mouthful. The above basicly outlines how everything is related,but here is each item in a bit of detail, until it all gets put into the game guide.
Getting Planets Planets can be found by exploring with your mothership, or battled for. Exploring takes 24 hours, in which time your mothership will not fight with you. They may or may not find a suitable planet...it takes about 40 or more sightings to get one planet at this point in time (read your mail when the ship returns). Fighting for one is instant, but relies solely on your 'fleets' to defeat the planets defences. As you can see, you cannot get a planet without a mothership.
What does a planet do? Planets have defences that can be built upon them to protect them (and destroy enemy fleets), as well as at least one (and at most one right now) productivity gain. It might be attack, defence, UP, income or covert. This is 'tacked on' to your appropriate scores, does not get bonuses based on race or such, and 'what you see is what you get'. The addition is a raw number, not a percent of anything else. Some items are limited based on planet size, which is also upgradable at an increasing cost. You can have 10 planets.
Fleets and Hangers A fleet travels in your mothership. Each fleet needs a hanger. Hangers cost increasingly more to build, while fleet costs are static. When the fleet is not in use, it is kept and repaired in your armory with other weapons but does not need a unit to be used,etc as they are remotely controlled from the mothership. A fleet is the ONLY thing that can attack a planet. A fleet also adds to your mothership ATTACK only, but unlike traditional mothership weapons and shields, is damaged like unit weapons are.
Def Con and Damage Meter
Def Con now costs 3 turns to change, but now additionally decreases the maximum amount of damage you can take before you hide away cowardly while repairing damage to your realm. You do not gain income or UP while in this state though, since all efforts are focused on repair...but ... you cannot get attacked either. The current count of attacks before this happens is 100 - and this decreases by the Def Con percent outlined in the game guide.
Other things
I know there are other things that I forget while writing this, which will be added here later, or directly to the game guide. Where possible, I always try to make the effects of changes obvious in gameplay or the text on the page...Also, I am sure anything new will be brought up in the forums if you are immediately concerned with what I forgot to mention :)
Me and EMail
Despite my efforts I am still falling behind. I will again answer all email so please do not panic. The 'support@' staff are getting better by the day, too, at what they can do and know, so please please please use that as your first line of email questioning.
thank you
admin.
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