June 29th updates RELEASED - comment here.

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Re: June 29th updates RELEASED - comment here.

I have been playing this game for almost 5 years and been through so many changes and updates. I really love the latest updates on clickable links for the planets and various stats. If the programmer could consider an early Christmas gift for me, I wish that the buttons/links on the left column (commance center, attack, armory, training, technology, intelligence, market) can be made to open in a new tab/window. Thank you in advance! :-D
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Re: June 29th updates RELEASED - comment here.

CTRL+click will do that
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Re: June 29th updates RELEASED - comment here.

Baxter wrote:CTRL+click will do that
And clicking the mouse wheel
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Re: June 29th updates RELEASED - comment here.

Sarevok wrote:
Baxter wrote:CTRL+click will do that
And clicking the mouse wheel


wow, cool! haha noob me
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Re: June 29th updates RELEASED - comment here.

one step towards getting better admin well done *claps hands*
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Re: June 29th updates RELEASED - comment here.

Where are you coming up with these house bonuses and how are they in any way balanced?

How are the 100% no AB and this new house:

Disciplies of Amun (swiftness) does 2 things: 1) eliminates the realm alert time delay effect on any enemy (including Aker). and 2)reduces the effective 'level' of enemy realm alert by 50%...

anywhere near fair?

The realm alert time delay alone will make it one of if not the most popular house, not to mention it has even more of an added bonus...
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Re: June 29th updates RELEASED - comment here.

Disciples of Aker (alertness) does 2 things: 1) adds the ability of realm alert setting to slow the degrading of defense weapons when attacked by the % setting (10 to 50). and 2) cuts the cost of realm alert by 50% (effect visible in income calcs/splanations, but not elsewhere)


Cuts the cost of realm alert so what it only costs 5 turns??? or it gives you max realm alert but only lowers your income by 50% etc

Disciplies of Amun (swiftness) does 2 things: 1) eliminates the realm alert time delay effect on any enemy (including Aker). and 2)reduces the effective 'level' of enemy realm alert by 50%...


I take it for this one, an enemy is someone who has set war to YOU, else this could be heavily exploited.

Realm Alert Affecting Weapon Decay Rates
This has been eliminated, with the sole exception of the house of Aker above...This should now make massing a nox/realm alerted realm more feasible (but still difficult).


So this means that snipers can come back, and just hit you with 3000 x 3 AT hits to take your weapons all the way down to nothing, you may need to find a happy medium in this, at nox crit of (max 1,500 loses in turn) so they will go back to hitting you over and over with 3 ATs thus not triggering nox as you win the battle, until your weapons are nearly all done, then swap to 15 ATs to finish it, just how snipers did before.

Sabotage
The pre-updates 'base setting' was a max of 2% of a user weapons (adjusted by war, minimums, etc). The updated value was 4%. This has been fine tuned to 3% base. It was considered to make attack weapons 'easier' to sabotage, but upon consideration of the resale cost, etc - the attack and defense were left equal in difficulty.


Seems like a good balance, so its the same i take it where a WAR setting makes it 6%
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Re: June 29th updates RELEASED - comment here.

GeneralChaos wrote:
Disciplies of Amun (swiftness) does 2 things: 1) eliminates the realm alert time delay effect on any enemy (including Aker). and 2)reduces the effective 'level' of enemy realm alert by 50%...


I take it for this one, an enemy is someone who has set war to YOU, else this could be heavily exploited.

Yeah really do need to know what 'enemy' is here. Is it anyone you attack or someone you are mutually set to war with as General Chaos has asked.
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Re: June 29th updates RELEASED - comment here.

Tekki wrote:
GeneralChaos wrote:
Disciplies of Amun (swiftness) does 2 things: 1) eliminates the realm alert time delay effect on any enemy (including Aker). and 2)reduces the effective 'level' of enemy realm alert by 50%...


I take it for this one, an enemy is someone who has set war to YOU, else this could be heavily exploited.

Yeah really do need to know what 'enemy' is here. Is it anyone you attack or someone you are mutually set to war with as General Chaos has asked.

Well if you "mutually" have war set with each other, wouldn't that house be redundant since a double war setting already removes nox effects?
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Re: June 29th updates RELEASED - comment here.

Disapointed, updates on updates are such bad. First plcing some new rulez, than removing and creating an oposite ones. Wery bad!

Also, what those new houses should mean? Thats total crap :) Now not only oposite houses set auto war, not only after 250 ATs used sets sets autowr and so removes nox, but also there is a new house whih removes nox. Lol... I thought ppl were whining about how easy are stats massable, than they were crying about how they cant mass it and now... we have even worse situation as before all last updates - everyone can mass easyli again, and few can mass almost independent, lol. Im looking forward, after i'll loose defence i will start to prove how easy is to mass random enything you want :)
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Re: June 29th updates RELEASED - comment here.

I thought these were supposed to be tweaks.. Where did the idea for the new houses come from? To be honest they seemed rushed and spur of the moment. Sabbing is nice, though it'd also be nice if strike weapons had 4% and defense 3%.
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Re: June 29th updates RELEASED - comment here.

Ra wrote:I thought these were supposed to be tweaks.. Where did the idea for the new houses come from? To be honest they seemed rushed and spur of the moment. Sabbing is nice, though it'd also be nice if strike weapons had 4% and defense 3%.

I believe the idea was to make more houses that were worth joining, however the one created seems to be a lot more powerful than most of the current ones. The other tweaks to houses seems good, however both Disciples of Thoth (Science) and 50 Percent Reduces Effect of Enemy Realm Alert (as long as what is understood as no nox delay, which would make sense from wording as war declaration negates war already) seem way too overpowered. I agree they do seem a bit rushed, I do not believe any of the ones suggested were made yet this one was not mentioned.

I believe the sabbing change is needed along with the change to realm alerts, massing was far less significant compared to sabbing with the new update, basically exchanging cheap massing for cheap sabbing. I feel like the sabbing % combined with the more times able to sab, means that having the strike a higher % isn't as big of a deal, as the weapons can be destroyed quite a lot still.

I also feel that the 7 days to kick/be kicked is better, though I would of hoped it would be at least double the voting time (5 days), this feels like it's less of an easily gone thing.

Oops I was wrong, was thinking about it differently, where vote doesn't count for 7 days either. Left this anyway.
[spoiler]Although I have a question, if it's 7 days to kick and 7 days to be kicked, as long as a group is holding the house, the other side would have to have enough people join within the minute of each other in order for the vote to work? Because otherwise the leader can just kick people as their vote counts and the total will never be done. I think it should be 3 days for your vote to count, 7 days to be able to kicked after joining, and 5 days to kick others after joining.[/spoiler]
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Re: June 29th updates RELEASED - comment here.

* new houses added - Aker and Amun.
Disciples of Aker (alertness) does 2 things: 1) adds the ability of realm alert setting to slow the degrading of defense weapons when attacked by the % setting (10 to 50). and 2) cuts the cost of realm alert by 50% (effect visible in income calcs/splanations, but not elsewhere)

So basically this makes massing you like the original update?

Disciplies of Amun (swiftness) does 2 things: 1) eliminates the realm alert time delay effect on any enemy (including Aker). and 2)reduces the effective 'level' of enemy realm alert by 50%...
Since realm alert affects both covert and defense nox, does it effect then effect the number of hits on each as well? If so, EXTREMELY powerful... since I know the exact formula for that.

* House values adjusted.
Bonuses (as seen in house ranking page): attack went to 5% ; defense to 10%; covert to 8%; anti-covert to 15%; income to 10%; faith(AB) to 5%. This should equalize the houses a bit, making no one single house the only desired one. Combined with the additional houses, any single alliance group should not be able to control a majority of houses/bonuses. Additionally, the lone wolf bonus is more in line now.
... and still pretty much worthless until power ratios = loss ratios.

* Time to boot alliance from House Increased
A house leader must now wait a week (7 days) to boot an alliance. The ability to have your vote and bonus count remains at 5 days. This gives 2 days for any political house revolution/overthrow to take place before the house leader can remove the dissenters.

Why? What's the point? If other "coalitions" were gonna be able to retake a house, they'd have sent in the reinforcement votes as soon as the takeover was taking place. One more day is not gonna make that much of a difference for them.

* more houses are not ruled out in future...

Why? It's a lost cause.

Realm Alert Affecting Weapon Decay Rates
This has been eliminated, with the sole exception of the house of Aker above...This should now make massing a nox/realm alerted realm more feasible (but still difficult).
About the only decent tweak to the updates.

Sabotage
The pre-updates 'base setting' was a max of 2% of a user weapons (adjusted by war, minimums, etc). The updated value was 4%. This has been fine tuned to 3% base. It was considered to make attack weapons 'easier' to sabotage, but upon consideration of the resale cost, etc - the attack and defense were left equal in difficulty.
As usual, you do too much at once. Why bother with the sabbing % when you removed the realm alert weapon decay rates? You brought back massing as an option and then weakened the best update. With the limit on number of hits based on realm alert, at least you were able to sab away a defense... and trust me, it was never cheap at 5% losses on your spies sent in and your opponent was actually smart enough to build a decent defense and protect it with spies. The people you listened to the crying of, never built a decent defense OR trained sufficient spies to protect it.
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Re: June 29th updates RELEASED - comment here.

I have to agree with Max about the sabbing. It's not as if massing is so much cheaper again, so this update quite possibly made the top defenses even harder to mass than before. Not to mention all the defenses where sabbing no longer has an affordable kill:loss ratio.

I'd still say make massing easier and leave sabbing and attack weapon resell prices as is, or as was in the case of sabbing (4 and 8%, not 3 and 6%). That already puts a lot of strain on the smaller masser (by making his strike very destroyable) without completely bankrupting anyone without an unlimited uu supply, while making defenses still attainable. We can't end up at a place where the game has unbeatable stats, or we truly will end up playing stargatepeace, or at least stargatedull...
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13:38 General Zeus Sabotage Repelled 377,977,330 details

The forces of simpson_eh fought back with all they could, and managed to inflict 305,393,963,879,000 damage on Mathlord's forces!
They managed to eradicate 4,635,986 of Mathlord's troops.
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Re: June 29th updates RELEASED - comment here.

Ok well i'm going to go the other way with this update

At the moment can't figure out for the life of me how to mass a certain someone.
His covert is top notch, his defense is pretty good.

So with the new updates?
Do i have to build up a strike that is twice his defense to be able to mass him? In this case it would be 100 trill.
Should i just wait and change houses so that he doesn't get the time delay from nox?

Or do i just say nah and let him keep it. Massing him while he's offline isn't an option.

So at sabbing and massing
Suggest that the number of total sabs an account can do be increase to 244 per day, so that sabs are ( 1 per covert turn), Suggest that the max number of covert turns increases to 250. Reminds people that the max number of sabs on an account hasn't increased. This would result in sabs being no more powerful then now but able to effect an allaince or group of people a bit more than currently, since currently you are able to make 72 sabs per day. Compared to Massing where i basicly have unlimited number of turns.
Sabbing should be powerful, otherwise accounts don't need to have spies, and once an account have the correct ratio of spies to defense or attack weapons then they have to be massed again but your massing and killing off supers and you don't end up with killing a 200 bil defense and not Acing the account cause they only have 1mil spies.

Extending the voting time is nice. It means that you can change your vote and revote for house control. However what i find stupid is the amount of time that you have the house bonus is really low. I would like a way so that if their is a hostile takeover the house being taken over doesn't have to have no bonuses while it's being taken over so would suggest that any house member that has been in the house for 10 days or more is able to recast their votes and not be kicked for 5 days after their votes been recast, and that they keep the bonus for those 5 days as well.
This means that if a house is being taken over, that the people defending the house can call in reinforcements having 2 days for them to respond then they can recast their vote, and might be able to keep the control of the house. At the same time they don't lose the house bonus altogether.
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