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Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 12:32 pm
by vinny d
I have one request and one request only. My request is for you to make the power up page able to do more than one upgrade at a time, so a multiplier box

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:07 pm
by Forum
ok - the DMU<>LF is set at a single rate for all, regardless of other stats. (now you can never ever say i do not listen mojo).

when above 2bil planets, your UP/recon fleets have a higher "dead planet" percent chance (ie if you normally find 100 per turn, you might only find 90 .... and 10 dead.) You do not start to find dead planets, until you have 'mined' at least 2bil planets ... (analogous to getting more and more water in an oil well, the closer it gets to being fully exhausted...the remaining oil gets harder and harder to extract since you get more and more water in the mix...but you do not see ANY water until you've mined that magic # of barrels, compared to the size of the oil resevoir...in ascended realms, that magic # is 2bil :) )

this % goes up the further from 2bil you go....

as for 'multiples' on levels, i will think on it :) its not easy coding, may change if i tweak the cost formulas, etc, so it may not make it to this update....

the 'preferences' allows you to select actual numbers, 1000's, 1000000's or 1000000000's for display. Only summary screens show the abbreviated display - things like arm planets, train, and introspection will be like before... this is mostly jsut to 'clean up' the look of the main pages, and give you a new sense of how big you are :)

on the 'the first few levels do more good than the last few levels' i am still debating. I think playing with cost of level, and not benefit of level, is the direction i am heading... it might make getting income to get levels a priority, but so be it... if you almost absolutely ignore levels, you get no 'big bang for your buck' benefit :) but it is easier, now, to get the income, to get the levels...

more coming.....

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:17 pm
by Neimenljivi
Admin can u remove the 4 hours limit between attacking accounts on development server to test out things?

Also I really think that the multiplier box would be very nice to have :)

~N

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:34 pm
by blahh
@Forum the first lvls count more than the rest was ment only for constitution and repulsion i think, its so ppl will be able to afford at least some bouncing back and other stuf to reduce ascended damage...
see with the apps we got in dev, i could push both to 200 lvls... but the ammount that constituton and repulsion reduce its a joke to invest in them... i mean the difference between 5% and 7% doesnt matter to a small player, and investment of 800mil life force to do so.. seems kinda ridiculus...

think of it this way the constitution and repulsion are the breake in ascenson, when you learn to drive a car, ppl will generaly try to teach you to break first... and it will be a long while be4 small players can afford 1000 lvls of a power up, and if they ever want to afford them they have to invest in production and charisma first, than some realm stats powerups and after that they can put some in constitution, and repulsion,
thats quite a while to go be4 some1 small or mediun can "focus" on repulsion and constitution, and untill than he ll have what a 3% bounceback and 3% reduction...
Thus ppl are sugesting you make the first 100lvls a bit more %powerful only for those stats.. if i got them right, and by doing so, giving them the at least some ability to breake in the begining (like it was be4)

im clumzy with words and terible with spelling but i hope you got the point :-D

@nemin if admin says its hard to do its hard to do, realy its only a few pushes in the begining, after that prices will rise again and you ll push that powerup a few times a day, its not that hard is it :-D

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:40 pm
by PSICOLIX
blahh wrote:@Forum the first lvls count more than the rest was ment only for constitution and repulsion i think, its so ppl will be able to afford at least some bouncing back and other stuf to reduce ascended damage...
see with the apps we got in dev, i could push both to 200 lvls... but the ammount that constituton and repulsion reduce its a joke to invest in them... i mean the difference between 5% and 7% doesnt matter to a small player, and investment of 800mil life force to do so.. seems kinda ridiculus...

think of it this way the constitution and repulsion are the breake in ascenson, when you learn to drive a car, ppl will generaly try to teach you to break first... and it will be a long while be4 small players can afford 1000 lvls of a power up, and if they ever want to afford them they have to invest in production and charisma first, than some realm stats powerups and after that they can put some in constitution, and repulsion,
thats quite a while to go be4 some1 small or mediun can "focus" on repulsion and constitution, and untill than he ll have what a 3% bounceback and 3% reduction...
Thus ppl are sugesting you make the first 100lvls a bit more %powerful only for those stats.. if i got them right, and by doing so, giving them the at least some ability to breake in the begining (like it was be4)

im clumzy with words and terible with spelling but i hope you got the point :-D

@nemin if admin says its hard to do its hard to do, realy its only a few pushes in the begining, after that prices will rise again and you ll push that powerup a few times a day, its not that hard is it :-D


completaly my point.
50-50/power(2,level/200) woude be fair. but i woude prefer 100.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:43 pm
by Neimenljivi
blahh wrote:@nemin if admin says its hard to do its hard to do, realy its only a few pushes in the begining, after that prices will rise again and you ll push that powerup a few times a day, its not that hard is it :-D


Lol me and my bro destroyed the mouse cus of techs on chaos first era before multiple upgrades came out :-D don't want to destroy this one too :-D or keyboard :-D

Anyway admin can you not, dunno, take it from UP and just modify the reasource and price?

~N

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 1:54 pm
by High Empty
Starting with 36,388,362 weildable life force, with 8,388,607 attack potential after engaging the physical forces standing in their way, and accounting for energy attack power and skill,Dead_Horse meets Hensenshi - with 1,378,400 life force capable of being used in battle- in an ascended match of epic magnitude!
Simutaneously, the two ascended beings launch ascended energy attacks on each other. Time stands still, the surrounding physical plane crackles with diffusing power, and the entire Ascended plane shudders while the battle rages.
Dead_Horse impales Hensenshi with 8,388,607 of ascended damage.
The energy absorbing power, skill, and the unique skill of energy repulsion -usable only within ones own realm, and their constitution, lessens this by 1,496,607 to 6,892,000 total damage taken, thereby reducing their life force and reserves by this amount.

Wait...you realize that you actually dealt more damage, but the Ascended League of Battle (the 'rule makers' in ascended battles)intervened...The result is that:
You did the maximum amount of damage possible on them - one third of their total possible life force and reserve!


Hensenshi, at the same time, hits Dead_Horse with 8,388,607 total power, while also repulsing 8,388,607 of Dead_Horse's own attack back at them, for a total of 8,388,607 potential damage! This, though, by the energy absorbing power and skill of Dead_Horse, and their own constitution, reduces by 0 resulting in 8,388,607 total damage inflicted by Hensenshi on Dead_Horse!



PUT FLEET COST BACK UP, you reduced them by 1/3 LOL

well i guess they could stay, but still

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 2:30 pm
by Hensenshi
High Empty wrote:Starting with 36,388,362 weildable life force, with 8,388,607 attack potential after engaging the physical forces standing in their way, and accounting for energy attack power and skill,Dead_Horse meets Hensenshi - with 1,378,400 life force capable of being used in battle- in an ascended match of epic magnitude!
Simutaneously, the two ascended beings launch ascended energy attacks on each other. Time stands still, the surrounding physical plane crackles with diffusing power, and the entire Ascended plane shudders while the battle rages.
Dead_Horse impales Hensenshi with 8,388,607 of ascended damage.
The energy absorbing power, skill, and the unique skill of energy repulsion -usable only within ones own realm, and their constitution, lessens this by 1,496,607 to 6,892,000 total damage taken, thereby reducing their life force and reserves by this amount.

Wait...you realize that you actually dealt more damage, but the Ascended League of Battle (the 'rule makers' in ascended battles)intervened...The result is that:
You did the maximum amount of damage possible on them - one third of their total possible life force and reserve!


Hensenshi, at the same time, hits Dead_Horse with 8,388,607 total power, while also repulsing 8,388,607 of Dead_Horse's own attack back at them, for a total of 8,388,607 potential damage! This, though, by the energy absorbing power and skill of Dead_Horse, and their own constitution, reduces by 0 resulting in 8,388,607 total damage inflicted by Hensenshi on Dead_Horse!



PUT FLEET COST BACK UP, you reduced them by 1/3 LOL

well i guess they could stay, but still

Turn about is fair play, and pay back is a............


Hensenshi's forces of The Strange Soldier ruthlessly and relentlessly assult the worlds, fleets and populations of Not so sick now, inflicting 10,916,081,457,652 damage .
Many suffered, generations knew nothing but war, and in the end - ontop of countless populations ...
24,036 of Dead_Horse's worlds were completely destroyed!


Dead_Horse's forces of Not so sick now retaliated, inflincting 8,131,314,496,469 damage on the fleets and worlds in The Strange Soldier
235,760 of Hensenshi's worlds were destroyed!


Notice the insanely unbalanced losses? Could that please be fixed, as it makes massing those near you almost impossible.

Another issue, I didn't finish. I was using destroy, and I spanned over about 3 of the dev server turns yet I still didn't finish before I hit the too many realms. If we cannot mass someone in one turn when we have the strike advantage, what's the point of any warfare at all?

Oh, and when I finally did finish: Dead_Horse's forces of Not so sick now retaliated, inflincting 3 damage on the fleets and worlds in The Strange Soldier
800 of Hensenshi's worlds were destroyed!

I'm still losing planets when his def is gone. :?

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 2:34 pm
by Forum
not sure why you gave this report...1) battles not updated 100%, and 2) still dont know :)

regards bounceback etc on the 1st few levels... any 'big guy' that hits you will have 'enough remaining' to decimate you anyways, so the only thing you lose is the "hit back at them" aspect....the damage you take will STILL be 1/3 of your max reserves....i do not see how increasing anything for the first 100 or 200 levels would help not get descended...

i am willing (still) to listen, but it has to make sense in gameplay :)

High Empty wrote:Starting with 36,388,362 weildable life force, with 8,388,607 attack potential after engaging the physical forces standing in their way, and accounting for energy attack power and skill,Dead_Horse meets Hensenshi - with 1,378,400 life force capable of being used in battle- in an ascended match of epic magnitude!
Simutaneously, the two ascended beings launch ascended energy attacks on each other. Time stands still, the surrounding physical plane crackles with diffusing power, and the entire Ascended plane shudders while the battle rages.
Dead_Horse impales Hensenshi with 8,388,607 of ascended damage.
The energy absorbing power, skill, and the unique skill of energy repulsion -usable only within ones own realm, and their constitution, lessens this by 1,496,607 to 6,892,000 total damage taken, thereby reducing their life force and reserves by this amount.

Wait...you realize that you actually dealt more damage, but the Ascended League of Battle (the 'rule makers' in ascended battles)intervened...The result is that:
You did the maximum amount of damage possible on them - one third of their total possible life force and reserve!


Hensenshi, at the same time, hits Dead_Horse with 8,388,607 total power, while also repulsing 8,388,607 of Dead_Horse's own attack back at them, for a total of 8,388,607 potential damage! This, though, by the energy absorbing power and skill of Dead_Horse, and their own constitution, reduces by 0 resulting in 8,388,607 total damage inflicted by Hensenshi on Dead_Horse!



PUT FLEET COST BACK UP, you reduced them by 1/3 LOL

well i guess they could stay, but still

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 2:36 pm
by Forum
makes the 'newbies' (read: all but the top xxx) easier to get their planets back after raid was around for so long :)

High Empty wrote:

PUT FLEET COST BACK UP, you reduced them by 1/3 LOL

well i guess they could stay, but still

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 2:50 pm
by Hensenshi

Code: Select all

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Game is down on dev and real.

Oh, another something. If you're going to decrease the prices on everything, then please either update the levels that we bought from the other prices or restart everyone's levels back to 0 then give the entire server a few days PPT with all the LF they spent on levels before hand in spendable areas.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 2:53 pm
by Unimatrix881
Wow, I wish this could take over as the new ascended server, lol. I managed to get up to 2.5 mil planet production from 20k in a matter of half an hour.

I don't seem to be able to log on now though, getting a "Too Many Connections" error.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 3:02 pm
by S T I
:D why don't you put in place the major updates ie app, lvl costs, lf exchage, etc, give the sever a 48 hr ppt (more if needed), then adjust the bits as needs be.

The reason i say this si so people canget on, plan ascension etc, you are nearly there,

looks good to me btw jason, good adjustments, which you can always tweak later, but the point is it will kick start it for a lot.

Jeff (S T I )

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 3:03 pm
by generaloneill
Hensenshi wrote:

Code: Select all

Query failed: select * from `Mercenaries`Can't connect to local MySQL server through socket '/tmp/mysql.sock' (2)
Warning: mysql_fetch_object(): supplied argument is not a valid MySQL result resource in /game/stargame/stargatewars.com/login2.php on line 15

Warning: Cannot modify header information - headers already sent by (output started at /game/stargame/stargatewars.com/vsys.php:123) in /game/stargame/stargatewars.com/login2.php on line 172


Game is down on dev and real.

Oh, another something. If you're going to decrease the prices on everything, then please either update the levels that we bought from the other prices or restart everyone's levels back to 0 then give the entire server a few days PPT with all the LF they spent on levels before hand in spendable areas.


please Jason, I would be happy with this.

Re: NEW changes to Ascension (already in beta)

Posted: Fri Sep 21, 2007 3:38 pm
by High Empty
Converting DMU straight to cache?