Сообщения пользователя: Victoria
Тема: Multi espionage |
30 Марта 2018 14:30:42
Сообщение #386
Significant changes were made to espionage. Now all objects are spied on the coordinates. In fact, we scan the coordinates and get a report with a list of objects. In connection with the introduction of multi espionage, all old reports were deleted. Calculation of the destruction of a spy is based on the main planet or an asteroid. If the main planet / asteroid is not on the coordinates, the calculation is based on the object to which the spy was sent.
The report is generated immediately at the time of espionage. Example: we spied the coordinates with the entity and then it flew away, then in the reports that are in the messages the entity will be indicated, in the galaxy, for the convenience it, will be hidden and this applies to all moving objects in the galaxy.
The report is generated immediately at the time of espionage. Example: we spied the coordinates with the entity and then it flew away, then in the reports that are in the messages the entity will be indicated, in the galaxy, for the convenience it, will be hidden and this applies to all moving objects in the galaxy.
Тема: New xerjs skin and other gifts for 9 years birthday of the project |
28 Марта 2018 10:43:28
Сообщение #385
9 years ago, the Xcraft project was founded and still continues to please its members by conquering all the new games in terms of the number of players and online. We are not loved by our competitors; they steal our pictures. It's funny but sometimes they copy even the mission of the project. It means that the mission is correct. Let's remember it.
The project administration will continue to carry out the mission and thank you for your support. This project gathers the best people, the most intellectual as the game is difficult.
As for the intellectual, I'm not kidding.
And now, gifts..
A copy of the realistic interface of xerjs, removed in November 2017, is made on a new fast engine. The new cabinet is installed on the servers, but players who are accustomed to the terrans can put the Terran interface back. There are still uncritical bugs and we hope with your help to catch them faster and fix them faster.
The production of X9 for today in honor of the project's ninth anniversary!
We, the founders of the Xcraft project, are starting the creation of a new real-time strategy that would attract people with thoughts of distant worlds and other civilizations of infinite space; would encourage them to create their own empires from several planets. We want our work to give our players pleasure, let them to have a rest, learn the joy of communication, successful planning and victories.
The project administration will continue to carry out the mission and thank you for your support. This project gathers the best people, the most intellectual as the game is difficult.
As for the intellectual, I'm not kidding.
And now, gifts..
A copy of the realistic interface of xerjs, removed in November 2017, is made on a new fast engine. The new cabinet is installed on the servers, but players who are accustomed to the terrans can put the Terran interface back. There are still uncritical bugs and we hope with your help to catch them faster and fix them faster.
The production of X9 for today in honor of the project's ninth anniversary!
Тема: The new ability of the Insectoid Entity |
16 Марта 2018 14:33:33
Сообщение #384
The insectoid entity of xerjs has acquired a new ability.
Directional collision
When an insectoid entity is threatened with an imminent collision with one of the satellites in orbit, for example, upon arrival at the destination, it tries most of all to hit the enemy satellite first of all. In this case, the chance of a collision is higher as the maximum structure of the enemy satellite. If there are no enemy satellites on the coordinates, then a collision with an accidental or allied satellite occurs.
For example, the entity arrived into the orbit of the planet where there are 4 more satellites: 2 enemy stations and 2 allied moons. When the chance of a collision is triggered, it definitely will not interfere with the allied moons, but will choose between 2 enemy stations. If at the first station the current structure is 1 000 000 from 2 000 000 maximum, and at the second station the current structure is equal to 1 000 000 from 8 000 000 maximum, the entity with a probability of 80% will collide with the second station and with probability of 20% will collide with the first one.
Directional collision
When an insectoid entity is threatened with an imminent collision with one of the satellites in orbit, for example, upon arrival at the destination, it tries most of all to hit the enemy satellite first of all. In this case, the chance of a collision is higher as the maximum structure of the enemy satellite. If there are no enemy satellites on the coordinates, then a collision with an accidental or allied satellite occurs.
For example, the entity arrived into the orbit of the planet where there are 4 more satellites: 2 enemy stations and 2 allied moons. When the chance of a collision is triggered, it definitely will not interfere with the allied moons, but will choose between 2 enemy stations. If at the first station the current structure is 1 000 000 from 2 000 000 maximum, and at the second station the current structure is equal to 1 000 000 from 8 000 000 maximum, the entity with a probability of 80% will collide with the second station and with probability of 20% will collide with the first one.
Тема: The project adopted a common understanding of the structure |
14 Марта 2018 12:32:19
Сообщение #383
Thanks to the Supreme Council, together with the Balance Editor, a common understanding of the Structure of all project objects has been developed, and formulas for its calculation have been introduced. In short, the structure of units and buildings remained the same as it was. The structure of space bodies is completely redesigned. Now it is calculated as the cubic root of the object's mass. Weight is considered by volume and density, corresponding to real physical characteristics. In the detailed descriptions of objects in the Overview all values are displayed with explanations.
Description of the new structure in the game >>. The concept of the gravity field is completely removed from the project.
We want to teach the objects to shoot at each other outside the battle system and a common concept was required to balance the strength of the shots and the structure of the objects. For example, in the picture below, the super station shoots at Nagibator.
The base power of the gravity gun beam shot is increased by 10 times.
Each ruby artifact now increases the powerof the gravy gun's shot by 1% (fading).
In order to make it more convenient for the players to understand the construction of new stations and not to climb through the directory, our designer made a scheme for building stations in one picture. The scheme appeared in the description of any object involved in the construction of stations. Any object from this scheme changes the view of the station.
Description of the new structure in the game >>. The concept of the gravity field is completely removed from the project.
We want to teach the objects to shoot at each other outside the battle system and a common concept was required to balance the strength of the shots and the structure of the objects. For example, in the picture below, the super station shoots at Nagibator.
The base power of the gravity gun beam shot is increased by 10 times.
Each ruby artifact now increases the powerof the gravy gun's shot by 1% (fading).
In order to make it more convenient for the players to understand the construction of new stations and not to climb through the directory, our designer made a scheme for building stations in one picture. The scheme appeared in the description of any object involved in the construction of stations. Any object from this scheme changes the view of the station.
Тема: Scheduled Maintenance Notification |
12 Марта 2018 15:53:49
Сообщение #382
Tomorrow (March 13, 2018) at 05:00 server time, will be performing scheduled maintenance directed on restoring messages, logs of battles and spy reports after the failure. Unfortunately, data from 9 am of March 5 to March 6 (before the start of the crash) could not be restored. The rest of the data will be restored in full.
During the work all missions will be stopped. The game and forum will be unavailable for a while.
Estimated duration of maintenance is about 1 hour.
Your fleet, which will arrive on a mission at this time, will be processed with a delay, so please do not plan serious actions at that time, the more, battles that will require personal involvement.
With fleets in saves, as well as with fleets which will arrive on a mission at that time, nothing will happen.
Please plan accordingly. We apologize for any inconvenience.
During the work all missions will be stopped. The game and forum will be unavailable for a while.
Estimated duration of maintenance is about 1 hour.
Your fleet, which will arrive on a mission at this time, will be processed with a delay, so please do not plan serious actions at that time, the more, battles that will require personal involvement.
With fleets in saves, as well as with fleets which will arrive on a mission at that time, nothing will happen.
Please plan accordingly. We apologize for any inconvenience.
Тема: New terran turrets |
3 Марта 2018 19:18:07
Сообщение #381
For the first time since 2009, we have made new defensive units for terrans!
Turrets are installed on space stations, changing its appearance. One is the maximum on each side. They can be built in Defense. In BS 4 they are the usual defensive units. Do not have a chance to recover unlike the other terran defense.
Attention! When you destroy the turret, you get a 10% debris!
Space station appearance without gates and with attached gates.
In total, there are about 60 variants of the space station and superstation. Unfortunately, the designers did not have time to make a beautiful scheme of their construction, and the people demand messages about innovations. So far I will demonstrate a simple scheme. In Mon, we will make it better and publish.
The icons in the galaxy will also differ, with about 60 icons in total. Players are reasonably asked to write about updates BEFORE entering it, and not after, but there are several problems associated with this. Updates can not be scheduled because we use the most advanced technologies and it's extremely difficult to calculate the time. For example, we expected the turret only by the end of next week. We decided not to install updates to the game immediately on the server, but almost always simultaneously with the update, we change in-game descriptions.
According to the idea of Balance Editor, now we increase the gravityl field of satellites by the total structure of buildings on it, that is, the total value of all buildings in the metal and minerals. This applies to all moons and stations, including Entities and Tosses moons.
We understand that the current settings of gravity guns are not ideal, and together with Balance Editor we continue to look for a balance there. The idea with structure seemed to us very sensible as it unites everything in a single concept. Gravity field = structure + square diameter of the object, and armor = 10% of the structure.
Fortification now protects buildings on satellites.
For our mind is controversial innovation, but BE is not slumbering and will issue a final decision soon.
Shields of HDI is reduced from 300,000 to 100,000.
The fleet of the phoenix in 10th quest is reduced.
There is a discussion of a single orbit. We will insert here the picture of the final version.
Thanks to a single orbit, the flagships will be able to shoot outside the BS4 framework, creating an initial field for BS5.
Turrets are installed on space stations, changing its appearance. One is the maximum on each side. They can be built in Defense. In BS 4 they are the usual defensive units. Do not have a chance to recover unlike the other terran defense.
Attention! When you destroy the turret, you get a 10% debris!
Space station appearance without gates and with attached gates.
In total, there are about 60 variants of the space station and superstation. Unfortunately, the designers did not have time to make a beautiful scheme of their construction, and the people demand messages about innovations. So far I will demonstrate a simple scheme. In Mon, we will make it better and publish.
The icons in the galaxy will also differ, with about 60 icons in total. Players are reasonably asked to write about updates BEFORE entering it, and not after, but there are several problems associated with this. Updates can not be scheduled because we use the most advanced technologies and it's extremely difficult to calculate the time. For example, we expected the turret only by the end of next week. We decided not to install updates to the game immediately on the server, but almost always simultaneously with the update, we change in-game descriptions.
According to the idea of Balance Editor, now we increase the gravityl field of satellites by the total structure of buildings on it, that is, the total value of all buildings in the metal and minerals. This applies to all moons and stations, including Entities and Tosses moons.
We understand that the current settings of gravity guns are not ideal, and together with Balance Editor we continue to look for a balance there. The idea with structure seemed to us very sensible as it unites everything in a single concept. Gravity field = structure + square diameter of the object, and armor = 10% of the structure.
Fortification now protects buildings on satellites.
For our mind is controversial innovation, but BE is not slumbering and will issue a final decision soon.
The fleet of the phoenix in 10th quest is reduced.
There is a discussion of a single orbit. We will insert here the picture of the final version.
Thanks to a single orbit, the flagships will be able to shoot outside the BS4 framework, creating an initial field for BS5.
Тема: Scheduled Maintenance Notification |
1 Марта 2018 14:02:23
Сообщение #380
Pirates are not constantly on the coordinates . They are on the coordinates for several hours, and then disappear. The remaining time can be seen with a hired telepath.
Тема: Scheduled Maintenance Notification |
28 Февраля 2018 07:26:41
Сообщение #379
Scheduled Maintenance successfully completed.
Тема: Scheduled Maintenance Notification |
27 Февраля 2018 12:20:20
Сообщение #378
Tomorrow (February 28, 2018) at 05:00 server time, will be performing scheduled maintenance directed on update of software.
All missions will be stopped during that time. The game and the forum will not be available too.
Estimated duration of technical works is about 1 hour.
Your fleet, which will arrive on a mission at this time, will be processed with a delay, so please do not plan serious actions at that time, the more, battles that will require personal involvement.
With fleets in saves, as well as with fleets which will arrive on a mission at that time, nothing will happen.
Please plan accordingly. We apologize for any inconvenience.
All missions will be stopped during that time. The game and the forum will not be available too.
Estimated duration of technical works is about 1 hour.
Your fleet, which will arrive on a mission at this time, will be processed with a delay, so please do not plan serious actions at that time, the more, battles that will require personal involvement.
With fleets in saves, as well as with fleets which will arrive on a mission at that time, nothing will happen.
Please plan accordingly. We apologize for any inconvenience.
Тема: Looting limit, number of pirates and transported units |
27 Февраля 2018 08:18:04
Сообщение #377
The looting limit without fines is extended from 33% to 50% of the monthly production.
The number of pirates on coordinates is increased by 100%.
From now, if, as a result of the battle, the transporting units are destroyed, the transported units which do not fit are destroyed at the end of the battle, forming debris.
The number of pirates on coordinates is increased by 100%.
From now, if, as a result of the battle, the transporting units are destroyed, the transported units which do not fit are destroyed at the end of the battle, forming debris.
Тема: Improvements for Space stations and Tosses |
21 Февраля 2018 13:46:19
Сообщение #376
Space stations received + 1% of teleportation range from gravitational technology and -1% of recharge from the officer Engineer.
All Terran officers which cost below 100 hc rose in price to 100 hc.
Super space station got the ability to double the speed of building of defense per level.
The production of Tosses is increased to the level of November 2017.
The state bestiaries do not accept new lots.
All non-destructible buildings, such as Entity, Space Station, Jump Gate, Gravity Gun can now be destroyed up to level 1 and up to the same level they can be devoured by Lexx.
All Terran officers which cost below 100 hc rose in price to 100 hc.
Super space station got the ability to double the speed of building of defense per level.
The production of Tosses is increased to the level of November 2017.
The state bestiaries do not accept new lots.
All non-destructible buildings, such as Entity, Space Station, Jump Gate, Gravity Gun can now be destroyed up to level 1 and up to the same level they can be devoured by Lexx.
Тема: Production is increased |
19 Февраля 2018 14:41:19
Сообщение #375
Most of the coefficients of the extracting buildings of terrans and xerjs are doubled according the experiment of balance editor.
Тема: Jump gate got the ability for improvement |
16 Февраля 2018 09:53:36
Сообщение #374
Hyperspace technology increases Jump Gate range by 1% per level and Engineer reduces the recharge time by 1% per level.
Тема: Stealth and raiding |
15 Февраля 2018 09:05:32
Сообщение #373
Stealth fuel costs are reduced by 20%.
The formula for reducing fuel costs by raiding was change in the direction of cheaper flights. Previously, the percentage of reduction of fuel costs was calculated using the formula where 0.99 was raised to the root of the raid level, now the percentage of reduction is simply equal to the root of the raid level.
SuperStation received the ability of + 50% of the range of the Phalanx installed on it.
The formula for reducing fuel costs by raiding was change in the direction of cheaper flights. Previously, the percentage of reduction of fuel costs was calculated using the formula where 0.99 was raised to the root of the raid level, now the percentage of reduction is simply equal to the root of the raid level.
SuperStation received the ability of + 50% of the range of the Phalanx installed on it.
Тема: Landslide and Gas Lake are changed |
12 Февраля 2018 09:58:12
Сообщение #372
Resource-production top-class buildings of xerj’s are changed.
The cost of landslide is not 7,000,000 / 3,000,000, but 5,000,000 / 3,000,000.
The coefficient of appreciation of the level is 1.5 not 1.6.
The coefficient of the degree of addition of the production and energy from the level is not 1.2, but 1.1.
Basic energy costs are reduced from 12,000 to 9,000.
Gas Lake got a lower coefficient of appreciation: 1.5 instead of 1.7.
The coefficient of the degree of addition of the production and energy from the level is 1.1, not 1.2.
Basic energy costs are reduced from 6000 to 3000.
The attack per shot for the Guardian and Reaver is reduced by about a third.
The cost of landslide is not 7,000,000 / 3,000,000, but 5,000,000 / 3,000,000.
The coefficient of appreciation of the level is 1.5 not 1.6.
The coefficient of the degree of addition of the production and energy from the level is not 1.2, but 1.1.
Basic energy costs are reduced from 12,000 to 9,000.
Gas Lake got a lower coefficient of appreciation: 1.5 instead of 1.7.
The coefficient of the degree of addition of the production and energy from the level is 1.1, not 1.2.
Basic energy costs are reduced from 6000 to 3000.
The attack per shot for the Guardian and Reaver is reduced by about a third.
Тема: Fuel consumption and pirates |
7 Февраля 2018 10:26:15
Сообщение #371
In 3D graphics smoothing was added, which made the picture quality much higher. The beam of the gravity gun was redesigned visually.
In the galaxy, the "silent sending" of spies without a flashing window is realized.
The actualization of resources on the planet is done so that now when docking the fleet or delivering resources, you do not need to update the page. Preparing the same for the fleet number.
We presented "state bestiaries." Some developers have provided their personal objects for placing bestiaries for trade there:
VasyaMalevich, the planetary flagship BE-BE [1:200:1]
VasyaMalevich, the planetary flagship of MU-MU [1:400:1]
Victoria, the pyramid Black_Market [1:600:3]
treshak, planetary flagship Seledka [1:800:3].
Dear donators who buy a pirate fleet. We did not change it for 2 years and as a result it seriously fell behind in terms of characteristics. Today we would like to change this. Thank you for staying with us and believing.
Juggernaut
Fuel consumption is reduced from 600/300 -> 400/200
Space Wanderer
Speed is increased from 60/120 to 75/150.
Fuel consumption is reduced from 7000/6000 to 5000/4000.
Jouann
Speed is increased from 10 to 18.
Fuel consumption is reduced from 100,000 to 50,000.
In the galaxy, the "silent sending" of spies without a flashing window is realized.
The actualization of resources on the planet is done so that now when docking the fleet or delivering resources, you do not need to update the page. Preparing the same for the fleet number.
We presented "state bestiaries." Some developers have provided their personal objects for placing bestiaries for trade there:
VasyaMalevich, the planetary flagship BE-BE [1:200:1]
VasyaMalevich, the planetary flagship of MU-MU [1:400:1]
Victoria, the pyramid Black_Market [1:600:3]
treshak, planetary flagship Seledka [1:800:3].
Dear donators who buy a pirate fleet. We did not change it for 2 years and as a result it seriously fell behind in terms of characteristics. Today we would like to change this. Thank you for staying with us and believing.
Juggernaut
Fuel consumption is reduced from 600/300 -> 400/200
Space Wanderer
Speed is increased from 60/120 to 75/150.
Fuel consumption is reduced from 7000/6000 to 5000/4000.
Jouann
Speed is increased from 10 to 18.
Fuel consumption is reduced from 100,000 to 50,000.
Тема: Skin of Tosses. We need expert opinion of the players - a survey, |
7 Февраля 2018 08:50:41
Сообщение #370
Since there are already a lot of options, we need your help to make a decision in choosing the development path of the TOSS skin.
I would like to listen to the preferences of players.
Below there are 2 main options.
1. Classical.
It is built on the basis of the current pocoloptiv with the use of colors from the old Toss realistic.
2. New.
Base the same - popoloptiv. But the approach is different. The "glass interface" looks more modern. But the layout is still at the level of search for shapes and colors. In the spoiler you can see the color variations.
P.S. Xerj’s will be the next.
I would like to listen to the preferences of players.
Below there are 2 main options.
1. Classical.
It is built on the basis of the current pocoloptiv with the use of colors from the old Toss realistic.
2. New.
Base the same - popoloptiv. But the approach is different. The "glass interface" looks more modern. But the layout is still at the level of search for shapes and colors. In the spoiler you can see the color variations.
P.S. Xerj’s will be the next.
Тема: Sensor Phalanx |
6 Февраля 2018 09:53:46
Сообщение #369
Sensor Phalanx was changed.
The cost of the first level is reduced from 40,000 / 20,000 / 20,000 to 20,000 / 10,000 / 10,000.
The coefficient of appreciation is reduced from 2 to 1.5
Death star speed is increased from 6/12 to 10/20.
The speed of the supernova star is increased from 8/16 to 12/25.
The speed increment for all the flagships and pirate ships come soon.
The Space Wanderer is changed. Its price is reduced from 7,000,000 / 3,000,000 / 3,500,000 to 6,000,000 / 3,000,000 / 3,250,000 and its speed on the battlefield is increased by 10% from 250 to 275.
The cost of the first level is reduced from 40,000 / 20,000 / 20,000 to 20,000 / 10,000 / 10,000.
The coefficient of appreciation is reduced from 2 to 1.5
Death star speed is increased from 6/12 to 10/20.
The speed of the supernova star is increased from 8/16 to 12/25.
The speed increment for all the flagships and pirate ships come soon.
The Space Wanderer is changed. Its price is reduced from 7,000,000 / 3,000,000 / 3,500,000 to 6,000,000 / 3,000,000 / 3,250,000 and its speed on the battlefield is increased by 10% from 250 to 275.
Тема: Looting limit were set to zero and production was corrected |
29 Января 2018 08:52:06
Сообщение #368
Due to the abolition of bonus production and its reduction, the looting limit and the limit on the transfer of resources were set to zero, since the limits were calculated on the basis of the old production.
The gas production by Extractor and Assimilator is reduced by about a third in order to maintain resource balance 4:2:1 in the sector.
canceled
The production of metal by the Rectification tunnel of xerjs from
+ 6 * level * 1.09 in power of level
to
+ 8 * level * 1.09 in power of level
Bonuses of Superstation were increased 2.5 times per level to:
+ 50% beam power
+ 50% teleportation range
+ 50% gravitational field multiplicative
-50% time between jumps per level.
The cost of the Gas Lake was reduced by 10 times.
The cost of Landslide was reduced too.
canceled
The production of metal by the Rectification tunnel of xerjs from
+ 6 * level * 1.09 in power of level
to
+ 8 * level * 1.09 in power of level
Bonuses of Superstation were increased 2.5 times per level to:
+ 50% beam power
+ 50% teleportation range
+ 50% gravitational field multiplicative
-50% time between jumps per level.
The cost of the Gas Lake was reduced by 10 times.
The cost of Landslide was reduced too.
Тема: The chance of collision of satellites is reduced |
26 Января 2018 13:42:59
Сообщение #367
The chance of collision of satellites is dramatically reduced by the formula proposed by the Supreme Council.
Previously, the collision probability was 100 - [the square of the satellites in orbit].
Now the chance of collision is 10 * [number of satellites in orbit] / (10 - [number of satellites available in the orbit])%.
The attack for scavengers and mudkips per shot was reduced by 1.
Previously, the collision probability was 100 - [the square of the satellites in orbit].
Now the chance of collision is 10 * [number of satellites in orbit] / (10 - [number of satellites available in the orbit])%.
The attack for scavengers and mudkips per shot was reduced by 1.