Сообщения пользователя: Victoria
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.
Сообщение #379
Scheduled Maintenance successfully completed.
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.
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.
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.
Сообщение #375
Most of the coefficients of the extracting buildings of terrans and xerjs are doubled according the experiment of balance editor.
Сообщение #374
Hyperspace technology increases Jump Gate range by 1% per level and Engineer reduces the recharge time by 1% per level.
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.
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.
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.
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.
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.
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.
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.
Сообщение #366
Fuel costs of Cruisers are reduced from 70 to 60.
Fuel costs of the Death Star and Supernova Stars are reduced by 50%.
The fuel consumption of the Jouanns is reduced by one third.
The fuel costs of the Space Wanderer are reduced.
Fuel costs of the Death Star and Supernova Stars are reduced by 50%.
The fuel consumption of the Jouanns is reduced by one third.
The fuel costs of the Space Wanderer are reduced.
Сообщение #365

At the space station, you can build a docking station. This docking station permits the construction of the Gate and space station turns into a superstation.
Brief description of the capabilities of space stations:
Space station - allows you to teleport the station.
- Teleportation takes place instantly.
- Teleport all the fleets and the defense that are on the station (all that hung in the defense is NOT teleported)
- Distance of teleportation 1000 * level of space station
- Waiting period between jumps (cool down) = 7 days / station level
- Cost of teleportation = 1k / station level + 1hc
- When teleporting, the station may encounter one of the satellites
Gravity Gun - shoots on the target with gravitational beam.
- Shoots around the planet, an asteroid or other satellites at their own coordinates
- Deals damage to the gravity field (and shields for stations)
- The beam must be sent to the target (it can destroy its object)
- If the satellite is behind the planet, it is impossible to get into the satellite
- Damage = 10 * Gravity Gun level + 10% for each level of the officer Raider and + 1% for each level of officer Pirate multiplicative.
- The number of rounds per minute is equal to the level of the Gravity Technology (for zero and first levels, the period = 1 time per minute)
- For shots you need energy 1000 * level of gravity gun
- Consumes 1 gas per shot
- If there is a shortage of energy or gas - it turns off
- Shoots offline and continues to shoot after the demolition of the object
- When the gravity value of the target becomes 0, then the object is destroyed according to the rules of the PD
Сообщение #364
Due to the increase in fuel costs of the service fleet after 2014, it turned out that they were increased 2 times so we reduced fuel costs of the service fleet after recalculation.
Large cargo - from 10 to 5
Small cargo - from 2 to 1
Recycler - from 40 to 30
Overlord - from 5/10 to 4/8
Provider - from 10/20 to 5/10
For some Toss’ units fuel costs were also reduced
Large cargo - from 10 to 5
Small cargo - from 2 to 1
Recycler - from 40 to 30
Overlord - from 5/10 to 4/8
Provider - from 10/20 to 5/10
For some Toss’ units fuel costs were also reduced
Сообщение #363
A new lunar building of Tosses Second is introduced.

We continue to give new bonuses as compensation for old officers.
Mantrid improves the destruction of moons and objects from now on for all units of xerjs, and not just for Gigashadows.
Mantrid has the ability to increase by 10% per level the gravitational field of all xerjs static objects: planets, moons, entities, asteroids and others.
The Tower of Babel was introduced.

Characteristics: ray power x10, teleportation range x10, free flights, cd / 10, impossibility of collision, possibility to build simultaneously Gate, Phalanx, Space station and Gravity Gun.
Auxin of xerjs has risen in price by 25% and does not require technology for pumping any more.
Officially started the contest "Player of the Year 2018".

We continue to give new bonuses as compensation for old officers.
Mantrid improves the destruction of moons and objects from now on for all units of xerjs, and not just for Gigashadows.
Mantrid has the ability to increase by 10% per level the gravitational field of all xerjs static objects: planets, moons, entities, asteroids and others.
The Tower of Babel was introduced.

Characteristics: ray power x10, teleportation range x10, free flights, cd / 10, impossibility of collision, possibility to build simultaneously Gate, Phalanx, Space station and Gravity Gun.
Auxin of xerjs has risen in price by 25% and does not require technology for pumping any more.
Officially started the contest "Player of the Year 2018".
Сообщение #362
Fuel costs of fighters are reduced by one third, from 3 to 2 units of gas.
Stealth fuel costs are reduced from 12 to 10.
Stealth fuel costs are reduced from 12 to 10.
Сообщение #361
Fleet behavior on the coordinates was improved. If your fleet on the coordinates was attacked by the enemy fleet, then you continue to see the fleets flying to the coordinates during the battle, and the attacker does not. After the battle, the fleets that are flying to coordinates will be the one who will remain on the coordinates.
Jump Gate received 1 000 000 gravity field per level.
The range of the Sensor Phalanx now increases by the Emperor by 10% for each level.
The ultimatum asked to give radius 500 instead of 100 for the level, we gave if the full Emperor - 400. I think it's still a move towards the players and the respect of donators. We do not consider the strategy when one player with a phalanx is watching the farm properly. We believe that it is more interesting to make mobile phalanges, to teleport closer to the enemies and there to catch their fleet.
Jump Gate received 1 000 000 gravity field per level.
The range of the Sensor Phalanx now increases by the Emperor by 10% for each level.
The ultimatum asked to give radius 500 instead of 100 for the level, we gave if the full Emperor - 400. I think it's still a move towards the players and the respect of donators. We do not consider the strategy when one player with a phalanx is watching the farm properly. We believe that it is more interesting to make mobile phalanges, to teleport closer to the enemies and there to catch their fleet.