Yes, it's a lot like Trade Wars. But as long as it's fun, who cares?
I figured. I mean, it IS only 2 jumps away from start! It's one of those things.No problem! You might want to guard 916 a little more carefully from now on, though...
How the hell did you beat it, though? I thought I'd set it up almost unbeatable for this soon. Should I have added more fighters or torpedos?Yeah, I got lucky stumbling across Gaia. Still barely in the lead, though. I think I wasted a lot of turns I could have used for better purposes...
I didn't have to. I claimed it like any other planet. I think only player owned planets need to be conquered.How the hell did you beat it, though? I thought I'd set it up almost unbeatable for this soon. Should I have added more fighters or torpedos?
Okay so in the future, remove my secret world because it doesn't defend itself. Good to know for when we reset. Whenever that is going to be.I didn't have to. I claimed it like any other planet. I think only player owned planets need to be conquered.
I attacked @Hylian and destroyed his ship, accumulating a pretty hefty bounty in the process.
Sorry Hylian.
I agree, I've yet to drop below 2300 turns. Turns basically aren't a limiter at all, at the moment.I think the turns generate maybe a little bit too generously. At 10 per minute, it takes just over 4 hours to go from empty to capped. Which means sleeping is wasting turns.
If you're not using up most of your turns each session, you're not doing it right. You need to use the trade routes controls.I agree, I've yet to drop below 2300 turns. Turns basically aren't a limiter at all, at the moment.
Gah, I had no idea this is a thing. I've been doing all the trading manually, fisher-box-style.If you're not using up most of your turns each session, you're not doing it right. You need to use the trade routes controls.
But, that said, I think the original default, 6 turns per minute, is probably the way to go. That would take you from 0 to 2500 turns in just under 7 hours.
The expenses for upgrades in this game are exponential. Unless you use the built in automation, you'll not only not keep up with the other players, but probably peter out of the game entirely when you start seeing multibillion credit upgrade bills.Gah, I had no idea this is a thing. I've been doing all the trading manually, fisher-box-style.
Is THAT how you got your "good" rating so damn high so fast?I just loaded up on energy and bludgeoned my way through all of Dave's defenses to capture his home planet.
A smidge over 40k fighters and mines.Is THAT how you got your "good" rating so damn high so fast?
He must not have had very good defenses though.
I see you've been testing my defenses as well. Don't get any funny ideas, buttercup.A smidge over 40k fighters and mines.
Yup, same here.I'm ok with a wipe. This one so far has been mostly just learning to play, for me. I never played tradewars before.
I found one and basically never went back to 0.Did anyone ever find another "special" one? I didn't. That's when I found Gaia, though.[DOUBLEPOST=1388779947,1388779915][/DOUBLEPOST]Gas, explain how trade routes work. Do they automatically keep going back & forth doing your trades?
What MD said. Yeah, I found a special one, do all my upgrades there now. You just gotta go out and start exploring at some point.Did anyone ever find another "special" one? I didn't. That's when I found Gaia, though.[DOUBLEPOST=1388779947,1388779915][/DOUBLEPOST]Gas, explain how trade routes work. Do they automatically keep going back & forth doing your trades?
There is a map that is not very easy to read that displays all of your visited sectors.so there's still no easy way to tell if you've been to a given sector.
I didn't know this, actually.If you turn off organics, you will have to stock your planet with organics, otherwise your people will die.
Heh, I was wondering what that was... glad I was somewhere reasonably safe.Set turns to 0. Let's see.
"But for Bison, that was... Tuesday..?"I might have accidentally attacked and captured, I don't know, maybe 20 planets while I was banging around the universe.
"Your planet GasBandia Prime was attacked by stienman. The citizens organized a valliant defense however, and managed to destroy the opponent. They salvage some resources from the space debris : 0 goods, 0 ore, 0 organics and 0% of the ship's worth of 0 credits."Aw, I forgot to recharge my batteries and @GasBandit was on his planet when I attacked it.
I went all explody.
Now I get to see how fast I can build my ship back up....
Buddy, I had a pleasure pit to reconquer, I was busy. Don't you worry, I will attend to your comeuppance forthwith. The Intransigent will darken your skies before you know it.Now guys, just because I can't sit around and protect my base at 672 anymore doesn't mean it's just a free-for-all, okay?
I'm not upset since it's going to get wiped, but telling everybody where my stuff is is kind of a dick move.Ran into Gasbandit's monster defenses at 711 and got my ship destroyed.
Time to rebuild!
Whatever it is, it'll have purple rings around it!It's going to be wiped in a few hours anyway. Prepare your anus! Or was that Uranus?
I am getting this error too, but the first error is actually on line 919. Also, @Dave I'm not sure about 5000 nodes. We barely ran into each other with 1000. If you want to increase it, I wouldn't quintuple the size of the universe, given the small player base.Apparently an error is on line 451, getting several messages that read...
Strict Standards: Non-static method ADODB_Session::destroy() should not be called statically in /home/davidn/public_html/bnt/backends/adodb/session/adodb-session.php on line 451
I like having an end-point, actually, so that there can be a sense of finality.I'll be testing it out a LOT before I reset anything. It's why I have a test install.
I expect the resets will go every other month or so.
I could do that as well, but I think that most people will play one or the other and I wonder if we have enough to sustain both.It might be worth having two games, one that resets monthly, and another very large universe with sparse resources that never resets for those that like to play the long game.
Are you just randomizing a column of "out" warp connections? There may be a slightly more complex formula you can use to maintain two-way connections.Randomizing the sector warp routes is a pain in the ass. Essentially it works, but in almost all cases the warps are one-way, meaning trade routes will be hard to set up. I think the best way to take care of this would be to make it so that everyone starts with Warp Generators and make it so that they are able to carry more than they were before.
But the main problem is that a simple randomization removes the two-way connections, right? It's not easy to maintain that, but I've figured out that it can be done, just not in a single formula, I'm afraid.[DOUBLEPOST=1388956004,1388955731][/DOUBLEPOST]Probably the simplest way to do it is:I have it set so that each sector goes to the one before and after it, just as we do now. But then I have it set up to randomize both the "From" and "To" sector numbers. So some sectors will only be accessible from the sectors right next to them, while others will be hubs of activity.
Sector fighters also seem to drain energy rather quickly, which means maintaining them is a bit micromanagy.So today I refused to pay a fine and hit 632,466 mines in one particular sector (after, of course, having to explain my philosophical aversion to graft to the 77,675 fighters) and learned some interesting facts - that I should carry more mine deflectors (which I now do), and fighters seem a rather overrated thing. Was interesting to test the Intransigent and her squadrons in a hostile situation, but it makes me sort of eager to see what she can do in a real firefight.
Just need to have a planet producing energy with a few dozen million colonists hard at work. That's a good policy anyway, as the planetary defense base will use any extra energy produced to power their beams and shields in the event of an attack.Sector fighters also seem to drain energy rather quickly, which means maintaining them is a bit micromanagy.
I'm mainly aiming to upgrade my ship as much as possible right now. Experience from the last iteration shows that planets can be conquered fairly easily. So I'm not looking to build up big planets yet.Just need to have a planet producing energy with a few dozen million colonists hard at work. That's a good policy anyway, as the planetary defense base will use any extra energy produced to power their beams and shields in the event of an attack.
They are. Which is just fucking stupid.They are called torpedos at Special stations, I think.
Going by the filenames, they're supposed to denote size of the planet (population maybe?), but in my experience they track more along with the badassedness of the owner. I think.By the way, what do those colored bars underneath the planets mean?
Anyway I know you can form teams but can you actually go in together on a toughly defended planet? Going in one by one the first person is likely to get crushed with the second pulling it out but can you both go in at the same time to minimize one of you getting destroyed. Otherwise I don't think getting together at the end to crush the leader is going to do much.What I envision is having a set time frame and at the end the winner is the person with the highest ranking. Everyone will know when the end is and if it's close and someone is ahead, people can get teams together and jump their shit. It'll also keep things new and make it so that new people don't get locked out and feel that they can't play.
Yeah, but if you keep a spreadsheet open, you can take notes... and edit your trade routes. It's an extra step but not a long one.You can only have a maximum of 40 trade routes.
Sure, give that a try. I could use the salvage.It has now become clear to me that I must blow both of you up.
Supposedly it depends on the value of the ship. But the one time somebody's attacked me, it was allegedly worth billions and I got nada. So maybe it doesn't work as advertised. Or maybe you only get salvage if you attack and win, not successfully defend.How much salvage do you get from a blown up ship?
Torpedoes do 10 damage each. So 74k torpedoes do 740k damage.Is this something Dave can tweak? Nerf torpedoes a bit? Because if I'm reading Gasbandit's screenshot correctly, torpedoes are capable of destroying more than their own number of fighters. (74k torpedoes destroyed 128k fighters)
I wonder if making genesis torpedoes cost a billion each would fix the imbalance?
Not by much, I think. Once you get your hull to a decent size, a billion is fairly easy to make.I wonder if making genesis torpedoes cost a billion each would fix the imbalance?
Even if someone does manage to defeat your planet they will only get 10 million credits. I took a planet that said it had 900million credits on it. It even showed 900million when I captured it and went to transfer it over and it only allowed 10 million to go to me and all the rest vanished. Same with the other planet I took.Torpedoes do 10 damage each. So 74k torpedoes do 740k damage.
I had enough cash accruing interest on Gasbandia Prime to refit my ship back to level 20 everything, just so my planets weren't level 1 again. If anybody wants the few trillion credits I have left, I've deposited it on GasBandia Prime in sector 711, and landed there.
I have 1.5 million torpedoes. About 20k more are manufactured every few minutes.
Good luck.
I wish you'd screenshotted the fight. I'm curious to see what over a million torps does to a ship.Just took up Gasbandit on his offer. Now I have no ship.
Ok, I'll move the cash back into my ship, that should up the reward. That's another annoying little broken thing about this game, though. There were times I had tens of trillions of credits just accruing interest on that planet. If you ask me, that it all just gets deleted except for 10 million is a bigger injustice than someone actually taking it from me.Even if someone does manage to defeat your planet they will only get 10 million credits. I took a planet that said it had 900million credits on it. It even showed 900million when I captured it and went to transfer it over and it only allowed 10 million to go to me and all the rest vanished. Same with the other planet I took.
Wish granted.I wish you'd screenshotted the fight. I'm curious to see what over a million torps does to a ship.
Wow. Torpedoes hell, the beams got you.
Honestly I don't see what you can do that doesn't involve a code rewrite. Granted that's less difficult here than most games because PHP doesn't compile to binary, but it's still somebody else's undocumented code to have to sift through and alter. What needs to be done is the planets need to be subjected to the 2% torpedo use limitation as ships are. Since planets consider their torpedo launcher level to be 1 level higher than their owner's ship, a planet will still have a slight advantage in combat vs a ship of the same level as the owner, but it will not be insurmountable like a 10% limitation which currently makes a level 12 owner's planet absolutely unassailable to a level 20 ship.Okay, so tell me what you think I can do to fix this imbalance. Because I will.
Also, you'll note I don't have a ship yet. I'm doing this on purpose to see how easy/hard it is going to be for people to join late. I have a feeling it'll make things impossible.
Ok. The combat numbers must have been off due to insufficient energy I suppose, as it had you having 74k beams (which would be about level 15 and a half actually) and no shields, so I suppose what really happened is I attacked a planet with 74k energy stores.That was very likely sensor failure. At the time you were attacking me I was at or near level 20 in beams and shields, and I think cloaking. Your sensors were probably reporting very bad values.
I did scan 3 times, and got mixtures of ??? and 13 reported back to me. At this point I'm not sure I'd trust scanning at all at less than 10 scans with no ???sSo does repeated scanning give the same result or should you scan 3-4 times before trusting the results?
After 15 or so engine level, when everything turns to 1 turn realspace, it's really just about the combat roll - IE, if someone attacks you, they roll their engines vs your engines to see if you outmaneuver them.Does anyone else think engines should be nerfed a bit? Right now, within an hour of starting the game, a player can upgrade their engines to the point where realspacing anywhere takes 1 turn. Distances become meaningless, and warp links (as well as warp editors) are underutilized, in terms of strategy and tactics. Maybe being able to realspace everywhere in 1 turn should only be available to extreme-end-game players, such as with level 30 engines.
Ho-holy crapAfter 15 or so engine level, when everything turns to 1 turn realspace, it's really just about the combat roll - IE, if someone attacks you, they roll their engines vs your engines to see if you outmaneuver them.
And I really doubt you'll see level 30 engines for a long time. The cost of upgrades is 3^x, which means level 20 is 3.4 billion, level 21 is 10.5 billion, level 22 is 31 billion, 23 is 94 billion, and so on, tripling every level, until level 30 is 205 trillion.
That's that' brick wall I've been talking about.
Well 30 was just a number I was tossing out at random. My point is that realspacing in 1 turn should be more of an end-game privilege.After 15 or so engine level, when everything turns to 1 turn realspace, it's really just about the combat roll - IE, if someone attacks you, they roll their engines vs your engines to see if you outmaneuver them.
And I really doubt you'll see level 30 engines for a long time. The cost of upgrades is 3^x, which means level 20 is 3.4 billion, level 21 is 10.5 billion, level 22 is 31 billion, 23 is 94 billion, and so on, tripling every level, until level 30 is 205 trillion.
That's that' brick wall I've been talking about.
I would have thought so too, but unless this whole "shift to planetary economy" thing Stienman was talking about pans out, 20-25 is the end game.Well 30 was just a number I was tossing out at random. My point is that realspacing in 1 turn should be more of an end-game privilege.
Oh, well if you're going to be that way, I guess I may as well open my sectors, too.Planet production is staggering at large scales.[DOUBLEPOST=1389218221,1389217897][/DOUBLEPOST]I'm allowing port trading in my sectors again.
No, go buy all his energy then annihilate him!Oh, well if you're going to be that way, I guess I may as well open my sectors, too.
I'm not playing "seriously," I'm just seeing if the planetary economy is all it is cracked up to be. I still say that problem with the planetary torpedo launchers is gamebreaking, but if planets become useful for something other than area denial, then it may impact the game less.No, go buy all his energy then annihilate him!
Also, I stopped playing until any revisions are made and a reboot occurs.
Hrm, I haven't been letting my planets get anywhere near that populated. Since the planetary max is supposedly 100 million, every time a planet starts going over 50-75 million I make another planet and move the excess colonists there.Hey, @GasBandit, let me know what happens to your planets that have more than 90 million citizens. I'm not anxious to find out myself, but I am curious.
Yeah, it could, in a number of ways. But the boxes on the planets menu sure beats manually travelling and transferring from every planet individually.I don't wanna build a planetary economy, I already feel like clicking on 25 boxes to collect my planets' money is too much work.
The interface could sure use some refinement.
Hmmm maybe a more interesting progression:It's a pretty tough grading system, I'm going to have to have a net worth of over a trillion to go to the next level, right now I'm only a smidge over 300 billion.
Makes me think the game is designed for long term play, where eventually the limited space of the universe does come into play, and battles between behemoth corporations are required for progress. Once you have a few hundred planets generating hundreds of billions a day, losing a ship isn't a big deal, so you can keep attacking weaker planets simply to continue to grow. I have to admit, it would be fun to see a battle involving trillions of torpedos...
1000 Crewman;
4000 Crewman First Class;
16000 Petty Officer 3rd Class;
64000 Petty Officer 2nd Class;
256000 Petty Officer 1st Class;
1024000 Chief Petty Officer;
4096000 Senior Chief Petty Officer;
16384000 Master Chief Petty Officer;
65536000 Ensign;
262144000 Lieutenant Junior Grade;
1048576000 Lieutenant;
4194304000 Lieutenant Commander;
16777216000 Commander;
67108864000 Captain;
2.68435E+11 Fleet Captain;
1.07374E+12 Commodore;
4.29497E+12 Rear Admiral;
1.71799E+13 Vice Admiral;
6.87195E+13 Admiral;
That's true.[DOUBLEPOST=1389303480,1389303427][/DOUBLEPOST]Except that it's compounded every two minutes, which no bank today would do, even for such small rates.
Thank goodness you didn't have a "Planeteer" rank. Because I'd probably end up with "Heart."Hmmm maybe a more interesting progression:
Traveler
Voyager
Explorer
Adventurer
Pioneer
Trafficker
Merchant
Tycoon
Magnate
Precept
Governor
Ruler
Sovereign
Conquerer
Overseer
Overlord
Imperator
Emperor
Dynast
I'm dubious about how much that helps attackers. When I attacked you, your planet only had 70k energy, so your beams were pretty much a non-factor (exhausted themselves on killing about a quarter of my fighters) and your shields were at 0 to start... and you still successfully defended and destroyed me based on the torpedo phase alone.This makes it a lot easier to attack planets that are overpopulated, since they have no beams or shields, possible helping rebalance the game since it forces established big players to constantly move people around, or weakens their planets. There's no easy way to get rid of citizens, so once you've started down that path you have to deal with population growth and its attendant problems.
Indeed. And since the planetary torpedo-per-combat cap is much higher than an equivalently leveled ship, you don't have to stock many torpedoes at all unless you anticipate being attacked by a much, MUCH higher level ship.Well, now that I'm defending with millions of energy, it may make a difference now. Since the beams phase happens before the shields phase, then it's possible that if you send enough fighters, you'll cause the base to use up the energy entirely on beams, leaving no shields by the time that phase is decided.
But having torpedoes worth 10 damage is very significant. I wonder if there's any real reason to use fighters except during attacks? It seems like if you only want to play defense, then torpedos are always the better choice.
Or, conversely, someone willing to zergling rush a planet 10-15 times until it runs out of torpedoes (I'm assuming the torpedoes are used up whether or not they all do damage), then spending the money to re-upgrade their ship for real once the torps run dry, I suppose.Well, it probably won't matter until we're bumping into each other.
Then I'll have to sit down and figure out how much "much, MUCH higher level" actually is...
Might be unnecessary. I think a torp committed is a torp lost, regardless of whether it hits anything or not, and "who died" calculations don't happen until the end of all 3 phases (my beams killed Bhamv remember, but I still fired torps at him all the same).If you're rich, load up on shields, energy, armor points, torpedos, and fighters and let all them soak up the damage.
Same at yours.You're currently selling goods at 16.75. I've set up a few planets in 916 with commodities for sale so you can check out the interface and prices.
That explains how I passed you. I was like "whaaaaaaat?"Yeah, I pretty much stopped playing Friday. I'm letting the apocalypse take care of population, I just can't meet the time requirements. I think the next game is going to have to be a lot slower to be interesting.
I'm currently trying to investigate the team interfaces to find out what I can about that. Does it make sense to start teaming up early, what exactly are the benefits of teams, etc.
Well, currently meaning maybe I'll poke at it again tomorrow.
I don't mean the hassle of planets, I mean I won't have enough turns to save everyone. I don't think my cargo hold can grow as fast as these people can screw.You can dump citizens off at special ports as well, if you're annoyed at having to deal with planets. But of course that won't fill up the galaxy...
Actually, it may interest you to know you've used up about half of Fahz' torpedoes. If you only upgraded your engines enough to get there and left everything else unupgraded, it'd probably run dry in 3 or 4 more cheap sorties, then you could spend another trillion upgrading "for real."That's with a ship configured for armor, shields, computer (fighters), and no beams.[DOUBLEPOST=1389641981][/DOUBLEPOST]So "wearing down a planet" isn't really an option unless you have significant sums of money to rebuild each time. If you can't beat a planet in the first shot, it's simply not worth trying at all, nevermind attacking repeatedly.
And that's just one planet. You'd have to take out up to three planets just to wrest control of one system away from another player.Doing the math, it looks like you have a level 27 torpedo launcher. Those torps just went to waste against a planet though, because the planet's level 24 torpedo launcher does 5x damage because it's a planet, and your level 23 hull couldn't hold up to it.[DOUBLEPOST=1389642427,1389642175][/DOUBLEPOST]
Actually, it may interest you to know you've used up about half of Fahz' torpedoes. If you only upgraded your engines enough to get there and left everything else unupgraded, it'd probably run dry in 3 or 4 more cheap sorties, then you could spend another trillion upgrading "for real."
But that's still a hell of an expense to take one of my least significant and least defended planets (It wasn't manufacturing fighters or torpedoes, I just brought 1 load of defenses and left it there).
I don't think he's logged in in forever. So he probably put some cash on a planet and the interest is compounding.At the current rate, Rovewin's going to catch you soon. The guy has an efficiency rating of 48.
Huh, that makes sense.I don't think he's logged in in forever. So he probably put some cash on a planet and the interest is compounding.
I don't... think... so?It's amusing looking through this thread but not playing. You guys seem to be learning the basic rules of Tradewars as I remember them:
That about right? As long as the attack of the bots doesn't come along (once the auto-play bots came along, TW wasn't "fun" anymore) this sounds similar.
- Colonists = Prosperity
- Money on planets = real interest
- Late game = Ferrying colonists around for greatest benefit to your empire.
And in TW2002, planet-management was fun. I particularly liked teleporting your planets around the galaxy. Is that possible in this game?
Not so far.Have any of you seen a Xenobe yet? There's supposed to be big bad aliens but I have yet to see anyone meet one.
It's just a pity all the money blows up too.Huh, that makes sense.
So... time to hunt him down and blow him up.
I think you can just go to http://www.halforums.com/bnt/xenobe_control.php and enter your password. It appears to provide a good chunk of information about itself.
haha I'm so efficient I'm sleeping and making money.At the current rate, Rovewin's going to catch you soon. The guy has an efficiency rating of 48.
You can try. My 10million torps and 5 million fighters on my home planet might say otherwise.Huh, that makes sense.
So... time to hunt him down and blow him up.
Er, that's the one place you probably don't want to attack. GasBandia Prime is probably packing enough torps to kill all life in the galaxy 10 times over....and I'm pretty sure I know what sector your home base is in. It's the only one I've found that doesn't have a warp to it, it's the only little freaking annoying "question mark" on my map.
Eh you don't have to worry about those. Stienman came and cleared them out some time ago, and it just struck me as uneconomical to spend time replenishing sector defenses for a planet that has several million fighters and torpedoes on the surface. Someone wants to look? Let 'em look.Not wanting to attack, it's just an annoying spot on the map. I figured it was fairly heavily defended, and didn't want to just warp into a crap-ton of mines and fighters.
Plus you can always just... you know... realspace there manually if your engines are even minimally upgraded.There is at least one warp to gasbandit's sector.
Both give interest, but the bank gives 0.03% whereas a planet gives 0.05%. (that's hundredths of a percent, not percent, on both)So I'm in this now, and have one main question: What's the difference between credits stored on planets, and credits in the "bank"? In TradeWars, the bank limit was stupidly low (wasn't useful beyond the newbie experience). Not sure what it is here. What's the deal? Which give interest? And how much?
So basically, until we know differently, it's idiotic to store credits on planets, because the amount of money different is miniscule?Both give interest, but the bank gives 0.03% whereas a planet gives 0.05%. (that's hundredths of a percent, not percent, on both)
I don't know if there's a limit on the bank account.
Not at all. I've got over 2 trillion credits, that two extra hundredths of a percent is a lot of money.So basically, until we know differently, it's idiotic to store credits on planets, because the amount of money different is miniscule?
10%.What's the minimum organics percentage you need to produce on a planet in order for the colonists to be self-sustaining?
By NEVER. Logging in.Ok Rovewin, you freak, how are you gaining points so quickly? Seriously, an efficiency rating of 88? That's insane.
I don't get this part. Surely the interest accrued would be the same whether you use up turns or not? Or am I missing something?By NEVER. Logging in.
Interest keeps compounding. If you don't use turns, the numerator continues to outstrip the denominator.
Yes. But efficiency is measured as score divided by turns spent. If you never spend turns, your efficiency keeps going up.I don't get this part. Surely the interest accrued would be the same whether you use up turns or not? Or am I missing something?
Ahhh, now I get it.Yes. But efficiency is measured as score divided by turns spent. If you never spend turns, your efficiency keeps going up.
Ahhh, now I get it.
So that explains his efficiency rating. Doesn't explain his incredible climb up the rankings though. I'm trading my ass off just to barely keep ahead of him.
What's your secret, Rovester?
It's easy. Put all your money on your most defended planet, set it to 10 organic, some energy and torp production, land on it if you're not comfortable with the defense level of your ship, and by this time tomorrow your money will have more than doubled. Then 24 hours later it will have more than doubled again, and so on.... I need to try that.
Blacknova Traders: Where the endgame is literally to walk away and do something else.Yeah it was one of the suggested strategies in the faq. The banker. Just have one planet you keep all money on and then trade when you have extra turns which was my strategy from the start. Sorry I'm not playing much anymore, there doesn't seem to be anything I really want to do in the endgame.
Oooo, you managed to beat a planet? I wonder who it belon...You destroy one little planet and suddenly your spotless record turns to "Hitler with WMDs."
Ok, so it's possible to beat a planet. You just have to outlevel it by 15 or so levels.
And I think we went over this, but upgrade costs past 30 are ridiculous.
Of course. I had to test my strongest rival to see if Starpocalype would be possible.Oooo, you managed to beat a planet? I wonder who it belon...
[DOUBLEPOST=1390847671,1390847542][/DOUBLEPOST]I still think it's wierd that when you self destruct so do all your planets.Victory! January 27 2014 13:21:21
Your planet GasBandia Prime in sector 711 was attacked by bhamv. The citizens organized a valliant defense however, and managed to destroy the opponent. They salvage some resources from the space debris : 0 goods, 0 ore, 0 organics and 0% of the ship's worth of 0 credits.
Honestly it doesn't take that long. You'll be making billions within your first two days, easily. Just find yourself a few goods-ore trade routes to hit, upgrade your hull first and foremost, and you're off to the races.I want to play this, I really do... but I'm not gonna grind the 1000000 that it'll take to get a Genesis torpedo...
I found a single jump trade route that was letting me profit 2400, round-trip... any way to increase cargo capacity?Honestly it doesn't take that long. You'll be making billions within your first two days, easily. Just find yourself a few goods-ore trade routes to hit, upgrade your hull first and foremost, and you're off to the races.
And, there are still unclaimed planets out there, I saw.
Upgrade "hull" at special trade stations (like sector 0). That governs how big your cargo capacity is.I found a single jump trade route that was letting me profit 2400, round-trip... any way to increase cargo capacity?
Only? Admittedly most of my planets are lightly-defended, but my main? I was kinda paranoid about one of you coming after me.490 million fighters on a planet. Clearly Rax knows a lot more about this game than I do.
... I thought there was a confirmation screen before self destruct?Just so any else may be able to use this info... If you happen to have your mouse over on the left side of the screen, and have a sudden, unexpected, sneeze and accidentally click your mouse, you can commit suicide in the game. Just FYI.
There are two, in fact.... I thought there was a confirmation screen before self destruct?
Ok, so to paraphrase....
And as I discovered the hard way, selling stuff on a planet is unlikely to actually foster any economic activity because the prices are much worse than on trading posts.Also selling goods on a planet isnt a good idea, someone could come in and buy all of the energy. And take the planet with ease, because 2 of 4 defences are useless.
I mostly agree here, but with caveats:I saw that many of you are producing ore and goods on your planets.
I would not do that. Because ore byitself does not produce intrest. And you have to use turns to convert it to money, furthermore it does not have a fixed value.
i usually keep 0 on ore 10-11 on organics so the planet keeps colonists alive. 0 on ore. 5-90 on energy. (5 on a money producing planet 30-90 on bank planet) and 0 on figs and torps. I keep so much on energy so my beams and shields would be sustained.
I do not produce fighters and torpedoes because it takes 20000 colonists to build a fighter and 8000 colonists to produce a torpedoe. that 28000 colonists to produce 75 credits worth of defences, but if those colonists produced money they would make 373 credits. See where i am going?
Also selling goods on a planet isnt a good idea, someone could come in and buy all of the energy. And take the planet with ease, because 2 of 4 defences are useless.
Eh, don't take it too personally... he's going around scanning all my planets still too.And I keep seeing you scanning Ganymede. You may be able to take it, but it'll be a long and hard road.
Ya but he's come back to there LOTS more times than he's done the "once-over" of everything else. It is my "capital" world after all, so it's not like I'm surprised.Eh, don't take it too personally... he's going around scanning all my planets still too.
Yeah, once I got over 100 planets, that got really tedious, really fast.These only occur with planets over 90,000,000 population. You can populate new planets with excess people, or drop them off at special sector ports.
I mostly agree here, but with caveats:
So ya.
- Producing only energy can leave your planet undefended because of random "energy storms" which will drain 100% of the energy from your planet. Random events suck, and DO happen. You lose 20% of your colonists (on one planet) but 100% of energy. Big difference there. If it was 20% energy per random event, I'd agree with you, but because it's 100%, it can leave you vulnerable at the wrong time.
- If you make the credits, you then need to buy the fighters and manage each planet individually. Yes it's slightly less efficient, but makes defending a large empire easier. So up to you.
- I agree that putting your planet to "sell" is idiotic because they will buy/drain all your energy and then attack. But you get a better ratio on efficiency of currency by making goods. If there's a port in your sector to sell to, you can even automate the selling via the trade route interface. EASY to get your money then, even counting potential interest. But you can only do this with 1 (maybe 2) planets per sector with a port, since you max out the port easily.
- 10 is all you need for organics. It's the EXACT amount to never have starvation, but never have excess either.
And I keep seeing you scanning Ganymede. You may be able to take it, but it'll be a long and hard road.
He tells me there's a way to actually get the money. Apparently it has to do with the level difference between you and the target planet. If you outlevel the planet too much, you get nothing. But he's put it to work, as his meteoric rise to 1st came from taking Lerxt's bank planet with the reward intact.There's actually a 10M limit on the number of credits you can take when you take a planet, making it nearly-never worth it to take a planet. You're doing scorched earth, not doing it to get resources like in Tradewars.
Weird. It's in the settings menu as planet max... didn't know it had anything to do with ranks vs one another.He tells me there's a way to actually get the money. Apparently it has to do with the level difference between you and the target planet. If you outlevel the planet too much, you get nothing. But he's put it to work, as his meteoric rise to 1st came from taking Lerxt's bank planet with the reward intact.
Looking around in other BNT forums, seems there's also a time limit.. if you don't capture within seconds of taking the planet, you might also lose it.Weird. It's in the settings menu as planet max... didn't know it had anything to do with ranks vs one another.
Shit, you were way more efficient than me when the only thing I had was hull and cash.You bought computer and torpedoe launchers right?
But do you like the new map and trading stuff? Let me know how well I did the maps.
I tried to attack the same planet again but forgot to buy an escape pod. I ded. Like so ded. Like oh em gee ded.Gas rejoin the game and I'll send you max credits. I know where assassins home is but its well defended and I could use help.