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Topics - Pantin

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1
Nova Universe / Who Has The Highest - Nova (updated)
« on: October 31, 2016, 05:38:46 AM »
(Copied from Monkey's EX2 thread)

If you have the highest level of a building or tech, post it here (or if you know someone who has the highest something, tell them to post it here):

I am rebooting war Ogre's thread because he's been MIA for a logn while. Just post your current levels and I'll update this initial post accordingly.

Rules: (please read)
Only submit finished levels - please only submit on behalf of yourself


Without further ado, here we go:
Buildings:   
Ore Mine:  -
Crystal Mine:    -
Hydrogen Synthesizer:  90 - Damn Haggis
Solar Array:  45 -
Nuclear Power Plant:  19
Shipyard: 55 - Bob
Capitol: 55 - Bob
Research Lab: 57 - Bob
Effective Lab Levels : 497 - Bob
Missile Level 22 - Firefox
Factory:  14-
Ore Warehouse:
Crystal Warehouse:  53 - Cadinsoor
Hydrogen Storage:  68 - Bob
Foundry:  52 - Bob
Resource Den:  12 -
   
Moon Buildings:   
Shipyard:   8-
Capitol:   19 - Bob
Lunar Base: 14 - Damn Haggis
Oracle:  12 - :D');
Warp Gate:   5 - Bob/predator
Lunar Dock:   3 - Damn Haggis
   
   
Techs:   
Laser Tech:  20 - Damn Haggis
Armor Tech:   22 - Bob
Weapons Tech:   23- Damn Haggis
Shield Tech:   23 - Cadinsoor
Particle Tech:  18 - Damn Haggis
Jet Drive:   24 - Bob
A.I. Tech:   22- Bob
Energy Tech:  19 -
Espionage Tech: 19 - Here Comes Trouble
Pulse Drive:   19 - Bob
Plasma Tech:   16 - Damn Haggis
FTL Tech:   16 - Damn Haggis
Expedition Tech:   15 - Damn Haggis
Warp Drive:   18- Bob
ARC Network:  10 - Damn Haggis

2
Feature Suggestions / Change to eradeon upgrades
« on: April 30, 2015, 09:08:28 PM »
I've recently been playign Hired guns to see what the most different uni of all looked like and to familiarize myself with eradeon boosts. I would like if possible SFCE and SFCE2 players to weigh in on this considerign they probably have less eradeon on hand than in Hired guns, but at least in HG the amount of eradeon gained compared to the amoutn of eradeon you can actually spend on boosts isn't properly weighed in my opinion.

I'm aware some could see this as an equivalent to techs reaching a virtual wall over time except in HG that wall has been reached in mere months. Also, eradeon is obtained on NPCs and was intended to incite players to be active and hit NPCs, but as I jsut mentioned this isn't the case anymore seeing Eradeon availability compared to time spent to spend it in upgrades is disproportionate.

Example. I have 134,944,751,430 Eradeon at hand in HG but my current upgrade cost me 91,750,400 Eradeon to start and will take 819:11:59 hours (34 days). At that rythm I could hit no NPCs for the next few years adn still would have leftover Eradeon.

Here are some suggestions to partially fix this which, hopefully, wouldn't take THAT much coding to implement.

1. Allow ALL shipyards to start different eradeon upgrades.Assuming an 8 planet set-up that would make E upgrades 8 times as fast which wouldn't fix the problem realyl but would still be a bit more fun. It would also incite players to spend res building up shipyards on all planets which makes the builder in me happy.

2. Change the upgrade build time to take into accounts workers inside the shipyard (capped at 75% liek everything else). Credit wise this would encourage players to spend credits to buy 4% workers to put in their shipyards. This fix could be beneficial to both BFG and the player base, and speed boosts would range (realistically) anywhere between 15 and 60% (a 75% boost would require a super high SY filled with 4% workers which is out fo reach of most of the HG player base, and certainly from the E and E2 crowds). This would also be a temporary fix though.

3. Combine #1 and #2.

4. Make Eradeon research time subject to Foundry levels. It would fix in HG the Eradeon plunder to use ratio for basically forever (I think) but it could also get out of hand. I haven't thought this through much so I really don't know. I also don't see what the upside is for BFG either, credit wise.


Thoughts?






3
Hired Guns Universe / Missions
« on: October 16, 2014, 04:23:19 PM »
newlys tarted to HG, I looked at the Wiki to see fi there were any good missions. Found some I wanted to run but after weeks of unlocking the techs to build the ships (athenas and hercs0 I discovered that the actual mission was completely differnet from the Wiki entry. Does anyone have any correct values for missions in HG?

Example (from Wiki):
 Hired Guns Missions
Name                     Ore    Crystal  Hydrogen Time (Sec)    Requires Ships                                Crew Points
Raid a Urcath Base 351280    200540    55000    3250       30x athena 20x hercules 10x carmanor    60

3250 seconds is under an hour...

Whereas in the actual game the mission takes :
Time:
18:03:20
!!!

http://awesomescreenshot.com/0ed3o8q76c

4
Feature Suggestions / is fixing empusas doable?
« on: June 16, 2014, 08:51:15 PM »
If anyone is even remotely interested I'd like to open up a brainstorm about how to fix empusas. I play in Nova and they're utterly useless. I remember one hit from a guy named xxapuxx years ago and he did it partly for the lol factor and partly because he was a terrible player who failed to realize how awful they were investment wise.

BFG is very unlikely to implement any sort of fix on broken older uni ships so keep in mind anything you want to suggest has to be SIMPLE. Don't come up with a new game mechanic because it'll be just a waste of time.

Design "problems"
1. They die in the first round.
2. They have an abnormally high H cost (500ore, 7500 hydro) meaning they contribute almost nothing to DF.
3. They don't contribute anything to defence.


All three points are great flavor wise. They are a total kamikaze ships, however much you build of them you'll only get to use once and never "see" again (DF wise). However as they stand, the empusa's game values make it worthless for anyone looking to actually using it and who's remotely interesting in building a semi-useful fleet.

Considering shields/hull are worthless if we want to keep its falvor, the "fix should come from one of these avenues:
1. Reducing/modifying the build cost
2. Increasing the base weapons damage
3. Adding RF on some ships
4. Adding multiple hits per round (like moros/erebus)


I'll start by saying #4 seems bad to me as flavor wise it's entering into another ship's design. And so does #2, increasing base dam would make a small amount of empusas very dangerous for heph hunters. As it stands now, you need about five more weapons tech levels than your target's shields to use empusas to go through a heph with a handful of empusas (the tech difference is to put them past the ineffectiveness rule (http://wiki.playstarfleet.com/index.php/Combat#Ineffectiveness_Rule)


So if anyone's interested in brainstorming (mostly for fun), what would #1 and #3 look like for you to be willing to build one shot irrecuperable ships? If you were to add RF would it be on all ships, on smaller ones, on bigger capitol ships?

5
I don't normally post BRs and I had to ask for Bob's ships on this but he's a helpful fellow when you stroke his ego the right way.

Context is this:

3 years playing, my pvp strategy is more than fine. Unless you care to test the mantle. That is if you are in Nova...
I don't play with children, I'm done with you. Enjoy having the 'last word(s)' that your type are notoriously known for.... I wont be responding back to you.

So as a guy who likes challenges and who on occasion likes to get the last word in, I decided to take up his offer. DeathTaker is JaeBrawler's Nova account (according to his posts' signature). Bob get teh DSP, I get the RSP profit, and Jae gets a lesson that if you have the mouth you'd better have the skills. Everyone is happy, sort of. :)


11:06:00 AM] Bob:    Battle Report for o_O [4:434:6]  43 minutes ago
To: Bob
Date: 2014-06-04 14:13:54 UTC
In the attack from 4th #3, home delivery ‎‎[4:414:4m] on o_O ‎‎[4:434:6]:

The attacking side acquired 9,663,197,019 ore, 8,319,479,804 crystal, and 1,004,912,486 hydrogen.

Bob (ATTACKER) lost 0 RSP and gained 12,090,397 DSP. (less)

  * Contributed 265,000,000 RSP to the battle.

  * Lost 0 ore, 0 crystal, and 0 hydrogen in damages.

  * Acquired 9,663,197,019 ore, 8,319,479,804 crystal, and 1,004,912,486 hydrogen in plunder.


  * Lost 0 of 100000 Thanatos Class Destroyers (100000 remain).
       


DeathTaker (DEFENDER) lost 24,180,794 RSP and gained 0 DSP. (less)

  * Contributed 24,180,794 RSP to the battle.

  * Lost 14,865,701,000 ore, 8,129,394,500 crystal, and 1,185,699,500 hydrogen in damages.


  * Lost    3605 of    3605 Hermes Class Probes               (0 remain).
  * Lost 1351397 of 1351397 Artemis Class Fighters            (0 remain).
  * Lost   79341 of   79341 Atlas Class Cargos                (0 remain).
  * Lost       6 of       6 Empusa Class Fighters             (0 remain).
  * Lost       2 of       2 Apollo Class Fighters             (0 remain).
  * Lost     603 of     603 Zagreus Class Recyclers           (0 remain).
  * Lost       1 of       1 Charon Class Transports           (0 remain).
  * Lost    2500 of    2500 Hercules Class Cargos             (0 remain).
  * Lost   16837 of   16837 Dionysus Class Recyclers          (0 remain).
  * Lost       2 of       2 Poseidon Class Cruisers           (0 remain).
  * Lost   59418 of   59418 Carmanor Class Cargos             (0 remain).
  * Lost       1 of       1 Pallas Class Bombers              (0 remain).
  * Lost  122253 of  122253 Athena Class Battleships          (0 remain).
  * Lost   23000 of   23000 Hades Class Battleships           (0 remain).
  * Lost       1 of       1 Ares Class Bombers                (0 remain).
  * Lost   53090 of   53090 Prometheus Class Destroyers       (0 remain).
  * Lost       1 of       1 Hephaestus Class Attack Platforms (0 remain).
       
4,459,710,300 ore and 2,438,827,350 crystal are now floating at this location.

[11:06:52 AM] Bob:    Report: Harvest Resources 4:434:6  32 minutes ago
To: Bob
Date: 2014-06-04 14:25:21 UTC
Ore: 3,561,172,650, Crystal: 2,438,827,350


 8)

6
Feature Suggestions / Improved "Complete now" feature
« on: March 26, 2014, 10:02:02 PM »
I'll start by saying the "complete now" feature is pretty damn cool and a great addition from BFG.

Iw as playing another game and they have the equivalent, except at different levels of improvements, which I thought was pretty cool. Like:
Lvl 1 : complete now within 5 mins or less
Lvl 2: complete now within 15 mins
Lvl 3: etc...

So that's my suggestion, I'm not suggesting any sort of time #s for the different levels, as I don't know how many credits BFG gets from the early completionist purchasers out there.

I was thinking it could either be a credit option (unlock 15 min finishes for 20k credits), or even a tech upgrade, which would be uber cool (imo) !!! Research Laser tech (or anything else) and each level gives you say incremental completion time bonuses (5 mins, 10 mins, 20 mins, 40 mins), or constant bonuses (5, 10, 15, 20 25, 30,...)

Good idea? Bad idea? Meh idea ?


7
Nova Universe / Ode to Bravicus: Removing the mining soft cap?
« on: December 27, 2013, 04:55:37 PM »
Just thought I'd throw it out there. Mine cap was originally intended to keep the playing field more even, but with scaling NPCs, this game feature makes no sense anymore.

Conquest got the mine cap removed, I think it would be good for Nova to get the same beneficial treatment.

My 2 cents. :)


8
Tournament Universe / Free at last!!!
« on: September 13, 2013, 07:51:19 PM »
WOOT! Tourny over.

Now I remember why I hate playing two unis at once. Still, thanks to BFG for trying out  a retro-type uni like many people asked, I for one liked being reacquainted with mining.

I'll claim #1 credit free overall and RSP rank! claim to fame! :)



9
General Starfleet Discussion / P mode and GDs
« on: August 27, 2013, 01:08:42 AM »
Hey all,

Just a quick msg to tell you that after someone on the boards stated that GDs would not stick on people under P mode, I decided to test it with the help of Mama in the tournament.

He's 100% right, ships just turn around and head home without sticking to yout buddy.

I don't know how readily available this information is so I thought I'd share it with all. I can see how a well placed GD for a win could turn in a frustrating epic fail in this situation for people unawares of how the game treats GDs.

10
General Starfleet Discussion / Modified NPC script
« on: July 21, 2013, 06:57:08 AM »
Hi all,

I asked Fatbuddha to tweak Matt H's NPC script for me. He did it, it's great, I'm sharing it with all with a short technical explanation on how to tweak it to your needs.

First of all, here it is: http://battlementat.com/npcs.user.js

Second of all, I personally won't be answering any PIBCAK queries because I'm not a nice enough dude for that. I will however try to explain in this post, to the best of my abilities, how to tweak the script.


Okay as a resume of the why of this and what does it do, it all comes from the latest NPC change where all NPCs are hittable to everyone. For the developed players in all unis, this means we're caught with a shitton of "white noise", a huge bunch of worthless green NPCs we waste time probing for whatnot. For me, the problem with Matt's script that highlighted only NPCs according to their names is that it still gave a ton of worthless results, of NPCs with LFCs with 2k or less dios that were highlighted red.

FB fixed that for me, the new script now puts a red "banner" on the NPCs' color codings used for their names. Why we see some green, some white, some red. There's actually many shades of useless greens (useless because they're kinda indistinguishable one from the other), so the script can be coded relatively precisely for your needs.

FB didn't make it user friendly though, because he did it just for me. I'm offering it to others because I know some of you, like Monkey, will like it as much as I do. So the slight problem is that when you download it, it's tweaked for my needs, you need to manually change it. Here's how:


Step 1

Download the damn script. I'm reposting it so you lazy people don't have to scroll up.
http://battlementat.com/npcs.user.js


Step 2

You need to find the color coding that corresponds to the lowest threshold of NPCs you want to be highlighted. Probe the shit out of NPCs and find one that correspond to the lowest acceptable level. That part happens in game...

Step 2.1

You need to find what color is that NPC you found. In the Galaxy screen, you need to inspect the text.
If you have Firefox, Go to Tools>Web developer (?)> Inspector(?)
If you did it right, a weird programmer like shit has appeared at the bottom of your webpage. Do not panic.
If you did it wrong, something else happened. Panic.

If you move your cursor around you'll see you can select shit. Select this shit: the name of the NPC's species you found (krug, urcath, seeker). If you select the NPC's name level, like "large enemy fleet", you're doing it wrong and I have given up on you.

If you did it right, the ugly programmer white stuff on the bottom should show a line that has this sort of information
<td class="player" style="color: #fffefe"> </td>
This juicy bit in bold is what you're looking for. It's your magical color number. If it has letters instead of numbers, do not panic. It's programmer sp33ch; it doesn't make sense.

If you are running Google Chrome, the pathway to be able to see that color code is this: Tools> developer tools> click on the lens thingie at the bottom left, that says "select an element in the page to inspect it" when you hover your mouse over it.

The remaining steps are the same as Firefox.

If you're using other browsers, then figure it out on your own.


Step 3

Go to this website designed for all things coloured that Google sent me to:
http://www.colorhexa.com/

In the search engine of that page, enter the magical number you found earlier. When you get to the color page info, check that line of information: " RGB Decimal 17, 255, 18" The first # value is the red value of your magical NPC threshold limit; that's what Fatbuddha's scripts uses. Note that value. It is your actual real magical number, I was kidding about the previous one.


Step 4: finally tweaking the script so it becomes your own personal slave


If you're using Firefox with Greasemonkey, go ahead and install the script normally. Then hit Tools> Greasemonkey> Manage user scripts

Find the script, it's called "NPC highligher V1.0" (yes, there is a typo). Click Options on it, then "Modify this user script".

Find these lines //Minimum level of the red component of npc player names to highlight
var minimum_red = 15;

That number, 15, is the one you need to erase and replace with the one you found for yourself.

Next, click close, you'll be asked if you want to save the changes, say yes.

If you're using Google Chrome, then likely these jerks are making you download the script elsewhere and drag it into the extensions page to activate it. If you don't know what I'm talking about, it has been discussed on another thread somewhere. Anyway. before you drag the downloaded script to install it in Chrome, find where it was saved and open it. It'll open with Notepad or something. Just do the same thing as for Firefox, look for that line I mentioned previously and input your magical number.

If you're using other browsers, then figure it out on your own.


Step 5:

Go forth and rape farm NPCs to your heart's content. 


If you have questions, there's a statistical possibility I will answer, I just wouldn't count on it if I were you.

On the other hand, if I funed up my explanation somewhere, I will correct it.

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