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Topics - Zarchne

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General Starfleet Discussion / Wiki work
« on: September 03, 2014, 05:28:35 AM »
AKA “Wiki confessions”: I have this idea that if I plan to post here when I make an edit to the wiki (exposing the edit to ridicule constructive criticism) I will feel freer to make more edits, albeit less “perfect” ones.

Feature Suggestions / Debris Field on Fleet screen
« on: September 02, 2014, 05:29:05 PM »
On the Fleet page, missions of type Harvest show a Destination like “Debris Field [x:xxx:xx]”.  I suggest that the size of the debris field (Ore and Crystal) also be listed in the destination, and perhaps the Origin of a returning harvest.

This is similar to the way an NPC type name will disappear from the Destination field when the NPC despawns.

General Starfleet Discussion / Probe Interception DSP
« on: August 25, 2014, 06:28:23 PM »
Somehow I got the impression (like I remember Matt H posting this, from around the time Conquest came out, but I can't find the post now) that probe interception (aka counterespionage), not being combat, does not produce DSP (to the one being probed, of course).  Maybe it was just that it doesn't produce victory points in a war?  Now I'm being told that it does provide DSP (in SFCE and other universes).  Does it?  Has it always, in all universes?

Feature Suggestions / Eradeon score
« on: August 23, 2014, 07:16:49 PM »
It would be kind of nice if the Leaderboard tracked Eradeon acquired (or possibly spent).  I am not suggesting that it be included in the Overall score, but just in parallel like Achievement points.

General Starfleet Discussion / Starfleet Commander Eradeon
« on: August 19, 2014, 07:36:12 PM »
Couple of issues:  one, NPCs seem to be popping in and out of existence.

Two, the universe forum here doesn't exist yet.

Okay, that's a twist.  Almost no resources (except by mining), but individual ship types can be extremely buff.

"Only the ships in original."  So that includes Zags and Carms?

Conquest Universe / batching
« on: March 07, 2014, 11:06:55 PM »
Two topics here... I was wondering why they switched to five minute batching.  Suspect it has to do with the numbers of ships (or certainly what they cost) getting close to exceeding the size integer the database is able to deal with (not sure exact problem, other than presumably getting a different number of ships out than what was queued).  If so, it's a very temporary fix...

Anyway, wanted to see what the leaderboard said for top fleet sizes (which indeed go to 15 figures, which means that, regardless of the situation with batching, it will presumably soon be the case that fleet points will be slightly off from the total number of ships, and Overall Points will be slightly different than the sums of the other categories, unless there is some other fix in the works ((64-bit) integers?  128-bit integers? APM?))... And I notice that the Soloist is no longer at the top... or near the top... or anywhere in the top several hundred... which seems extremely unlikely... even if he lost all his ships and abandoned all his planets he should still be ranked in the top few hundred on DSP alone.

Hired Guns Universe / Resource Dens
« on: January 21, 2014, 07:07:17 AM »
I have a question for the developers about Resource Dens, which is this:  Whose birthday is 2/29/84?

Off-Topic / Unicode 6.3 test
« on: December 19, 2013, 04:23:17 AM »
Can anybody see these?  They didn't work in the game for me, although the Unicode 6.0 ones (like ☹☺☻) do.
😀   😁   😂   😃   😄   😅   😆   😇   😈   😉   😊   😋   😌   😍   😎   😏
😐   😑   😒   😓   😔   😕   😖   😗   😘   😙   😚   😛   😜   😝   😞   😟

Thanks for the heads up.

Feature Suggestions / Always sort HG territories with their planets
« on: December 13, 2013, 03:08:11 AM »
On the Hired Guns fleet page and elsewhere (all planets overview), always sort the territory associated with a planet immediately after that planet, regardless of user-selected sort order.  This has been requested for moons in other universes and been ignored, but the workarounds that exist in other universes (sort by Position in Universe or sort Alphabetically and rename moons to create desired order) do not work in Hired Guns.  Nevertheless, once the code is written for Hired Guns, it would probably be appreciated in the other universes as well.

Hired Guns Universe / FAQs
« on: December 11, 2013, 07:33:24 PM »
1. How do I build mine droids?

On the Advanced Factory territory.

2. Are the ship research requirements for real?

Mostly.  There were some bugs initially, but now, yes.

3. How do I build a Hephaestus?

On the Alien Space Dock territory.

4. Okay, then, how do I find and acquire a territory?

Matt H's Open Parser (not supported by BFG) now has a territory search function. If you find one you want still owned by “Hostile force #0” when you look at it in the game, then just attacking with a probe will take it over.  Otherwise you will have to do espionage to see what's there. (Or pick another one.)

5. What are the stats for the new ships?  The wiki is unhelpful.

They were announced here:
But note that some of the Rapid Fire info is wrong.

I am (or we are, shout out to Unownreality) working on it.  BTW, BFG has offered game credits to compensate those who help with the wiki.  To get an account on the wiki, file a support request in the game.

6. What is Eradeon?

You get it from/for plundering NPCs and spend it in the shipyard to improve your ships.

7. Is there a battlecalc?

Yes, Battle Mentat now works well for Hired Guns.  And FatBuddha's kid likes to eat raspberries.

8. Where is Warp Gate?

There are no Warp Gates in this universe.

9. Seriously?  But the game says...

Yes.  No Oracles, either.  There may be some places which imply the existence of moon buildings (Operations Specialist description, Tech screen Full Index) but there are no moons and no moon-specific buildings in Hired Guns.  (Space Dock, which has the same function and cost as Lunar Dock can be built on.... Alien Space Dock.)

10. Where is ARCNet?

It can be researched on the Alien Experiment territory.

11. Where is Foundry?

On the Labor territory.  Note that Foundry only speeds up building buildings.  To speed up ship building, you need the Construction building, which fortunately has lower research requirements... but a higher first level build cost.  See also question 15.

12. I built some buildings on a territory, then lost the territory, then retook it from another planet, and my buildings were gone.  Why?

Territory buildings are more associated with the planet to which the territory is linked than the territory itself.  Each planet has its own set of territory buildings.

13. Where is the guide for newbies?  What do I do first?

I guess you're looking at it.

Resource Vault comes highly recommended.

If you're new to SFC, Bravicus' Guide to SFC is a classic introduction.  However, it doesn't take NPCs into account nor the new ships.

14. Now I have a whole bunch of territories and trouble keeping track which one goes with which planet on the fleet page.  Can we sort the territories with the associated planets?

Don't hold your breath.  You can add your tale of woe to the feature request, but a Post-it™ note is probably your best bet for the foreseeable future.

15. Building “human” ships on a planet can be sped up by holding a Labor territory with the Construction building. Is there a way, or will there be a way, to speed up the building of alien ships (on Alien Space Dock) beyond what can be done with the Shipyard?


Bug Reports / Hired Guns encounter espionage
« on: December 05, 2013, 09:04:23 PM »
From the espionage report of a Seeker Abandoned Warship I see the line with links:

ENCOUNTER_ Attack | Espionage | Harvest

But if I click on Espionage and select two probes, I get an error message: This action may not be performed on encounters.

Conquest Universe / Encounters no longer newbie-protected
« on: November 25, 2013, 06:06:13 PM »
Everybody happy with this?

Feature Suggestions / More scalable Missile Silo
« on: September 24, 2013, 07:11:43 PM »
This is not the sort of thing I usually complain about, but I am thinking maybe Missile Silo should scale in a manner somewhat similar to warehouses.  The lack of scaling wasn't a big deal before Conquest, but the situation is now (especially since the soft cap on mines has been removed) that even a middle-ranked player (like myself) can have tens of millions of hydro (for top players, probably billions) wishing to use as IBMs and not be able to do so in practice due to the requirement of a page load for filling the silo (in seconds, or practically instantaneously with really high levels of Foundry) and launching over and over and over again.  On the other side, whether or not the target has ABMs becomes completely irrelevant as they are wiped out in the first few strikes out of dozens or hundreds.  ABMs are not a deterrent, and the cost only theoretically; the real deterrent is the sheer tedium.

I suggest the following formula be used: 2·⌈5·1.41n⌉, which looks like 2*(CEILING(5*1.41^N,1)) in a spreadsheet.  This generates the following numbers for the first ten levels:


These numbers are functionally equivalent to the current system for the first four levels (capacity 16 for level 1 is apparently different, but since ABMs cannot be built until level 2 there is no functional difference).  As 1.41 is just less than the square root of 2, at high levels the cost per silo more than doubles every two levels instead of doubling every level.

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