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Messages - XenaHG

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1
Hired Guns Universe / Re: FAQs
« on: August 22, 2015, 04:48:46 PM »
You move terri with planet like you move a moon with planet in other uni's

2
Is it possible to make the slots showing ship and resources numbers in full now that we are going into the Quadrillions? It is really irritating sending your cursor up and down the numbers to see what's in the slot!

3
Hired Guns Universe / Re: NPC defences
« on: May 27, 2015, 04:54:31 PM »
Another NPC issue I have asked many people about. Why ever do you bother giving us Abandoned Seeker NPC's at all??? They are NEVER profitable, maybe with a huge Zeus fleet, which we can barely build here since they are built on an ASD and not the planets

4
Hired Guns Universe / Re: NPC defences
« on: May 27, 2015, 04:51:03 PM »
I agree, these last couple of days the defenses and Zeus on NPC's have been ott. NPC's I could defeat before I can barely damage now (according to the shade of white/pink)!! Even Mentat is struggling giving a correct outcome. Any specific reason for killing the game for us?????

5
Hired Guns Universe / Re: Suggestions for Hired Guns
« on: April 25, 2014, 09:13:43 PM »
What about letting the Heph resume, lol. I am forever busy building up SY levels on a Dock just to build one in the lifetime of the Dock

6
Hired Guns Universe / Messed up attacks
« on: February 19, 2014, 04:10:39 PM »
Twice today I launched an attack on a player, even slow probed to be safe. Attack hit and then fleet, recyclers and screen just hung up and no battle report, no result except 10 messages on Home screen saying I attacked and what res I got, was awarded the Paragon badge over and over. Sent messages to BFG who has yet to reply hours after the incident. The only way I could get my missing fleet back, was to recall, more than 30 minutes after attack hit. Fleet was back but empty handed. I probed again after 30 minutes and sent a second attack, same thing happened, screen and fleet hung up and no battle report or result, recalled again and got ziltch.
Wasted my time and hydro and stonewalled by BFG. They robbed me of my rightful dsp and res, twice

No wonder the game is running empty, I get more white screens now after the downtime than ever before.

So what are you doing about this BFG?????????

7
Hired Guns Universe / Re: Atlas speeds
« on: January 20, 2014, 09:48:05 PM »
Sorry but that's a lame explanation, what other ships have been affected?

8
Hired Guns Universe / Re: construction
« on: December 23, 2013, 09:34:14 PM »
yeah it's a bit of a bummer that the Construction cannot at all help to speed up the Alien ship building as it cannot be connected to the Dock

9
Hired Guns Universe / Re: Battlementat question
« on: December 23, 2013, 07:51:12 PM »
It is indeed a pleasure having someone so on the scene and tracking our problems and adjusting Mentat. I still see though that it does not adjust my own Eradeon levels to reduce the number of cargo and recyclers I use?? I still have to do my own calculation on how many to send. I have version 4.14

10
Hired Guns Universe / Re: Game Bugs
« on: December 23, 2013, 08:15:51 AM »
Zark I see what you mean about confusing the Eradeon levels with number of defenses. Well spotted and I will make sure in future to toggle first :)

11
Hired Guns Universe / Re: Game Bugs
« on: December 22, 2013, 08:47:10 PM »
Has the Scripts been updated to handle the esp reports in this game? Why I ask this, is look at the discrepancy between the 2 reports of the same target for the defenses! If it was the alien tech not showing I would understand, but these are the bog standard defenses we've been used to. I apologise for the long post, but you must see both the scripted and original to appreciate this

To: Xena
Date: 2013-12-22 20:10:24 UTC

RESOURCES:
* ore: 0 (~3,442/hr) (1,400,000) (~0:00:00)
* crystal: 0 (~1,935/hr) (600,000) (~0:00:00)
* hydrogen: 0 (~734/hr) (600,000)
================================
Total plunder: 0 (0 carm / 0 herc / 0 atlas)
DSP: 579 (9 Dios / 36 Zags)

SHIPS:
* Hermes Class Probe: 4
* Artemis Class Fighter: 28
* Atlas Class Cargo: 29
* Apollo Class Fighter: 40
* Charon Class Transport: 3

DEFENSES: (4 nukes needed)
* Missile Battery: 5
* Laser Cannon: 6
* Space Mine: 22
* Pulse Cannon: 4
* Particle Cannon: 3
* Decoy: 2
* Anti-Ballistic Missile: 2

TECHS: (Espi 5, AI 8, Jet 7, Pulse 4, Warp 2)
* Armor Tech: 6
* Weapons Tech: 7
* Shield Tech: 6

The chance of your probes being intercepted is 9%

Toggle original report | Attack | Espionage | Harvest | Delete | Battlecalc

planet  has:

RESOURCES:
* ore: 0
* crystal: 0
* hydrogen: 0

SHIPS:
* Hermes Class Probe: 4
* Artemis Class Fighter: 28
* Atlas Class Cargo: 29
* Apollo Class Fighter: 40
* Charon Class Transport: 3

ERADEON_LEVELS:
* Artemis Class Fighter: 5
* Laser Cannon: 6
* Particle Cannon: 3
* Atlas Class Cargo: 5
* Gaia Class Colony Ship: 1
* Pulse Cannon: 4
* Anti-Ballistic Missile: 2
* Missile Battery: 5
* Decoy: 2
* Zagreus Class Recycler: 4
* Apollo Class Fighter: 4

DEFENSES:
* Missile Battery: 493
* Laser Cannon: 96
* Space Mine: 22
* Pulse Cannon: 110
* Particle Cannon: 78
* Anti-Ballistic Missile: 15
* Decoy: 1

BUILDINGS:
* Shipyard: 9
* Capitol: 9
* Research Lab: 7
* Missile Silo: 4
* Factory: 9
* Ore Warehouse: 7
* Crystal Warehouse: 5
* Hydrogen Storage: 5
* Resource Den: 7

MINES:
* Ore Mine: 18
* Crystal Mine: 17
* Hydrogen Synthesizer: 13

TECHS:
* Laser Tech: 10
* Armor Tech: 6
* Weapons Tech: 7
* Shield Tech: 6
* Particle Tech: 6
* Krug Weapon Tech: 1
* Jet Drive: 7
* Krug Armor Tech: 2
* A.I. Tech: 8
* Energy Tech: 8
* Espionage Tech: 5
* Krug Shield Tech: 0
* Urcath Shield Tech: 0
* Urcath Weapon Tech: 1
* Urcath Armor Tech: 1
* Krug Quantum Drive: 2
* Seeker Shield Tech: 0
* Seeker Weapon Tech: 1
* Plasma Tech: 3
* Pulse Drive: 4
* FTL Tech: 3
* Seeker Armor Tech: 1
* Expedition Tech: 5
* Urcath Anti-Matter Drive: 1
* Warp Drive: 2
* Seeker Dark Energy Drive: 0
* Advanced Research Communication Network: 0

12
Hired Guns Universe / Re: Battlementat question
« on: December 14, 2013, 03:05:56 PM »
I would like the Alien ships to be added first,  it is tricky to calculate the outcome with ships not in the BM. Even while the Eradeon is not in BM yet, we should have a better outcome than the calculations indicate against NPC's, but we will need it against players asap

13
Hired Guns Universe / Re: Territory Q&A
« on: December 10, 2013, 11:17:56 AM »
what happens if your territory expires and you have ships on it? what happens if you dont have enough hydro to get them home? do you lose the ships?

I am sure you lose the ships but try send hydro with probes, it will take a while but better than nothing

14
Hired Guns Universe / Re: Territory Q&A
« on: December 10, 2013, 06:34:39 AM »
Trying to clear this up, so I need a PL 11 for a Foundry on the Labor Territory? What about the Cap level? Also 10 as in other unis? There are also Silo levels to build on the Labor Ter, what is this for then?

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