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Messages - Zylphyr

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Hired Guns Universe / Re: Bugs
« on: September 02, 2019, 02:22:17 PM »
For about the past 12 hours, I get an error when I try to access the Fleet page.  And my Home page does not have a recall button for my fleets, so once launched, my ships are committed...

We're sorry, but something went wrong.
We've been notified about this issue and we'll take a look at it shortly.

Return to the game

General Starfleet Discussion / Wiki for Hired Guns
« on: July 31, 2019, 02:28:39 PM »
The Wiki has a lot of mis-information for those who play Hired Guns, and missing even more.  So, figured I'd start a site with a very familiar layout/feel to help people who like the idea of a much more complicated game, but needing some sort of idea of how to play the game (or get started on the game).  It's admittedly a 'work in progress', but if you're wanting to try out Hired Guns again, it already has a plethora of information available, more than enough to get you started.  ;) 

It is undoubtedly the most difficult of all the universes to play, and really only for the better players, so this far more expansive tutorial will help you get started without you having to fudge around with the complexities.  :P

Hired Guns Universe / New WIKI for Hired Guns
« on: July 31, 2019, 02:09:44 PM »
Hey all, am an old player who has recently "returned".  When I last played, Extreme 2 had just come out, and never even heard of things like Eradeon, Territories, etc... so took an interest in this much newer version of the game.  It was not easy getting started... the wiki is so crazily off and lacking in info for this universe that it's no wonder there's fewer than a hundred players.  But, as I go through the learning process, I'm also recording my knowledge in an easier to navigate webpage of my own... it's still a work in progress, but I do strongly recommend it to anyone wanting to (re)join this universe. 

I still have to add some things like mapping out the Alien Space Dock, and the high importance of the Triton in this universe, but as I starting polishing it into perfection, thought I'd see if anyone wants some input into the site.  You'll love the highly recognizable layout, and easy of navigating.  ;) (it will thus surprise nobody that my moniker in the game is... Zylphyr)

Advise and comments are welcomed and appreciated.  :)

Bug Reports / 9223372036854775807 - Max Number of Defenses
« on: December 10, 2018, 09:39:35 AM »
People who spy on me get a more accurate accounting of my defenses than I see from my own Defense screen, since my screen has a cap of 9223372036854775807... adding more defenses doesn't change this number.  (Undoubtedly due to the 64bit cap:,223,372,036,854,775,807)  Could someone be so kind as to fix this please? 

Bug Reports / Re: Fleets hung up
« on: August 03, 2017, 09:01:59 AM »
Yep, seems like the hic-up was 10 hours ago, I show a harvest mission collecting 10 hours ago, return 7 hours ago (It's a 12 minute trip, just harvesting the debris field under my heph), and both are still hung up.  Same with building.  I "fixed" that by spending 0 Credits to finish the task, but that was also locked up.

Tried deploying some probes to the Heph in hopes of kick-starting the return, but they just hung as well.

Feature Suggestions / Abundance of Resources
« on: January 15, 2016, 08:48:14 AM »
Throughout SciFi Genre, one of the main reasons for the colonization of other planets is to 'mine' for resources, due to them draining planets dry of those resources.  Starfleet Commander has the purpose down, but not the cause...  People in the game build worlds, and these worlds are endless fountains of resources, making recolonization a moot point.

I propose the following...

First off, planets need a maximum -total- amount of resources.  Once that limit is reached, the world has dried up on that resource, and production drops to 0.  They can be pre-warned of this by having the production value dwindle bit by bit once they are within 10% of the maximum.  This can be a number decided by total field-size, or a static number.

The problem is that, it's annoying to start all over on a world...  So, the next step would be to build the Kronos World Ship!  A Gaia, just so much more...  When it lands, it insures that you start with at -least- 200 fields, and because you're dropping an industrial sized city on the world, your Capitol is already 10, and you have a level 1 Foundry.  I can hold 5 million in starting resources (enough to get Foundry to level 2 right away if you want).

The cost would be phenomenal of course, not only the cost of a level 10 Capitol and level 1 Foundry (1,500,000 Ore, 600,000 Crystal, 300,000 Hydrogen), but the cost to move the 5 million (another 1,000,000 Ore, 1,000,000 Crystal) and the ship itself making the cost a minimum of 3,000,000 Ore, 3,000,000 Crystal and 1,000,000 Hydrogen.  And people will likely need to build multiples of these to insure they get 300+ fields on a planet...

And the option to not re-colonize remains there, and a strong option since your ARC-Net will suffer if you go killing off a colony to rebuild.  This results in a bigger dependency on raiding, for those that prefer raiding, and colonizing for those that are really more turtle than raider types.

Battle Reports / Re: Biggest Solo Hit
« on: June 09, 2010, 11:17:08 AM »
Well, can't say I ever had a fleet-wiped, don't even recall being attacked but once.  But I started in galaxy 52 about 4 months after the game started, and the galaxy we're in now, that area anyhows, was safe enough to progress in unimpeded.  At least, til now.  :P

Anyhows, my apologies Xela for just being plain mean.  It's bad form, and I shouldn't be like that.

General Starfleet Discussion / Re: Spreadsheet I use a lot.
« on: April 02, 2010, 11:58:54 AM »
I noticed people started downloading this a bit more, except... it was broken because GoogleDocs doesn't like LOOKUP's in Excels for some reason.

I've made it downloadable now, just save it to your PC and open.  It will calculate how much of each resource a planet generates, based on temperature of the planet, number of workers/droids/androids, Geoligist/Engineer, etc, how many solar arrays you need, or how many solar arrays + Helios you need.  Even better, it's not a graph.  Fill in the numbers, and the data autopopulates for you.  

Future version will allow you to do up to 9 planets at a time, different temperatures, total hourly/daily generations, and any other requests that you might have.  Also working on a setup to pre-calc how much hydro/time you need to travel anywhere at whatever speed you choose based on your tech levels, your ships, distance, and speed.  Basically... everything that BattleCalc doesn't calculate for you, I'm hoping this excel will.  ;)

General Starfleet Discussion / Re: Credits
« on: March 24, 2010, 09:58:47 PM »
I keep an Engineer, Geologist, Spymaster, and Scientist on hand at all times.  I don't have any Androids though.... Hmmmmm


Increase the speed of anything your Capitol increases the speed of (Ie: Buildings)

General Starfleet Discussion / Re: Spreadsheet I use a lot.
« on: March 24, 2010, 12:28:54 PM »

I went to abandon a brand new colony with 41 fields, and somehow, ended up abandoning my Homeworld with 50 Proms in queue, 50 proms in orbit, ton of other ships, 21/21/21 in mines, A.I. 12 in progress, couple mil in resources, 42 crew droids, etc, etc, etc....  Dropped from rank 150 to below 500.... haven't recovered yet, and that was like 3 weeks ago.

It don't get no dumber than that.....

General Starfleet Discussion / Re: Lost Fleets, Resources, and Slots
« on: March 02, 2010, 07:41:59 AM »
Quote from: "Matt"
We are fixing this bug. We've got some code in production now to help us track it down. Unfortunately it's a very hard one to find. Also unfortunately, the particulars of this bug appear to make it impossible for us to track down resources lost, though we're working on that too.

We close the ticket because we know about the bug and are doing all we can on it. We don't want our support queuing system to be gummed up with tons of tickets that we are already working on. It's not closed because we're ignoring you. We will fix this bug as soon as we can, and fix your specific instance programatically if possible.

The ticket isn't just for the techies.  It's for the person having the problem.  If you're closing down tickets, how do you send a message out to everyone that's having the problem to inform them when it's fixed?  If you find a way to identify the resources lost, how do you recoup people who lost resources, and that you can verify the loss from?  If the ticket system isn't the way you handle that, then including a message to the person that their name and tracking number has been stored in your database for future reference (don't have to actually imply the potential of compensation) is important to include in the message.

The matter is being handled exactly as you'd expect an IT person to handle it.  You should have someone a bit more into customer-service handling the message, and if needed, tracking that additional information (even if it's just in an excel sheet).

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