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Community => Other Games => Topic started by: Silverfire on July 20, 2011, 09:25:52 PM

Title: Dave's Galaxy
Post by: Silverfire on July 20, 2011, 09:25:52 PM
Okay, as an off-shoot to the discussions began in "Browser-Based Gaming" I've created an individual Dave's Galaxy thread.

Dave's Galaxy is an interesting little space game that requires very very little time each day to play. (Far less than BM in my experience so far.)

http://www.davesgalaxy.com/
 (http://www.davesgalaxy.com/)

At any rate, some of us from BM have all joined seemingly and I say we can either see about working together in some way (although due to initially beginning far from each other, it seems incredibly difficult) or at least keep in some communication. If you joined, go ahead and let us know here and put down your tag for that game. Any ideas and comments perfectly welcome.


BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Cadfan                           cadfan                         1931.8, 1839.9
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus                        1724.7 , 1654.7
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Gustav Kuriga           GundamMerc                   1833.8, 1873.1
Huntsmaster                   Agiri                          1823.2 ,  1868.5
Kai                                   Kai                            1660.3 , 1685.2
Lorduck                         Lorduck                       1693.3 , 1798.8
Morningstar               Morningstar                    1734.8, 1865.5
Nathan                          Klingzog                      1664.2 , 1677.4
psymann                       psymann                     1689.6, 1820.1
Sacha                            Amaury                       1535.2 , 1979.8
Silverfire                     KingDante                     1910.5 , 1811.0
Slapsticks                   Slapsticks                       1765.5, 1817.1
Squishymaster        Squishymaster                 1912.4 , 1801.4
Tom                              Balanuir                      1706.1  , 1678.1
Vellos                             Vellos                        1664.8 , 1709.3


(I'll edit top post every once in a while to include new names if ppl like that idea)
-----------

So, one thing I was thinking about is that if we find some sort of central area in between all of us, we could perhaps each send a colony ship there and build up some sort of alliance headquarters where we could build up a second base of operations to each fall back on if our main spots get attacked or whatever? With the way resources work it would essentially be like a 2nd spot in the game, but we could work together there.

Thoughts?
Title: Re: Dave's Galaxy
Post by: Adriddae on July 20, 2011, 09:43:50 PM
I'm vistuvis in the game.

What about finding a group of new player single planets together and sending conquering fleets to take them? It would save us the trouble of colonizing and waiting for the colonies to grow.  Building enough ships to take the planets would be a problem. I'd also rather take out players who seem inactive...
Title: Re: Dave's Galaxy
Post by: Silverfire on July 20, 2011, 09:51:01 PM
If you can find a location like that, it seems like a decent idea to me I guess. Only problem is that all the people around me are way built up already. I'm still sending off colony ships in every direction, and have yet to even have my first colony ship arrive at a planet.
Title: Re: Dave's Galaxy
Post by: Nathan on July 21, 2011, 02:06:01 AM
I figured I'd give this a go, see how the "many ways to play" thing works out. I've got 10 planets extremely close to me and seeing my nearest neighbour has only 3 planets next to him, I think I was a little lucky. I'm guessing this will make my home planet a bit easier to defend, but probably not a big advantage in the long run?

I'm not quite sure how to find you guys, I tried to find Dave (and therefore Dante) but I failed miserably and just got myself lost. I did, however, notice I was the only person with a bright pink empire so I'm probably easy to spot :)

My name on there is Klingzog.

EDIT:

Since Silverfire has stopped playing, I'll keep the player list updated:

BM Forum Name                    Dave's Galaxy Name                    Capital Planet Location                   
AdriddaeVistuvis1667.4, 1912.8
AdriddaeLargan1682.3, 1639.7
BardicNerdBardic Nerd1565.9, 1746.0
Cadfancadfan1931.8, 1839.9
ChénierXolotl1536.1,2009.5
DaycrynKazhaar1724.1, 1870.0
De-LegroMasdus1724.7, 1654.7
D'EsteFulco1751.0, 1716.9
egammaegamma1661.9, 1768.6
FleugsFleugs1810.3, 1735.2
fodderfodder1920.9, 1834.9
GalleNr_31994.3,1685.2
Gustav KurigaGundamMerc1833.8, 1873.1
Gustav KurigaKomurov1790.2, 2067.5
HuntsmasterAgiri1823.2,  1868.5
KaiKai1660.3, 1685.2
LilwolfLilwolf1709.6, 1564.4
LorduckLorduck1693.3, 1798.8
Morningstar Morningstar 1734.8, 1865.5
NathanKlingzog1664.2, 1677.4
psymannpsymann1689.6, 1820.1
RamielLucas Avis1780.2,2039.2
SachaAmaury1535.2, 1979.8
Sargon_TianKagurati1863.3, 2155.2
ShizzleShizzle1671.1 , 1776.0
SilverfireKingDante1910.5, 1811.0
SlapsticksSlapsticks1765.5, 1817.1
SlapsticksNorrel1691.1, 1679.0
Solarinordr2040.1, 1806.6
SquishymasterSquishymaster1912.4, 1801.4
TomBalanuir1706.1, 1678.1
VellosVellos1664.8, 1709.3
Title: Re: Dave's Galaxy
Post by: squishymaster on July 21, 2011, 02:16:20 AM
I joined and am known as Squishymaster, much like everywhere else on the internet.  I have learned that when building ships you should build them as a unit as they auto form a fleet but you can't change their fleet status so they are stuck together forever.  Not cool.
Title: Re: Dave's Galaxy
Post by: Nathan on July 21, 2011, 02:21:38 AM
I have learned that when building ships you should build them as a unit as they auto form a fleet but you can't change their fleet status so they are stuck together forever.  Not cool.

I did that with my colony ships. If you scrap the fleet, you can rebuild them as separate fleets. Not sure how that would work after the turn were they're built though.

To find me, look for Hierulf's empire (you can't miss it, it's 4 big blobs of yellow with other little yellow bits around it, apparently he's the number one player). Look for Beta Octansmeda (the furthest west planet of his I can see), go south-west until you see a pink circle. That's me.
Title: Re: Dave's Galaxy
Post by: Adriddae on July 21, 2011, 02:35:30 AM
Nathan, head straight south until you reach the empire of drugsmrgarrison(he is light blue). He is beside other medium size empires of jeffert and harlow(dark pink and green respectively). You can't miss it, the empires in between are all 1 planet empires until you reach them.   My planets are just south of their empires.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 21, 2011, 03:11:40 AM
Doesn't that destroy the ships?  I spent all my money buying those so I don't really want to scrap them.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 21, 2011, 05:17:57 AM
I did that with my colony ships. If you scrap the fleet, you can rebuild them as separate fleets. Not sure how that would work after the turn were they're built though.

To find me, look for Hierulf's empire (you can't miss it, it's 4 big blobs of yellow with other little yellow bits around it, apparently he's the number one player). Look for Beta Octansmeda (the furthest west planet of his I can see), go south-west until you see a pink circle. That's me.

Scrapping Fleets and reconstituting is the only way to make a new larger fleet right now. Dave is working on proper fleet control to fix this. I am also near Hierulf, who just happens to be the largest player with over 1000 planets :) Oh I'm at war with Hierulf, so far I've destroyed one of his colony ships. He seems to have a ton of fleets, but so far they all look to be colony ships.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 21, 2011, 05:19:13 AM
Doesn't that destroy the ships?  I spent all my money buying those so I don't really want to scrap them.

Scrapping them is supposed to return 100% of their cost to the planet.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 21, 2011, 05:22:15 AM
Okay I found you Nathan, I'm Masdus to the north east of you, right next to our friend Hierulf. I actually have a war fleet heading down to some of the single planets around you, but they are going to take 1-2 weeks to arrive at their current speed. Not sure what the top speed is, I know the acceleration is fixed per turn though, so in theory my fleets get faster and faster on long trips.
Title: Re: Dave's Galaxy
Post by: Silverfire on July 21, 2011, 10:56:37 AM
Squishymaster, you're just north of my planet actually. I'm glad I just noticed. I was sending a single pirate ship to see if you had anything juicy to pick up before I just realized it was you. (re-routing)
Title: Re: Dave's Galaxy
Post by: squishymaster on July 21, 2011, 01:11:59 PM
haha, awesome.  Does anyone know if there is a wiki for this game or other game info site?
Title: Re: Dave's Galaxy
Post by: Nathan on July 21, 2011, 01:42:57 PM
I've found De-Legro and Adriddae and got routes set up to you guys so I can find you later. Trying to build my route to Adriddae was annoyingly difficult: left click to place waypoints, left click to scroll didn't make it easy.

If Silverfire or Squishymaster have found De-Legro or Adriddae, could we get routes to you guys from there? It would be nice to know where everyone is.

As for the base of operations, I think it should be as far away from Hierulf as possible. If De-Legro has annoyed him, I think he needs to run away rather quickly :P How long would it take us to send colony ships to the centre of the universe? That would certainly make a nice fall-back base in the long run, if we ever get wiped out, at least we'd still have one planet so far away from anyone else that they likely can't find/get to it easily.
Title: Re: Dave's Galaxy
Post by: Adriddae on July 21, 2011, 05:38:15 PM
I found an easy way to set waypoints across far distances. Start at wherever you want far away, then open up your planets tab and center on one of your planets. Then finish! Makes a straight route.

I'll probably be sending ships northward towards the single planet empires to my north to colonize or maybe take some planets.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 21, 2011, 06:15:43 PM
I'll look for the rest of you tonight when I get out of work.  I did end up scrapping my fleet since it was before the turn change and you do get everything back with the scenario I was in so then I set up a bunch of merchant fleets and sent them in different directions.  The game says they auto trade for you, but I had to choose an initial destination.  Do you always have to choose the destination or just the first stop and they'll go on their own from their?
Title: Re: Dave's Galaxy
Post by: squishymaster on July 22, 2011, 12:36:28 AM
So I wasn't able to find the rest of you but you know how there are red lines in the background of the maps in a circular grid pattern.  Silver and I are in the bottom right section probably 25 rings from the center.  If you do the demo Silver is to the top left of Dave and I'm just north of him.

EDIT:
Also, I built 1 arc, 3 bulkfreighters, and 11 merchantmen on my first turn, what did you build?
Title: Re: Dave's Galaxy
Post by: Adriddae on July 22, 2011, 01:10:21 AM
I built one Arc on my first turn. :P

Right now I'm mostly building colony ships and sending them out. Also a few scouts to send out to establish contact with you guys. I've only built two merchantmen since I'm unsure how they work and I'm testing them out.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 22, 2011, 01:37:22 AM
My current system is to build as many arcs as possible every turn, which is still usually only 1, only my first planet can build them. I then build 2 bulk freighters at every planet, so all planets have a small trade force. Other then that I've built a small fleet of 1 battleship 5 cruisers 4 destroyers 3 frigates and 80 subspacers. The only small players near me are quite a ways away so I'm desperately sending out fleets to try and get to them before anyone else.

Looks like I'm about to get peace with the number 1 player which is nice since I've been losing colony ships to him.
Title: Re: Dave's Galaxy
Post by: Nathan on July 22, 2011, 01:43:32 AM
I built two Arcs on my first turn, sent them to separate planets so that I should have 3 planets next turn :) I also built 2 Merchantmen and 2 Bulkfreighters and sent them to my nearest trading neighbour.

Turn 2, I found out that the goods freighters take are not taken away from your current total on the turn you build them and cried at needing 5 steel to get a 3rd colony ship. So turn 2 I started building Long Range Sensors and Slingshot.

Turn 3 I shall have enough for 1 Colony ship and I'm hoping at some point my steel production will go over 9k so I can get 2 colony ships on one turn some time in the future.

I want to get these planets nearest to me colonised quickly and get them producing resources. Then I'll think about a defensive fleet - or possibly a pirating fleet.
Title: Re: Dave's Galaxy
Post by: Silverfire on July 22, 2011, 08:05:04 AM
I have decided to send a single colony ship along with a subspacer guard to the very center of the galaxy to colonize it. Based upon my distance (literally one of the furthest points away that I can see) It will probably take me around 2 months to reach the center of the galaxy. However, I believe that once I am there I can make an unstoppable empire as there are so many planets it is absurd how much an empire could expand.

(If others would like to join me in this pursuit, I request that your first colony planet be somewhere closer to the inner red line ring, instead of the very center, so you don't take my planet I'm sending to and so we all have space to expand if we want.)

Title: Re: Dave's Galaxy
Post by: Kai on July 22, 2011, 09:01:02 AM
This seems to be a game where you can be the 'best player' and 'win', but I'll give it a shot. Any pointers?
Title: Re: Dave's Galaxy
Post by: Silverfire on July 22, 2011, 09:32:44 AM
This seems to be a game where you can be the 'best player' and 'win', but I'll give it a shot. Any pointers?

Build a colony ship every day, and grow as fast as you can early on. Beyond that, I haven't gotten that far...
Title: Re: Dave's Galaxy
Post by: Kai on July 22, 2011, 09:50:26 AM
I'm right next to Nathan (Klingzog).
Don't kill me k.

ingame I'm kai, a pleasant light green colour
Title: Re: Dave's Galaxy
Post by: De-Legro on July 22, 2011, 11:54:06 AM
I'm right next to Nathan (Klingzog).
Don't kill me k.

ingame I'm kai, a pleasant light green colour

Good thing you told me, I'm preparing to try and take over planets around there.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 22, 2011, 01:10:21 PM
I'm thinking once the upcoming turn runs I'll build an arc and send it to the center of the galaxy via a route that doesn't bring it face to face with other races.  I don't know how long the journey would take, but anyone else wanna do the same?
Title: Re: Dave's Galaxy
Post by: Nathan on July 22, 2011, 01:21:00 PM
I'm right next to Nathan (Klingzog).

Wow, when I read "right next to" I thought "on the other side of an empire (like De-Legro)" not "within spitting distance" :P I'll send an alliance offer after the turn change, right now it doesn't say you're my neighbour.

(If others would like to join me in this pursuit, I request that your first colony planet be somewhere closer to the inner red line ring, instead of the very center, so you don't take my planet I'm sending to and so we all have space to expand if we want.)

I was already planning on doing exactly that next turn. Our empire shall be the mightiest of mighty ones! :D

How do you guys know how long it takes for a fleet to reach a planet?
Title: Re: Dave's Galaxy
Post by: Tom on July 22, 2011, 01:43:09 PM
That looks much like a game I wanted to create, except that mine was in 3D.

I've made an account as Balanuir. Now where do I go to find you guys? I'll find out.
Title: Re: Dave's Galaxy
Post by: Nathan on July 22, 2011, 02:47:43 PM
That looks much like a game I wanted to create, except that mine was in 3D.

What stopped you making it?

I've made an account as Balanuir. Now where do I go to find you guys? I'll find out.

Simplest way to find me is to go to the centre of the galaxy, then follow the red line going south-east. When you find civilisation, I should be near there (Klingzog, pink, 1 planet).

Other than that, you can look around for a large yellow empire (5 collections of planets). Near there is a small grey empire belonging to De-Legro (Masdus), I'm south-west.

South-west of me is Kai. The others are a little harder to find from where I am.
Title: Re: Dave's Galaxy
Post by: Tom on July 22, 2011, 04:49:00 PM
hm, can't find you. coordinates are missing in the game, but that's the same way I would've built it (in fact, I planned on having coordinates, but every empire having their own system centered on their home planet).

seems like a very low-speed game with 24h turns and pretty much nothing happening per turn. Even the sensors will take 5 days to build. My plan was to have it real-time, but at a similar speed where most things take a few days.


Time stopped me. I can't do 20 projects all at the same time, even though I'd love to.

Title: Re: Dave's Galaxy
Post by: Adriddae on July 22, 2011, 05:08:48 PM
Heh, Tom is just east to Klingzog...
Title: Re: Dave's Galaxy
Post by: Nathan on July 22, 2011, 05:31:24 PM
I've just been looking around for about 30mins trying to find him... Now I want to cry...
Title: Re: Dave's Galaxy
Post by: Silverfire on July 22, 2011, 06:58:25 PM
Yes this is a very, very, slow paced game.

But, I like what is capable of being done in this game more so than other space games that I've played. I like the actual visual interface, because it allows you to set up blockades and stuff and actually interact with maneuvers while still be a very lightweight game.

Don't expect to get a lot done in the first weak, however I can't wait to build a little empire of planets and then make a giant merchant fleet to send to every single player trading like a madman!
Title: Re: Dave's Galaxy
Post by: squishymaster on July 23, 2011, 12:22:26 AM
I'm still confused by the trading system though.  Because you have the option of allowing trading or not on your planets so does that mean that if someone sends a trading ship to my planets it gets turned away or does it just trade non-player used resources to generate some sort of income?  Not to mention the option starts at off and you can only trade with other players so where is this trading?
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 02:07:18 AM
I'm still confused by the trading system though.  Because you have the option of allowing trading or not on your planets so does that mean that if someone sends a trading ship to my planets it gets turned away or does it just trade non-player used resources to generate some sort of income?  Not to mention the option starts at off and you can only trade with other players so where is this trading?

From what I can gather, if your ship gets there and the player isn't trading, your ships are sent away. They won't be sent away from your own planets though (there's no mention of needing to agree to trade with yourself).

I think it's set to 'off' automatically is because it takes away your resources which you might be saving in return for currency and other resources (that you may/may not need). So it's a risk you take: you might get resources you need, but you might lose some you need too.
Title: Re: Dave's Galaxy
Post by: Vellos on July 23, 2011, 02:36:40 AM
I am Vellos. Just started. No idea where I am or how to find people.
Title: Re: Dave's Galaxy
Post by: Adriddae on July 23, 2011, 02:50:51 AM
Klingzog, and Kai are just north towards you. It looks like all the new players are spawning around that area.
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 04:24:02 AM
Playing as Amaury, I'm located at a relatively short distance to the south-southwest of a big cluster of planets owned by a guy named TravelerTC.
Title: Re: Dave's Galaxy
Post by: Kai on July 23, 2011, 05:37:59 AM
update the list silverfire, and maybe add proximity groupings
Title: Re: Dave's Galaxy
Post by: Tom on July 23, 2011, 12:43:47 PM
yes, please. A list of BM players would be cool so we can make a big alliance. Well, at first at least. :-)

Title: Re: Dave's Galaxy
Post by: squishymaster on July 23, 2011, 01:47:23 PM
List is updated below.  Give me some time and I'll try to add some more info to it about locations.  Using the red lines and their curvature can you guys give me a rough idea where you are based from the center?

BM Forum Name - Dave's Galaxy Name
------------------------------------------------
Squishymaster - Squishymaster
De-Legro - Masdus
Adriddae - Vistuvis
Silverfire - KingDante
Nathan - Klingzog
Sacha - Amaury
Vellos - Vellos
Tom - Balanuir
Kai - Kai
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 01:54:18 PM
Playing as Amaury, I'm located at a relatively short distance to the south-southwest of a big cluster of planets owned by a guy named TravelerTC.

south-south-east ;)

I'm quite far to the north-east of you. If you go passed a few brown clusters of planets, then there's a gap, then another brown cluster, then a gap, then a small green cluster, then a bigger gap, then you'll find a few single planet empires close together. I'm the pink one (Klingzog). Kai is the grey-green one to the south-west of me. Tom is east of me (brown-orange).

I've also found Silverfire in my search for Sacha. He's quite far to the south-east of me.

Using the red lines and their curvature can you guys give me a rough idea where you are based from the center?

Follow the south-east segment, that splits immediately so take the left/lower segment. When that splits again, take the right segment. When that splits, take the right segment. I'm the pink one in the segment just before it splits again.
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 01:55:20 PM
I'm almost right on the median, south of the center, one vertical red line to the right. Just go down until you reach the edge of colonized space. There is a planet called Emissary 2 owned by Dave nearby. It's a planet with a wide red circle around it. Find it, and you find me.
Title: Re: Dave's Galaxy
Post by: fodder on July 23, 2011, 02:10:59 PM
fodder

Mu Booceros 4

no clue where the hell that is... (south of someone called dave.... sort of magenta in color with a capital called trantor)
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 02:12:09 PM
no clue where the hell that is...

If you can tell us who's around you and what colour they are, I'll go looking for you :)
Title: Re: Dave's Galaxy
Post by: fodder on July 23, 2011, 02:22:03 PM
somewhere in se.. i've changed it to yellowish..


bigger neighbours -

green - amazoneon, ranger, piffy

grey? - jeffer, killallhumans
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 02:37:49 PM
Found you.

Just north of you are 2 orange planets, that's Silverfire.
Title: Re: Dave's Galaxy
Post by: fodder on July 23, 2011, 02:49:25 PM
ok. so the thing is to just colonise tons? does having 2 arc in 1 fleet help speed things up?
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 02:52:02 PM
ok. so the thing is to just colonise tons?

Yup. How you do that is up to you: take over other people's planets, or colonise your own. Raid for the resources, or trade for them.

does having 2 arc in 1 fleet help speed things up?

I'm not sure. I think that just gives you more population/resources on the planet that you colonise, meaning it gets up and running quicker.

I went for two separate fleets of 1 Arc each, but in the long run it probably doesn't matter much.
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 02:58:05 PM
My color is blueish gray, if that helps.
Title: Re: Dave's Galaxy
Post by: fodder on July 23, 2011, 03:00:08 PM
and the star colours mean something?
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 03:22:10 PM
and the star colours mean something?

As far as I'm aware, they're all the same.
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 03:31:53 PM
I think it's just cosmetic. Having them all the same color would be kind of bland.

Also, is there a way you can check how far away your ships are from reaching their destination? None of my fleets seem to have moved at all this turn... Also, I don't see any change in my resources compared to last turn.
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 03:37:12 PM
None of my fleets seem to have moved at all this turn... Also, I don't see any change in my resources compared to last turn.

Odd, mine hasn't changed either. Seems the turn is late today.

Also, is there a way you can check how far away your ships are from reaching their destination?

You get an email from turns@davesgalaxy.com which tells you the distance each fleet has to go and the speed they travelled at that turn.
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 04:24:08 PM
Well, then I guess there's a problem with turns, cause I haven't had any emails either.
Title: Re: Dave's Galaxy
Post by: fodder on July 23, 2011, 04:33:54 PM
...there i was thinking i did something wrong what with nothing happening at turn change.... XD
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 07:03:29 PM
Anyone noticed something odd about resource production? Last turn my home planet said 10k will be produced and that I had 8.9k on hand, but this turn I only had 17.9k to spend. So 1k has just gone missing. Rather annoying as I wanted that 2nd Arc :(

If I understand the turn email right, both of the arcs I sent out on turn 1 should arrive next turn :D

3 turns until I get a Slingshot and Long Range Sensors.

In 42 turns, my colony ship should arrive at the centre of the galaxy - but it'll be worth it! Maybe...
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 07:38:22 PM
I got the following:

Planet Upgrade: Alpha Capetiae (2924414) Building -- Slingshot 20% done.
Fleet: Fleet #6457, 1 arc (6457) enroute -- distance = 34.43 speed = 0.00
Fleet: Fleet #6458, 1 arc (6458) enroute -- distance = 0.60 speed = 0.00
Fleet: Fleet #6463, 1 bulkfreighter (6463) enroute -- distance = 14.18 speed = 0.00

Does this mean my ships aren't moving this turn or something?
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 07:43:27 PM
It means last turn their speed was 0.00 and they have X distance left to go.
Title: Re: Dave's Galaxy
Post by: Tom on July 23, 2011, 08:46:47 PM
turn was apparently late, my fleets moved now - much later than the 15:00 turn time.

Title: Re: Dave's Galaxy
Post by: Vellos on July 23, 2011, 08:49:32 PM
I'm very near Kai and Nathan/Klingzog; Tom/Balanuir isn't too far away from us either.

We're all down 13-14 rings out from the center, southeast.
Title: Re: Dave's Galaxy
Post by: Sacha on July 23, 2011, 09:13:21 PM
I got my turn email at 18:21 server time.
Title: Re: Dave's Galaxy
Post by: Tom on July 23, 2011, 10:31:50 PM
Same here.

Hm, is it overkill if I have about 12 scouts and 4 arcs going out? :-)

Title: Re: Dave's Galaxy
Post by: Silverfire on July 23, 2011, 10:52:24 PM
Same here.

Hm, is it overkill if I have about 12 scouts and 4 arcs going out? :-)

No its not overkill. The first thing I did was set up a scout perimeter. (The scouts have just reached my designated perimeter) but, having a lot of colony ships going off I think is good in the long run.

Btw, I'll update the list along with proximity groupings in a couple of hours. Thanks for whoever did the initial one. I was intending to do that, but have gotten sidetracked for time due to RL stuff. Will get to it all soon.
Title: Re: Dave's Galaxy
Post by: Nathan on July 23, 2011, 11:31:38 PM
Kai, do you have any fleets going out? Being in an alliance with you I'm supposed to be able to see your fleets, but I don't see anything :(

If those of you near me want to send trade ships over, I'm selling all but rare resources.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 24, 2011, 12:48:55 AM
Soooo...I have no life.  Thus I made this.  Because the map is clunky its hard to tell if I got my location correct and those that I put on it based on my location.  I did colored circles since we don't own the whole sector, but it might be easier to find eachother if I did color the whole sector?  Those of us on the map are in the bottom right area.  The rings are accurate as well as the splitting.  If you feel like putting yourself on it go ahead, just don't muck it up because it did take a little while to build even though it isn't pretty.

http://i305.photobucket.com/albums/nn201/squishymaster/DavesGalaxyLocations.jpg
Title: Re: Dave's Galaxy
Post by: Silverfire on July 24, 2011, 02:22:06 AM
Wow Squishymaster, That is is really good. I'm not sure I would have had the thought or time to make that but it looks pretty useful.

I think for the sake of ability to actually find each other coloring a whole sector may be best for now. I doubt we'll have a giant influx of players from BM or anything so it shouldn't really be a big problem, of multiple players in a sector.

Title: Re: Dave's Galaxy
Post by: Vellos on July 24, 2011, 02:38:07 AM
Kai, Nathan, and myself are a bit to the southwest of ya'll I believe.
Title: Re: Dave's Galaxy
Post by: Kai on July 24, 2011, 04:05:25 AM
Kai, do you have any fleets going out? Being in an alliance with you I'm supposed to be able to see your fleets, but I don't see anything :(

If those of you near me want to send trade ships over, I'm selling all but rare resources.
I have 2 arcs, 1 pirate and 1 attack fleet going out.
Title: Re: Dave's Galaxy
Post by: Kai on July 24, 2011, 08:00:33 AM
Assuming that ships travel by accelerating until the halfway point and then decelerating until the destination, the formula for travel is:

turns = square root ( 8 * total distance / acceleration )

For an arc, nighbouring planets will take about a week of travel whereas a 200 unit distance which some of us are making to the centre of the galaxy will take close to three months.


Also I want to exterminate everybody else so I'm not going to alliance with randoms.
Title: Re: Dave's Galaxy
Post by: Nathan on July 24, 2011, 12:33:59 PM
I have 2 arcs, 1 pirate and 1 attack fleet going out.

Odd, I don't see them. Do you see my fleets? 4 arcs and a bunch of merchants?

Assuming that ships travel by accelerating until the halfway point and then decelerating until the destination

I'll be able to tell you at the turn change, one of my fleets crossed the halfway point.

My guess would be that for playability it just keeps increasing in speed. When you get close to an enemy planet you'd hate for it to slow to a crawl as soon as you're in sensor range.

EDIT: Seems I'm wrong, fleets do slow down when they get close to their destination:

Fleet #5942, 1 arc (5942) enroute -- distance = 1.70 speed = 0.00
Fleet #5942, 1 arc (5942) enroute -- distance = 1.40 speed = 0.30
Fleet #5942, 1 arc (5942) enroute -- distance = 0.80 speed = 0.60
Fleet #5942, 1 arc (5942) enroute -- distance = 0.50 speed = 0.30
Title: Re: Dave's Galaxy
Post by: squishymaster on July 24, 2011, 03:50:33 PM
Good god this game is slow.  Updated galaxy map to make it easier to see people by highlighting the whole sector they are in.

http://i305.photobucket.com/albums/nn201/squishymaster/DavesGalaxyLocations.jpg
Title: Re: Dave's Galaxy
Post by: Tom on July 24, 2011, 04:20:30 PM
I had several systems close by, my first scouts should reach their destinations tomorrow.

Hm, sending an arc far, far away to start an independent empire in the center? That sounds like an interesting idea.
Title: Re: Dave's Galaxy
Post by: fodder on July 24, 2011, 06:51:23 PM
well.. my 1st 2 arcs should arrive tomorrow at the closest system..... haven't figured out how to allow trade with specific empires/etc..
Title: Re: Dave's Galaxy
Post by: Nathan on July 24, 2011, 09:03:27 PM
haven't figured out how to allow trade with specific empires/etc..

You can only do a generic "I let people trade". Go to "Manage" on one of your planets, then tick the "Allow Others to Trade Here" box and then set a tariff. People can then send trade ships to that planet. If you want to trade with someone, look around for a planet that allows trading and send a trade fleet there. From there, I think it's automatic - trade ship goes to their planet, then onwards to another trading planet, then eventually back to your planet with the profits.
Title: Re: Dave's Galaxy
Post by: fodder on July 24, 2011, 09:09:38 PM
yeah... that's my impression too..

not sure it's worth my time trading atm seeing as the nearest trader - kingdante is quite far away (days).. and i'm not really sure the prices are all the different from mine!

all prices atm...
95
17219
9
4497
6
92
8524
Title: Re: Dave's Galaxy
Post by: Nathan on July 24, 2011, 09:29:13 PM
I think trade ships can come back with resources, so it might be worth it if they come back with extra stuff for ships. Or if someone comes to your planet with resources to sell, could be worth it if they only buy something you have in abundance (i.e. Consumer Goods).

Title: Re: Dave's Galaxy
Post by: Vellos on July 24, 2011, 11:37:10 PM
Good god this game is slow.  Updated galaxy map to make it easier to see people by highlighting the whole sector they are in.

http://i305.photobucket.com/albums/nn201/squishymaster/DavesGalaxyLocations.jpg

Kai, Klingzog and myself are 13-14 rings out from the center; your map seems to indicate ya'll are about 25-26 rings out? We're really quite far away. Same quadrant though.

In my "ring," the 14th ring from the center including the center, I am 7 blocks from the vertical.

I have updated the map for us:
http://i1220.photobucket.com/albums/dd457/HiddenAmala/DavesGalaxyLocations.jpg
Title: Re: Dave's Galaxy
Post by: lorduck on July 24, 2011, 11:39:19 PM
Hey everyone!  I'm normally a forum lurker, but this looked interesting so I signed up and want to join in the empire building action.  Username is Lorduck, purple color.  I found KingDante, Fodder and Squishy.  I'm almost due west (and a little north) of them near a yellow guy named jackdaniels who has a lot of planets. 

Or another way to think about it:  Make a straight line from KingDante through the northern most part of Ranger's colonies, go between Wintermute and unclebrak then past jackdaniels and the big pink star.

I've got 3 arcs so far going to nearby planets, a pirate fleet heading towards one of my neighbors and am building a slingshot in my home planet figuring a lot of stuff will originate from there.

Looks like I've got a head start towards the center of the galaxy!  It's a race!  It's a race!
Title: Re: Dave's Galaxy
Post by: squishymaster on July 24, 2011, 11:45:42 PM
Nice, well done.  Perhaps going for the center of the galaxy isn't a good idea, perhaps we should find a spot in the middle of us?
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 12:44:33 AM
Hey everyone!  I'm normally a forum lurker, but this looked interesting so I signed up and want to join in the empire building action.

Welcome to the forums! Glad we could tempt you out of the woodwork! :D

Perhaps going for the center centre of the galaxy isn't a good idea, perhaps we should find a spot in the middle of us?

In the short term, centre of the galaxy isn't the best thing. But once we get there we can build up a small empire fairly easily. We'll be alone, so that might be a little boring but we can ship resources and fleets back to our main empire fairly easily, or raid the outlying planets from the main group of empires.
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 12:45:09 AM
Found you, Lorduck. You're about 4 rings out from the center, and one block "up" from me. Check out the map in this link:

http://i1220.photobucket.com/albums/dd457/HiddenAmala/DavesGalaxyLocations-1.jpg
Title: Re: Dave's Galaxy
Post by: squishymaster on July 25, 2011, 12:47:14 AM
I had my original position slightly off and thus kingdantes and fodders so I've updated the map with our true positions and have added everyone's names on the right.

http://i305.photobucket.com/albums/nn201/squishymaster/DavesGalaxyLocations.jpg
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 12:49:13 AM
Just looked over at the KingDante/Fodder/Squishymaster cluster... ya'll have some big powers around you. Take a peak at Kai, Klingzog, and myself. No major powers right around us yet.
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 12:49:53 AM
Oh and a question:

How do you make the lines between systems that I see all over the map?
Title: Re: Dave's Galaxy
Post by: squishymaster on July 25, 2011, 12:56:34 AM
Oh yea rub it in Vellos :)

I believe you click on the map where you want the route to start and on the menu that appears click Create Named Route then make your route and when you've got it set and you don't want to add anymore portions to it hit enter and name the route.  I think.
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 01:04:53 AM
How do you make the lines between systems that I see all over the map?

Those are formed when you take over a planet, it means that you can ship resources there in 1 turn (see the help section on "Connections")

I've found Lorduck and created myself a little route over there - starting to get a little crowded now with all the routes around my planet.

Kai, do you want to work towards taking out carlwolcott? He's getting bigger each turn and I think we should work towards getting a fleet to take him down, making us the largest people in the immediate area. If you want to help, Vellos, that'd be nice but you're a little far away. Even though he's close enough to help, Tom's probably got a few other people to worry about since he's nestled in between a few large empires.

Tom also needs adding to the map, he's one layer out and one sector counter-clockwise from me.

EDIT: The map is also missing Adriddae and Sacha.
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:05:26 AM
Map updated to show Masdus (light greenish blue, northernmost) and Vistuvis (orange, southernmost).

Looking at our locations, we could jointly be maneuvering towards filling up our internal space. It has some empires in it, but at least the western half, south and slightly east of myself, has no massive empires; biggest looks to be jackdaniels. Long term, filling up that area so we can be back to back might be wise. Plus, once we're big enough, we can be hitting empires between us from multiple angles.

http://i1220.photobucket.com/albums/dd457/HiddenAmala/DavesGalaxyLocations-2.jpg
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:11:06 AM
Added Tom:
http://i1220.photobucket.com/albums/dd457/HiddenAmala/DavesGalaxyLocations-3.jpg
Title: Re: Dave's Galaxy
Post by: squishymaster on July 25, 2011, 01:13:36 AM
Vellos, grab my most recent update and add the names on the right to your new map and add those folks you added to the list so we can know who each person is when we're looking in the zone.

http://i305.photobucket.com/albums/nn201/squishymaster/DavesGalaxyLocations.jpg
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:14:00 AM

Kai, do you want to work towards taking out carlwolcott? He's getting bigger each turn and I think we should work towards getting a fleet to take him down, making us the largest people in the immediate area. If you want to help, Vellos, that'd be nice but you're a little far away. Even though he's close enough to help, Tom's probably got a few other people to worry about since he's nestled in between a few large empires.


Yeah, ya'll go for carlwalcott. I'll try and take out these smaller ones; kipjaw, kd, kip. I think kip will be my first target once I've got a few colonies. I've already deployed subspacers to sit in some systems around him and watch. Also deployed scouts to watch kd's southern and eastern flanks.
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 01:15:50 AM
Looking at our locations, we could jointly be maneuvering towards filling up our internal space. It has some empires in it, but at least the western half, south and slightly east of myself, has no massive empires; biggest looks to be jackdaniels. Long term, filling up that area so we can be back to back might be wise. Plus, once we're big enough, we can be hitting empires between us from multiple angles.

You mean take out KipJaw and kd916? Then move on to Kip (same person as KipJaw?) and uu60? That would certainly give us a quick boost. I could also move up to PeterKaan. But that still leaves carlwolcott and I certainly can't take him alone.

EDIT: Dang you're quick, 3 responses whilst I was replying...

Yeah, ya'll go for carlwalcott. I'll try and take out these smaller ones; kipjaw, kd, kip. I think kip will be my first target once I've got a few colonies.

Ok, he's got a few turns on me for growth, but if I make a few smaller fleets I think I can slip through and take out his main planet. Once there, I can move outwards to his other planets. If Kai was to do the same, I think we can outnumber him.
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:18:21 AM
No, I mean longterm all of us from BM can fill in the southeastern quadrant between us: fortify borders but be sending colony ships inwards. Tactically weaken those on the outsider, but long-term expansion focusing inwards.

And I've wondered about Kip/KipJaw. Hence why I'm going to knock out Kip ASAP. Building one more Arc on my home planet, then going to spend a few turns building military fleets while other planets construct things.
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 01:29:22 AM
I think next turn I'll build a Carrier (or two) with as many Fighters as I can and take out PeterKaan. Might mix in a few other ships depending on my resources. That'll give me another planet to build ships from and then I'll move in on carlwolcott.
Title: Re: Dave's Galaxy
Post by: Sacha on July 25, 2011, 01:32:40 AM
Looks like Vistuvis is the only one who is anywhere near me atm... From his position, I'm six squares to the left, then two down.
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:36:17 AM
I think next turn I'll build a Carrier (or two) with as many Fighters as I can and take out PeterKaan. Might mix in a few other ships depending on my resources. That'll give me another planet to build ships from and then I'll move in on carlwolcott.

That was exactly the strategy I was contemplating for Kip. Except I was going to toss in a few frigates or cruisers as "damage shields" so I don't lose my carrier.

How many fighters does a carrier hold?
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:40:27 AM
Looks like Vistuvis is the only one who is anywhere near me atm... From his position, I'm six squares to the left, then two down.

Added you to the map Sacha. Yeah, you're way out there.

http://i1220.photobucket.com/albums/dd457/HiddenAmala/DavesGalaxyLocations-4.jpg
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:48:05 AM
Map updated with names and color code:
http://i1220.photobucket.com/albums/dd457/HiddenAmala/DavesGalaxyLocations-5.jpg
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 01:55:26 AM
Also, I don't mean to spam, but I just took a spin through the other quadrants....

They're totally empty. Virtually all of the current players are in the southeast quadrant. I am increasingly fond of the idea of sending a colony ship on a marathon... but the center of the galaxy is too obvious. Lots of people look there. Somewhere in the southwest quadrant seems like a better plan to me, if we want to develop a citadel somewhere.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 25, 2011, 02:09:18 AM
If most people are spawning in the SE corner of the map wouldn't it be better to go for the NW corner?
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 02:57:54 AM
Yes, but it would take much longer as well.
Title: Re: Dave's Galaxy
Post by: Kai on July 25, 2011, 03:53:16 AM
Kai, do you want to work towards taking out carlwolcott? He's getting bigger each turn and I think we should work towards getting a fleet to take him down, making us the largest people in the immediate area. If you want to help, Vellos, that'd be nice but you're a little far away. Even though he's close enough to help, Tom's probably got a few other people to worry about since he's nestled in between a few large empires.
Wait until your arc to the centre gets past him before declaring war. This will also be enough time to get slingshot upgrade so expand and attack the smaller neighbour until then. I have a frigate fleet going to uu60.

Also, I don't mean to spam, but I just took a spin through the other quadrants....

They're totally empty. Virtually all of the current players are in the southeast quadrant. I am increasingly fond of the idea of sending a colony ship on a marathon... but the center of the galaxy is too obvious. Lots of people look there. Somewhere in the southwest quadrant seems like a better plan to me, if we want to develop a citadel somewhere.
The galactic centre has much higher planet density. Going to one of the corners defeats hte purpose and you might as well stay at home.
Title: Re: Dave's Galaxy
Post by: Vellos on July 25, 2011, 04:39:17 AM
The galactic centre has much higher planet density. Going to one of the corners defeats hte purpose and you might as well stay at home.

But don't you think other players will at least occasionally look at the galactic center? And when they see it being colonized, don't you think they'll send colonies as well? It's basically a prisoner's dilemma. If only we move for the core, we'll prosper. But if that incites a broader race to the core, we gain very little. I believe the probability of such a race is fairly high given the obviousness of the core, and the appeal of many close planets.

The other quadrants are less likely to draw attention. Moreover, being larger, the probability of conflict erupting over a strategic region declines. Thus, the probability of us finding a dominant strategy seems higher in other quadrants. Plus, other quadrants will gradually "spawn" with new players... who we can poach, gaining strength at a greater rate. While new players appear, we can eat them one by one. I doubt the core will ever spawn players, so won't have that advantage.
Title: Re: Dave's Galaxy
Post by: Silverfire on July 25, 2011, 04:41:34 AM
Wow, I wish I was as close to the center of the galaxy as you folks. I essentially started on the outer rim of colonized space it seems. (Or at least should have kept my idea back for another week or two, heh).

Yes, our little side of the galaxy has a nice set of some empires right near us, including multiples of the top "30" in the game. We don't really have much expansion room, and I think overall fighting in this game is going to be more difficult than you think, assuming the defending empire is smart. With a couple scout screens, then can see any fleets going to take out their center planet and just build defenses in the "days" that it takes to reach it since then.

idk, it'll be very interesting to say the least. At least with my position though I think mass trade fleets may be the better option early on.
Title: Re: Dave's Galaxy
Post by: Kai on July 25, 2011, 06:39:51 AM
But don't you think other players will at least occasionally look at the galactic center? And when they see it being colonized, don't you think they'll send colonies as well? It's basically a prisoner's dilemma. If only we move for the core, we'll prosper. But if that incites a broader race to the core, we gain very little. I believe the probability of such a race is fairly high given the obviousness of the core, and the appeal of many close planets.

The other quadrants are less likely to draw attention. Moreover, being larger, the probability of conflict erupting over a strategic region declines. Thus, the probability of us finding a dominant strategy seems higher in other quadrants. Plus, other quadrants will gradually "spawn" with new players... who we can poach, gaining strength at a greater rate. While new players appear, we can eat them one by one. I doubt the core will ever spawn players, so won't have that advantage.
By the time they see a planet colonised they will be 2 months behind. This means we may also be 2 months behind right now.

Anyway ... just send 1 arc to the centre and 1 to the edge if you want to. Nobody is stopping you.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 25, 2011, 06:41:12 AM
Yeah, ya'll go for carlwalcott. I'll try and take out these smaller ones; kipjaw, kd, kip. I think kip will be my first target once I've got a few colonies. I've already deployed subspacers to sit in some systems around him and watch. Also deployed scouts to watch kd's southern and eastern flanks.


NOOOOOOO, I've had fleets heading towards those players for DAYS.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 25, 2011, 06:46:46 AM
That looks much like a game I wanted to create, except that mine was in 3D.

I've made an account as Balanuir. Now where do I go to find you guys? I'll find out.

Interesting. I'm working on a design for a game that is something like a cross between Daves Galaxy and Battle Master. I found Daves Galaxy when I was researching what sort of space empire web games were out their that weren't similar to OGAME. I find it pretty impressive that the game interface uses HTML but allows for such simple map movement and management.
Title: Re: Dave's Galaxy
Post by: fodder on July 25, 2011, 08:57:35 AM
i was thinking of skirting around all the people and then send one off to sw/ne (and further se into the cluster)
------
i just noticed the demo thing.... shows exactly what my big neighbour does....  heh.. like him sending merchants to kingdante

and all the messages people (like me) sent him... doh!
Title: Re: Dave's Galaxy
Post by: Silverfire on July 25, 2011, 09:59:34 AM
i was thinking of skirting around all the people and then send one off to sw/ne (and further se into the cluster)
------
i just noticed the demo thing.... shows exactly what my big neighbour does....  heh.. like him sending merchants to kingdante

and all the messages people (like me) sent him... doh!

You realize that our "big neighbor" is the creator of the game right? "Dave" of Dave's Galaxy. ;) But ya, demo shows everything he has, so I decided not to ally with him, as it'd show what I had. lol. The merchants are cool though. I saw those as well.

Title: Re: Dave's Galaxy
Post by: fodder on July 25, 2011, 11:40:54 AM
yeah.. i know.. i read your message to him.. XD
Title: Re: Dave's Galaxy
Post by: Tom on July 25, 2011, 12:11:47 PM
I find it pretty impressive that the game interface uses HTML but allows for such simple map movement and management.

It's actually XHTML+SVG - I had the same concept for my map, except that I didn't have the idea of using a full-screen map. That is a really good one.
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 01:54:05 PM
Wait until your arc to the centre gets past him before declaring war. This will also be enough time to get slingshot upgrade so expand and attack the smaller neighbour until then.

You, sir, are a genius. I completely forgot he could easily attack it if I declared war. I'll wait until it's far enough away that he won't accidentally catch it. Hopefully by then I'll have PeterKaan's home planet by then.

Interesting. I'm working on a design for a game that is something like a cross between Daves Galaxy and Battle Master.

How are you planning on creating the game? You can make some pretty nice things with Unity and it's not that difficult to learn how to use.

I think Dave's Galaxy mixed with War Islands would be a pretty good game. Small, procedurally generated maps, a few changes to make the game faster (faster fleet travel, more frequent turns). Shame I don't have the web know-how to do that >.<
Title: Re: Dave's Galaxy
Post by: Huntsmaster on July 25, 2011, 04:32:15 PM
Been playing for a couple days now as Agiri. I'm blue, somewhere far to the southeast.
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 05:09:01 PM
Been playing for a couple days now as Agiri. I'm blue, somewhere far to the southeast.

I had a look around and can't see you, who are the biggest empires around you? Can you work out where you are based on the map we have?

I've built 21 Subspacers and am sending them to PeterKaan. I'm hoping that they can slip through his sensors without being seen. I could only build a couple of larger ships, so thought it best to try and sneak in with a large amount of ships as that's probably harder to counter.
Title: Re: Dave's Galaxy
Post by: fodder on July 25, 2011, 05:41:37 PM
... how do you plan long journeys? the route thing only last so long because you can't see where you are in the map without making a way point... and once you made the route, you can't edit it...
Title: Re: Dave's Galaxy
Post by: Huntsmaster on July 25, 2011, 05:42:55 PM
sirgumby is the biggest and purple. uranus is probably next, colored green. I'm right in between the two, and then there's pretty much nothing but 2-3 system players all the way to the core.
Title: Re: Dave's Galaxy
Post by: Nathan on July 25, 2011, 06:58:09 PM
sirgumby is the biggest and purple. uranus is probably next, colored green. I'm right in between the two, and then there's pretty much nothing but 2-3 system players all the way to the core.

Found you. I was looking around for single planet empires for ages, you're a lot further than I thought you would be for a "couple" of days - your home planet says 11 days :P (I'm presuming home planets grow by 1 level a day).

Your nearest neighbour is Fodder. If you go out two rings and then counter clockwise four segments, he's the yellow one. Near him is Silverfire (KingDante, orange) and Squishymaster (grey-blue).

If you go inwards 2 rings and clockwise 7 segments you'll find Adriddae (vistuvis, orange).
Title: Re: Dave's Galaxy
Post by: Huntsmaster on July 25, 2011, 07:03:39 PM
Found you. I was looking around for single planet empires for ages, you're a lot further than I thought you would be for a "couple" of days - your home planet says 11 days :P (I'm presuming home planets grow by 1 level a day).

Yeah, I started, sent out a bunch of arcs, and then forgot about the game for a week and a half. :P

Quote
Your nearest neighbour is Fodder. If you go out two rings and then counter clockwise four segments, he's the yellow one. Near him is Silverfire (KingDante, orange) and Squishymaster (grey-blue).

If you go inwards 2 rings and clockwise 7 segments you'll find Adriddae (vistuvis, orange).

Cool.
Title: Re: Dave's Galaxy
Post by: Vellos on July 26, 2011, 02:40:26 AM

NOOOOOOO, I've had fleets heading towards those players for DAYS.

That is very dumb. Why would you attack something that far away?

Go for KipJaw. He's last on my list, and nearest to you.
Title: Re: Dave's Galaxy
Post by: Sacha on July 26, 2011, 02:44:19 AM
I've located a huge cluster of tightly packed planets, hundreds of them, some way off to my south-east. I've sent a first Arc down there to colonize a central planet and establish a foothold. From the look of it, there's nobody around there so far so all of it is virgin territory... I can smell the quatloos already!
Title: Re: Dave's Galaxy
Post by: Adriddae on July 26, 2011, 03:02:49 AM
Hmm, what square would it be? I could maybe send a few arc-ships there as well.
Title: Re: Dave's Galaxy
Post by: Sacha on July 26, 2011, 03:27:27 AM
From my position it's 3 squares down, and 2 to the right to where I'm sending my arcs. The cluster spans like 20-30 squares, going in all directions though... plenty of space to colonize. Given enough time and effort we could turn the whole sector into a BM-controlled empire.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 26, 2011, 04:04:57 AM
You, sir, are a genius. I completely forgot he could easily attack it if I declared war. I'll wait until it's far enough away that he won't accidentally catch it. Hopefully by then I'll have PeterKaan's home planet by then.

How are you planning on creating the game? You can make some pretty nice things with Unity and it's not that difficult to learn how to use.

I think Dave's Galaxy mixed with War Islands would be a pretty good game. Small, procedurally generated maps, a few changes to make the game faster (faster fleet travel, more frequent turns). Shame I don't have the web know-how to do that >.<

It would be a web game using standard browser technologies, so HTML Javascript and the like. You could try out http://www.almansur.net/ .It is a little like War Islands, but with a much more in depth army system and economy.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 26, 2011, 04:05:41 AM
That is very dumb. Why would you attack something that far away?

Go for KipJaw. He's last on my list, and nearest to you.

Easy, no tiny players are closer to me.
Title: Re: Dave's Galaxy
Post by: Nathan on July 26, 2011, 01:10:36 PM
Easy, no tiny players are closer to me.

And you get a foothold nearer to us :)

Who's going for uu60? I've got a trade ship heading down there and it's going to be there in 17 turns. If you're going to be there before then, I can redirect my fleet if you're not going to have open markets. It looks like he hasn't played in a few days, his society level hasn't increased since I started playing so he's not logged in for at least 8 turns.
Title: Re: Dave's Galaxy
Post by: Tom on July 26, 2011, 04:19:07 PM
Hm, I just found out that sending a scout towards a planet gains you absolutely nothing. Guess I wasted a lot of scouts. :-)

Title: Re: Dave's Galaxy
Post by: Kai on July 26, 2011, 04:26:22 PM
And you get a foothold nearer to us :)

Who's going for uu60? I've got a trade ship heading down there and it's going to be there in 17 turns. If you're going to be there before then, I can redirect my fleet if you're not going to have open markets. It looks like he hasn't played in a few days, his society level hasn't increased since I started playing so he's not logged in for at least 8 turns.
Should be mine in a couple of turns.

Vellos is going to lose his planet and he deserves it.
Title: Re: Dave's Galaxy
Post by: Nathan on July 26, 2011, 04:56:20 PM
Hm, I just found out that sending a scout towards a planet gains you absolutely nothing. Guess I wasted a lot of scouts. :-)

That's interesting, perhaps they're only useful for setting up a sensor perimeter to look for enemy ships passing your planet?

Should be mine in a couple of turns.

Cool, are you keeping the markets open? Or should I send my trade fleet somewhere else?

Vellos is going to lose his planet and he deserves it.

Why? :S
Title: Re: Dave's Galaxy
Post by: lorduck on July 26, 2011, 05:41:45 PM
What are you guys planning for strength-wise with your assaults on weaker players?  I've roamed through the help menu and can't get any idea about how a planet takeover works, or even what kind of defense my planets would put up if attacked.

Also, in case people are curious, my slingshot is building 20% per turn, so a total of 5 turns and it will be ready.
Title: Re: Dave's Galaxy
Post by: Nathan on July 26, 2011, 06:21:49 PM
What are you guys planning for strength-wise with your assaults on weaker players?

I've sent 2 waves of 21 subspacers to PeterKaan, I was planning on one more and then leaving the attack to run its course.

I've roamed through the help menu and can't get any idea about how a planet takeover works, or even what kind of defense my planets would put up if attacked.

I saw something about it somewhere, I just can't remember where. I think what I saw said that there is a random chance the enemy surrenders if they have no fleet on their planet after combat has occurred. If they don't surrender, they lose resources. But without being able to find that again, I'm not sure.

I think you have to be at war for the planet to be taken, too. Otherwise I'm guessing you just loot it.

Also, in case people are curious, my slingshot is building 20% per turn, so a total of 5 turns and it will be ready.

I built both Slingshot and Long Range Sensors at the same time, both went up by 20% a turn. I'm still not sure how resources are taken from your supply when you build the upgrades, but I can say that upgrades come online after fleet movements (my attacking fleet didn't get a speed boost from the Slingshot being built last turn).
Title: Re: Dave's Galaxy
Post by: fodder on July 26, 2011, 07:27:14 PM
um... i built some merchants... and what do they sell? steel.... eh.. you know.. the stuff i need to build ships?
Title: Re: Dave's Galaxy
Post by: De-Legro on July 27, 2011, 12:00:00 AM
Hm, I just found out that sending a scout towards a planet gains you absolutely nothing. Guess I wasted a lot of scouts. :-)

Sometimes you find a special planet feature, like it is rich in Iron. Problem is this info isn't displayed anywhere in the game, so you have to carefully read your turn reports and then write it all down.
Title: Re: Dave's Galaxy
Post by: Vellos on July 27, 2011, 02:03:27 AM
Vellos is going to lose his planet and he deserves it.

1. No I'm not. That nutbag Darklatiz sent two fairly small fleets against me. I've deployed a total of 30 ships against his, by my count, 9. His biggest ship is one blackbird that is escorted by one destroyer. I have plenty of planetary defenses ready, I think, unless he's got some much heavier firepower available quite close by. I should know about that soon enough, because my long range sensors will be done next turn. As it is, I've got plenty of firepower to resist his initial assault. Long term, of course, Darklatiz is much bigger and more powerful than me, but hopefully he'll ignore me and go for easier prey. I am quite far away from him compared to other targets.

2. Why do I deserve it?
Title: Re: Dave's Galaxy
Post by: Vellos on July 27, 2011, 02:12:51 AM
Just ran the numbers on my battles.

Battle on my eastern flank (4 destroyers vs. 17 subspacers) should be an easy win: I have 136/34, he has 36/12.

Battle on my western flank (2 destroyers, 1 blackbird vs. 9 frigates, 2 cruisers) may be a bit more difficult due to the blackbird's huge defense, but is still a handy 82/26 vs. 16/16.

My western flank may be a wee bit more difficult given that I redirected 4 or 5 smaller fleets to my defense, so they may not all land at the same time. But I have some reinforcements arriving from one of my colonies in my homeworld, so I shouldn't lose my home even if my fleets don't arrive on time. Then they'll come from behind and crush him.

Looks like he was just sending a military probe so far. Maybe battlecruisers are lingering out in space somewhere, but the initial fight shouldn't be an issue.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 27, 2011, 02:26:33 AM
Just ran the numbers on my battles.

Battle on my eastern flank (4 destroyers vs. 17 subspacers) should be an easy win: I have 136/34, he has 36/12.

Battle on my western flank (2 destroyers, 1 blackbird vs. 9 frigates, 2 cruisers) may be a bit more difficult due to the blackbird's huge defense, but is still a handy 82/26 vs. 16/16.

My western flank may be a wee bit more difficult given that I redirected 4 or 5 smaller fleets to my defense, so they may not all land at the same time. But I have some reinforcements arriving from one of my colonies in my homeworld, so I shouldn't lose my home even if my fleets don't arrive on time. Then they'll come from behind and crush him.

Looks like he was just sending a military probe so far. Maybe battlecruisers are lingering out in space somewhere, but the initial fight shouldn't be an issue.

Fleets of that size, and with the sensor range of the blackbird imply that he is just probing to see if you are active.
Title: Re: Dave's Galaxy
Post by: Vellos on July 27, 2011, 02:51:38 AM
Yup.

But, I take such a probe very seriously. So I declared war, and will destroy his fleets. He may retaliate in great force. If so, I am ruined. Alternatively, he may decide I'm not worth the effort, and leave me alone. Either way, I've re-routed scouts to the planets between me and him, and will send some subspacers and blackbirds as well later, just to make sure I have plenty of advance warning.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 27, 2011, 03:00:29 AM
Yup.

But, I take such a probe very seriously. So I declared war, and will destroy his fleets. He may retaliate in great force. If so, I am ruined. Alternatively, he may decide I'm not worth the effort, and leave me alone. Either way, I've re-routed scouts to the planets between me and him, and will send some subspacers and blackbirds as well later, just to make sure I have plenty of advance warning.

If it was me, I would just send my main fleet at you and take the capital, but then I'm a jerk and don't mind wasting 10 battleships and 30 cruisers at this stage of the game, since I have no real targets anyway.
Title: Re: Dave's Galaxy
Post by: Vellos on July 27, 2011, 03:15:32 AM
Which is exactly why, ASAP, I will be deploying a long-distance arc or two.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 27, 2011, 03:17:33 AM
Which is exactly why, ASAP, I will be deploying a long-distance arc or two.

I did that, problem is it takes so long for colonies to really get up and going. Even my largest colony is only society level 17.
Title: Re: Dave's Galaxy
Post by: Kai on July 27, 2011, 05:19:57 AM
Society level has nothing to do with population or production.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 27, 2011, 05:31:52 AM
Society level has nothing to do with population or production.

from the help pages

Quote
Society Level
Production of resources on a planet are controlled by it's Society Level and population. Surplus resources are produced if the people on a planet are able to produce more than they use during a turn.

Unless your planet has suffered population loss from an attack, society level and population will be reasonably linked. For example from my colonies
Society Level 16 Population 2468
Society Level 17 Population 2763
Society Level 18 Population 3065


Production is a function of the two, a planet with a higher society level will produce more then one with a lower level given the same population.
Title: Re: Dave's Galaxy
Post by: Kai on July 27, 2011, 06:25:57 AM
Society level has nothign to do with population.
Title: Re: Dave's Galaxy
Post by: Daycryn on July 27, 2011, 06:49:22 AM
Hey guys. So I started playing Daves Galaxy at right around the same time I started [my newest] BM (found it through this forum, actually. And oh hey, we have a forum now!)

My name there is kazhaar and I really have no idea where in the galaxy I am. There's a big empire, ThatNiggaOmar, 2 grid squares to my east... and (going by the scoreboard) some heavy hitter named uranus also nearby. I sense my empire will not last long without friends.  :)
Title: Re: Dave's Galaxy
Post by: fodder on July 27, 2011, 06:50:09 AM
well.. the pop depends on how many arcs you sent to a planet... my 1st colony from 2 arcs has 1k whereas i see someone else have 500ish... soc level seems to be +1 a day...

oh ... i just found out that 1st colony is iron poor XD i don't normally read the stupid reports as i don't check mail.....
Title: Re: Dave's Galaxy
Post by: De-Legro on July 27, 2011, 06:57:41 AM
Society level has nothign to do with population.

Not quite. People is a resource, which like all resources has its production affected by society level. If you look at the resource graph in the game help you can see the surplus on Hand for people levels out somewhere around society level 90.
Title: Re: Dave's Galaxy
Post by: Kai on July 27, 2011, 03:43:11 PM
Whats the battle report like.
Title: Re: Dave's Galaxy
Post by: Huntsmaster on July 27, 2011, 03:53:11 PM
Hey guys. So I started playing Daves Galaxy at right around the same time I started [my newest] BM (found it through this forum, actually. And oh hey, we have a forum now!)

My name there is kazhaar and I really have no idea where in the galaxy I am. There's a big empire, ThatNiggaOmar, 2 grid squares to my east... and (going by the scoreboard) some heavy hitter named uranus also nearby. I sense my empire will not last long without friends.  :)

You're very close to me. Unfortunately, that also means that you're close to uranus and sirgumby.
Title: Re: Dave's Galaxy
Post by: Tom on July 27, 2011, 07:14:13 PM
well, I got my first colony up and running. Ok, 500 people... better than nothing. Nothing can stop my empire now... bwuahahaha... :)

Title: Re: Dave's Galaxy
Post by: Daycryn on July 27, 2011, 07:45:00 PM
You're very close to me. Unfortunately, that also means that you're close to uranus and sirgumby.

Aha! I see you!

This map is hard to navigate. And I can't message you since you're not my "neighbor." A direct route between our capitals cuts right through uranus territory. I take it he's generally hostile?
Title: Re: Dave's Galaxy
Post by: egamma on July 27, 2011, 07:45:47 PM
I've started as well--"egamma" is my name. I'm close to jackdaniels (he's the nearest big guy), vich, dapil, and princesswalnut.
Title: Re: Dave's Galaxy
Post by: Nathan on July 27, 2011, 08:11:57 PM
Hey guys. So I started playing Daves Galaxy at right around the same time I started [my newest] BM (found it through this forum, actually. And oh hey, we have a forum now!)

My name there is kazhaar and I really have no idea where in the galaxy I am. There's a big empire, ThatNiggaOmar, 2 grid squares to my east... and (going by the scoreboard) some heavy hitter named uranus also nearby. I sense my empire will not last long without friends.  :)

Welcome to Dave's Galaxy and welcome to the forum! I can't seem to find you, but I think you should also be close to Adriddae (he's brown-orange, south of drugmrgarrison).

well, I got my first colony up and running.

Wow, I didn't realise how far away you are from your nearest planets >.< Have you got many more Arcs out?

I should have 3 more colonies in 2 turns, with one of them being 0.01 "distance" away after tomorrow's turn :(

How are we all coming with attacking fleets? Anyone soon to be taking over someone's planets?

EDIT:

I've started as well--"egamma" is my name. I'm close to jackdaniels (he's the nearest big guy), vich, dapil, and princesswalnut.

Welcome to the fold! Can't say I've noticed many of those guys (I only remember seeing jackdaniels), I'll take a look around for you :)

EDIT EDIT:

Found you! If I was being sneaky, I'd build as many subspacers as you can and send them all to bgalbs. Might be worth the risk if it means you can get someone's home planet straight away :) Also mikefletcher3 is a good target, I remember seeing him a while back and noticing his other 2 accounts. At planet level 51, seems he hasn't logged in for a while, so I'd guess there's no fleet there :)

If you go 3 rings in and 1 segment counter clockwise, you'll find me (Klingzog) and Kai. 2 rings in and 1 segment counter clockwise and you'll find Vellos

Also, I just noticed something utterly awesome - carlwolcott isn't playing any more. When I started playing he had his home planet, 3 immediately around it and other 1 colony. My home planet is level 57, but 2 of his immediate colonies are level 4, meaning they haven't levelled up for at least the last 3 turns, which I think means he hasn't logged in for at least 5 turns. I'm going to divert my 3 attacking fleets to his home planet and see if his home planet hits level 60 next turn. If it does I'll send my guys back at PeterKaan, otherwise I'm cashing in on a free little empire :)
Title: Re: Dave's Galaxy
Post by: lorduck on July 27, 2011, 10:08:43 PM
I've started as well--"egamma" is my name. I'm close to jackdaniels (he's the nearest big guy), vich, dapil, and princesswalnut.

I has a neighbor!  Yay!  I'm out directly two rings from you, purple in the bottom right corner.  Sending a merchantman your way and have open trading if you want to do the same.  Just don't take my steel!  I keep running out.  :(
Title: Re: Dave's Galaxy
Post by: Daycryn on July 27, 2011, 10:21:05 PM
Welcome to Dave's Galaxy and welcome to the forum! I can't seem to find you, but I think you should also be close to Adriddae (he's brown-orange, south of drugmrgarrison).

Hiya and thank you! It's good to be here. I am now yellow colored.
I did find Ariddae and he is to my east about 4 sector grids. I have my own quiet little sector to myself, so I think I'll try colonizing these empty planets quickly before I'm noticed by someone large and mean.
Title: Re: Dave's Galaxy
Post by: egamma on July 27, 2011, 11:12:35 PM
I has a neighbor!  Yay!  I'm out directly two rings from you, purple in the bottom right corner.  Sending a merchantman your way and have open trading if you want to do the same.  Just don't take my steel!  I keep running out.  :(

what's your name? I have trading enabled, and I'm sending out about 5 merchants to 5 different planets. they're uninhabited, but the guide says that they'll go find someone to trade with on their own.
Title: Re: Dave's Galaxy
Post by: fodder on July 27, 2011, 11:59:39 PM
building up military already? i'm still buck naked...
Title: Re: Dave's Galaxy
Post by: Silverfire on July 28, 2011, 12:31:21 AM
building up military already? i'm still buck naked...

Well we personally don't need a military right now, unless one of our two big neighbors (not including Dave) decides to declare war on us. If that happens we're likely screwed anyway.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 28, 2011, 01:12:04 AM
Updated list of players since we've been getting more players.

BM Forum Name - Dave's Galaxy Name
------------------------------------------------
Squishymaster - Squishymaster
Huntsmaster - Agiri
De-Legro - Masdus
Silverfire - KingDante
egamma - egamma
Adriddae - Vistuvis
Daycryn - Kazhaar
Lorduck - Lorduck
Nathan - Klingzog
fodder - fodder
Sacha - Amaury
Vellos - Vellos
Tom - Balanuir
Kai - Kai
Title: Re: Dave's Galaxy
Post by: Vellos on July 28, 2011, 02:11:39 AM
So, update on darklatiz' assault:

He was indeed just probing to see if I was active. I declared war on him, but he got the memo and retreated. Rather, he rerouted. He is now flying his two fleets toward KipJaw. I am flying some fleets to Kip.

I also just completed long range sensors. Yeehaw. Colonies are coming a bit slowly, but such is life.

However, combat doesn't work exactly how I thought. My fleets that I sent to attack him completely missed, and he "overshot" my planet and accidentally killed a subspacer I had out alone on my flank headed on a piracy mission.
Title: Re: Dave's Galaxy
Post by: Kai on July 28, 2011, 07:23:40 AM
Don't let him take kip/jaw's planets, its hard to get rid of if he gets one.
Title: Re: Dave's Galaxy
Post by: fodder on July 28, 2011, 08:36:53 AM
... guess i'll find out if the ships slow to a crawl when changing direction when i send a couple of arcs out on the extra long trip to s/sw (wonder if should send as a single fleet to 1 system or separate into 2 system...)... i've drawn up the route already - some part of it probably uncomfortably close to someone's space when they get there
Title: Re: Dave's Galaxy
Post by: Nathan on July 28, 2011, 12:39:20 PM
Don't let him take kip/jaw's planets, its hard to get rid of if he gets one.

Agreed, get rid of him, those are our planets! :P

Oooo, just noticed that a "location" has been added to planets. I'm at (1664.2,1677.4). Maybe we could add locations to the list of players so we can quickly find each other? (0.0, 0.0) is top left of the universe.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 28, 2011, 12:43:43 PM
... guess i'll find out if the ships slow to a crawl when changing direction when i send a couple of arcs out on the extra long trip to s/sw (wonder if should send as a single fleet to 1 system or separate into 2 system...)... i've drawn up the route already - some part of it probably uncomfortably close to someone's space when they get there

They don't seem to, though they do decelerate as they approach their destination.
Title: Re: Dave's Galaxy
Post by: fodder on July 28, 2011, 03:15:42 PM
they don't change speed when changing direction at way points? cool.

-----
my starting system is: 1920.9, 1834.9 

---
surely they have to be systems rather than planets? otherwise.. where the hell are the stars on the map?! or are the stars and systems with no habitable planets just abstracted away?
Title: Re: Dave's Galaxy
Post by: Kai on July 28, 2011, 05:53:41 PM
team vision bug fixed
Title: Re: Dave's Galaxy
Post by: Nathan on July 28, 2011, 05:57:39 PM
Gah, suddenly I can see all of Kai's fleets. Yay bug fixes :P

I may have a slight problem. PeterKaan has a fleet going passed my planet and within the view of his fleet is my fleet heading to his planet. But my fleet is all Subspacers, so he may or may not be able to see them. Anyone know a way I can find out? Without asking him, obviously :P

I can also have an alliance with Vellos now, which is nice. Hopefully I can ally with Tom soon too.

EDIT: Does anyone know what each of the dispositions do? Piracy is the only obvious one I can see (they attack any unit that comes within range), but what about Screen, Patrol, Scout, Trade, Attack and Planetary Defence? How do each of them differ in rules of engagement? E.g. Will my fleet set to Scout ignore attacking fleets, but Patrol will attack them?
Title: Re: Dave's Galaxy
Post by: Adriddae on July 28, 2011, 07:17:03 PM
Uh oh, it looks like drugsmrgarrison above me is conquering lots of planets next to him.
Title: Re: Dave's Galaxy
Post by: Daycryn on July 28, 2011, 08:22:11 PM
Agreed, get rid of him, those are our planets! :P

Oooo, just noticed that a "location" has been added to planets. I'm at (1664.2,1677.4). Maybe we could add locations to the list of players so we can quickly find each other? (0.0, 0.0) is top left of the universe.

Ooh, good idea!

Mine (Kazhaan) is at (1724.1,1870.0).

I wonder how large the galaxy is, i.e. the coordinates at the bottom right.
Title: Re: Dave's Galaxy
Post by: Nathan on July 28, 2011, 08:50:19 PM
I wonder how large the galaxy is, i.e. the coordinates at the bottom right.

(3000.00, 3000.00). The middle is (1500.00, 1500.00), so reasonable guess to make :)
Title: Re: Dave's Galaxy
Post by: egamma on July 28, 2011, 09:27:04 PM
1661.9,1768.6 is me.
Title: Re: Dave's Galaxy
Post by: lorduck on July 28, 2011, 11:09:37 PM
I'm at 1693.3,1798.8.

Also snagged my first colony this turn, which is exciting even if it's not doing anything yet.  Anyone got a colony actually producing any materials yet?

egamma, my username is Lorduck, just like here.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 28, 2011, 11:12:29 PM
This is me.

1912.4,1801.4
Title: Re: Dave's Galaxy
Post by: Nathan on July 28, 2011, 11:16:39 PM
Anyone got a colony actually producing any materials yet?

Level 5 colony is my best. Only producing 66 Food and 9 Hydrocarbon though :(
Title: Re: Dave's Galaxy
Post by: squishymaster on July 28, 2011, 11:26:30 PM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Huntsmaster                   Agiri
Kai                                   Kai
Lorduck                         Lorduck                       1693.3 , 1798.8
Nathan                          Klingzog                      1664.2 , 1677.4
Sacha                            Amaury
Silverfire                     KingDante
Squishymaster        Squishymaster                  1912.4 , 1801.4
Tom                              Balanuir
Vellos                             Vellos
Title: Re: Dave's Galaxy
Post by: Adriddae on July 28, 2011, 11:51:10 PM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Huntsmaster                   Agiri
Kai                                   Kai
Lorduck                         Lorduck                       1693.3 , 1798.8
Nathan                          Klingzog                      1664.2 , 1677.4
Sacha                            Amaury
Silverfire                     KingDante
Squishymaster        Squishymaster                  1912.4 , 1801.4
Tom                              Balanuir
Vellos                             Vellos

(added my coordinates)
Title: Re: Dave's Galaxy
Post by: Huntsmaster on July 29, 2011, 12:06:14 AM
So I discovered today that if you send a colony ship to colonize a colony that already exists, it "bolsters" the existing colony. I gained at least one society level by doing it, maybe 2.




BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Huntsmaster                   Agiri                          1823.2,   1868.5
Kai                                   Kai
Lorduck                         Lorduck                       1693.3 , 1798.8
Nathan                          Klingzog                      1664.2 , 1677.4
Sacha                            Amaury
Silverfire                     KingDante
Squishymaster        Squishymaster                  1912.4 , 1801.4
Tom                              Balanuir
Vellos                             Vellos

(added mine)
Title: Re: Dave's Galaxy
Post by: Daycryn on July 29, 2011, 12:46:27 AM
So I discovered today that if you send a colony ship to colonize a colony that already exists, it "bolsters" the existing colony. I gained at least one society level by doing it, maybe 2.

That's how it works in Master of Orion. I figured it would be the same here, hard to imagine why it shouldn't.
Title: Re: Dave's Galaxy
Post by: Tom on July 29, 2011, 12:57:12 AM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Huntsmaster                   Agiri                          1823.2,   1868.5
Kai                                   Kai
Lorduck                         Lorduck                       1693.3 , 1798.8
Nathan                          Klingzog                      1664.2 , 1677.4
Sacha                            Amaury
Silverfire                     KingDante
Squishymaster        Squishymaster                  1912.4 , 1801.4
Tom                              Balanuir                    1706.1  , 1678.1
Vellos                             Vellos

Title: Re: Dave's Galaxy
Post by: Nathan on July 29, 2011, 01:31:07 AM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus                        1724.7 , 1654.7
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Huntsmaster                   Agiri                          1823.2 ,  1868.5
Kai                                   Kai                            1660.3 , 1685.2
Lorduck                         Lorduck                       1693.3 , 1798.8
Nathan                          Klingzog                      1664.2 , 1677.4
Sacha                            Amaury                       1535.2 , 1979.8
Silverfire                     KingDante                     1910.5 , 1811.0
Squishymaster        Squishymaster                 1912.4 , 1801.4
Tom                              Balanuir                      1706.1  , 1678.1
Vellos                             Vellos                        1664.8 , 1709.3

There you go, finished everyone off :)
Title: Re: Dave's Galaxy
Post by: Vellos on July 29, 2011, 01:45:50 AM
Don't let him take kip/jaw's planets, its hard to get rid of if he gets one.

Any suggestion on how I'm supposed to stop him?

His fleets have been flying a long time, so have accelerated to an astonishing speed (he shot past my entire empire in one turn). I can't accelerate to catch him, and I have no fleets ahead of him.

On the plus side, I'll be allying with darklatiz shortly. Which will allow me to see all of his fleets. He's one of our larger neighbors, so that seems like useful intel.
Title: Re: Dave's Galaxy
Post by: Kai on July 29, 2011, 03:07:02 AM
Any suggestion on how I'm supposed to stop him?

His fleets have been flying a long time, so have accelerated to an astonishing speed (he shot past my entire empire in one turn). I can't accelerate to catch him, and I have no fleets ahead of him.

On the plus side, I'll be allying with darklatiz shortly. Which will allow me to see all of his fleets. He's one of our larger neighbors, so that seems like useful intel.
Don't you think you have enough allies already with the entirety of battlemaster forums? Honestly if we go around capturing all the noobs and allying with all the big guys, there is nothing left to do.

What's more, allying with such a large neighbour is more like 'protectorate', or bitch-state.

Oh and here's an idea: his ships are destroyers, acc 0.32, cruisers have a chance to overtake or engage him.
Title: Re: Dave's Galaxy
Post by: Vellos on July 29, 2011, 03:17:33 AM
Don't you think you have enough allies already with the entirety of battlemaster forums? Honestly if we go around capturing all the noobs and allying with all the big guys, there is nothing left to do.

What's more, allying with such a large neighbour is more like 'protectorate', or bitch-state.

Oh and here's an idea: his ships are destroyers, acc 0.32, cruisers have a chance to overtake or engage him.

Do you ever say anything that isn't negative? I think every comment from you has been negative.

Yes, I could attack his destroyers, maybe, from behind, and, maybe, I could defeat them. They are already going fairly fast, but maybe, I'm not sure (and I don't see a calculator anywhere that would show me). I might beat him in that fight.

But hello, he's way bigger than me. He's been quite polite in my messages to him. And, as an ally, I can see all of his ships... which I believe is useful. Sure, he can see mine too: so what? He's much bigger than me, so me seeing his ships has a greater value than him seeing my ships. Especially given that he doesn't know there is a BM-alliance scattered all around the quadrant, so, in effect, he will be broadcasting all of his moves to about a dozen different players.

More importantly, if I attack him after having just gotten peace, I may piss him off, and he'll send a couple battleships and destroy me. Not exactly what I want.
Title: Re: Dave's Galaxy
Post by: Vellos on July 29, 2011, 03:21:45 AM
Also, tell me if this is stupid:
You accelerate until halfway to destination, then slow down the second half.

So why not select a destination twice as far away, then change your destination on the last turn? Wouldn't that get you there faster?
Title: Re: Dave's Galaxy
Post by: Kai on July 29, 2011, 03:29:14 AM
Do you ever say anything that isn't negative? I think every comment from you has been negative.
Do you ever say anything that's not about clinging to other people's coat tails and refusing to think and stand for yourself?

Quote
Yes, I could attack his destroyers, maybe, from behind, and, maybe, I could defeat them. They are already going fairly fast, but maybe, I'm not sure (and I don't see a calculator anywhere that would show me). I might beat him in that fight.

But hello, he's way bigger than me. He's been quite polite in my messages to him. And, as an ally, I can see all of his ships... which I believe is useful. Sure, he can see mine too: so what? He's much bigger than me, so me seeing his ships has a greater value than him seeing my ships. Especially given that he doesn't know there is a BM-alliance scattered all around the quadrant, so, in effect, he will be broadcasting all of his moves to about a dozen different players.
Seeing all his ships is useful? I heard water is also wet. That's not the point of an alliance. Seeing ships in an alliance is to facilitate strategic cooperation. Allying with such a large neighbour ensures a one-sided relationship where you are (one of) his bitch(es).

Quote
More importantly, if I attack him after having just gotten peace, I may piss him off, and he'll send a couple battleships and destroy me. Not exactly what I want.
This reminds me of the behaviour of numerous sniveling characters.

Also, tell me if this is stupid:
You accelerate until halfway to destination, then slow down the second half.

So why not select a destination twice as far away, then change your destination on the last turn? Wouldn't that get you there faster?
Why don't you test it, cause I am.
Title: Re: Dave's Galaxy
Post by: Vellos on July 29, 2011, 03:57:42 AM
Why don't you test it, cause I am.

I also am, in fact. Hence the subspacers launching well beyond Kip's planet.

As to the rest of the comment... I don't exactly know where the chip on your shoulder came from nor if it's directed at me specifically, or if you're just generally an ass by nature. But I confess I am curious.
Title: Re: Dave's Galaxy
Post by: Sacha on July 29, 2011, 04:16:33 AM
I tried this out with an arc. Sent it to a planet about twice the distance as my intended target, almost on the same line. Seems to be working nicely. I just make a little turn to the right for the final approach and bam, quick colony. Or quicker at least. You gotta keep track of your ships though, before you know it they'll be way the hell off course.
Title: Re: Dave's Galaxy
Post by: Kai on July 29, 2011, 05:24:44 AM
It is possible to send fleets to arbitrary coordinates.
Title: Re: Dave's Galaxy
Post by: fodder on July 29, 2011, 07:26:54 AM
Also, tell me if this is stupid:
You accelerate until halfway to destination, then slow down the second half.

So why not select a destination twice as far away, then change your destination on the last turn? Wouldn't that get you there faster?

surely you can't decelerate fast enough to stop? i mean... you can only decelerate as fast as you accelerate and so how could it work?
Title: Re: Dave's Galaxy
Post by: Silverfire on July 29, 2011, 10:23:15 AM
surely you can't decelerate fast enough to stop? i mean... you can only decelerate as fast as you accelerate and so how could it work?

Well, probably this is an unintended exploit whereby you can get around deceleration by "cheating it" through overshooting a planet and then turning around.

I personally really like the feature where you speed up for the first half and then slow down for the second half. It is very very realistic as to how spacetravel would work if we didn't have warp engines or something. Even if we did, acceleration would likely play a huge role.

I feel kind of bad if I were to take advantage of this obvious exploit. (although I see no viable way to fix it, at all). Thinking of posting it to the Dave's forums to let him know about it.
Title: Re: Dave's Galaxy
Post by: fodder on July 29, 2011, 11:14:31 AM
well. i suppose it can work for an arc if it does a crash landing XD (and kill everything else on the planet?)

incidentally.. the more arc you send, the more of everything (steel, etc) you get in the planet/system, not just pop.
Title: Re: Dave's Galaxy
Post by: Kai on July 29, 2011, 11:25:54 AM
Well, probably this is an unintended exploit whereby you can get around deceleration by "cheating it" through overshooting a planet and then turning around.

I personally really like the feature where you speed up for the first half and then slow down for the second half. It is very very realistic as to how spacetravel would work if we didn't have warp engines or something. Even if we did, acceleration would likely play a huge role.

I feel kind of bad if I were to take advantage of this obvious exploit. (although I see no viable way to fix it, at all). Thinking of posting it to the Dave's forums to let him know about it.
Come on, keep it in the battlemaster team for now. We're so far behind anyway.
Title: Re: Dave's Galaxy
Post by: Nathan on July 29, 2011, 02:23:59 PM
Umm... Did the turn come early? I got my turn report at 1:10, which is apparently the same time I always get it (according to my email client), but the game still says there's a few minutes left this turn.

Just set myself up a nice Blackbird perimeter. For now it intersects with Kai's scout perimeter, but once everyone is in position I'll move a few of them around so that me and Kai don't have any overlapping scouts.

Does anyone know how much of a boost a planet gets when production is "above average"? I found myself a planet with above average food production.
Title: Re: Dave's Galaxy
Post by: Sacha on July 29, 2011, 03:22:18 PM
Question: if a planet isn't listed as trading to players, is it pointless to send merchant ships there?
Title: Re: Dave's Galaxy
Post by: fodder on July 29, 2011, 05:16:11 PM
not necessarily, the merchant will head itself off to the next trading planet (no clue how big the range is)
------
scared me to death suddenly seeing kingdante's ships and all... thought there a bug that reveals everything XD.. but no.. alliance offer accepted.

which reminds me.. shouldn't it have lapsed after not being accepted for days? (or is the limit just long?)
Title: Re: Dave's Galaxy
Post by: Nathan on July 29, 2011, 06:23:20 PM
not necessarily, the merchant will head itself off to the next trading planet (no clue how big the range is)

Still usually better to send it somewhere they can buy stuff, that way no time is wasted.

scared me to death suddenly seeing kingdante's ships and all... thought there a bug that reveals everything XD.. but no.. alliance offer accepted.

which reminds me.. shouldn't it have lapsed after not being accepted for days? (or is the limit just long?)

He might have accepted as soon as you sent the request, but the bug was only fixed last turn so you'd never know if you were allies or not.

Anyone else think alliance declarations need a bit of fixing? I send a request off to someone, then I always get a request back. Seems odd since if I've requested it I shouldn't have to be asked if I want the alliance. When I click the link to accept their request I don't get any feedback from it, so I don't even know if the alliance has been formed until the turn ticks over.

Can you request alliances by sending fleets near to someone? Thinking I might send a scout over to Tom and De-Legro if it means I can get an alliance with them.
Title: Re: Dave's Galaxy
Post by: fodder on July 29, 2011, 07:38:03 PM
pretty sure he didn't accept right away (must have been 3 or whatever days ago.. mind you, no time stamps on the messages). though it's not impossible to have been accepted before today.

i did it via the neighbour interface... haven't sent any fleet to anyone

---
i opened a tab then logged in and and opened demo on another page.... for a minute i thought demo was showing all mine and kingdante's stuff XD
Title: Re: Dave's Galaxy
Post by: Silverfire on July 30, 2011, 12:26:45 AM
pretty sure he didn't accept right away (must have been 3 or whatever days ago.. mind you, no time stamps on the messages). though it's not impossible to have been accepted before today.

i did it via the neighbour interface... haven't sent any fleet to anyone

---
i opened a tab then logged in and and opened demo on another page.... for a minute i thought demo was showing all mine and kingdante's stuff XD

Haha, Yes I just accepted last night before the turn change. You are still able to accept up until you delete the message that was sent to you about it. If it turns out you don't want to be allies you can always just cut it down to peace again the next turn.

I thought it'd be good for us to ally up just because I can already tell the big ppl next to us are going to be a threat. We won't have the ability to fight them off just yet and I want to be sure we don't get smashed.
Title: Re: Dave's Galaxy
Post by: Nathan on July 30, 2011, 01:26:52 AM
Kai, you've seen that Cruiser going for your home planet, right? Only one so you should be fine.

In case any other people have found the movement bug, I think I'll be building a fleet next turn to sit on my home planet and defend it. Might even wait a turn, build up a lot of resources and make a much bigger fleet. Especially since PeterKaan managed to slip that cruiser passed me pretty easily, I certainly need a fleet there to combat anyone trying their luck.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 30, 2011, 02:18:06 AM
I have 3 colonies now with 7 more on the way, not counting the one going for the center :)   Sent out an ally to fodder and dante. Got a couple of fleets around my area and a fleet at home base and my biggest colony.  Well thats my update.
Title: Re: Dave's Galaxy
Post by: Vellos on July 30, 2011, 05:55:21 AM
Kai:

Don't bother with KipJaw. darklatiz is already there with 2 destroyers, with another 6 or 8 destroyers on the way, 3-4 cruisers, and a few blackbirds. I'm ramping up my domestic defensive production because I'm realizing that he has a lot of firepower available and a much better understanding of the mechanics than me.

On the plus side, he seems to be deploying his entire mobile fleet in our area to KipJaw. He has no other random fleets floating around somewhere.

Also interesting: Adanedhel and darklatiz are at war. Adanadhel has deployed a fleet of:
5 blackbirds
5 subspacers
3 frigates
5 destroyers
95 cruisers

To attack darklatiz' homeworld. He looks to have several battleships nearby; I can't view planetary defense fleets apparently.
Title: Re: Dave's Galaxy
Post by: Kai on July 30, 2011, 06:17:01 AM
Hah, so you allied him, and you're still scared of him. Welcome to being a protectorate state.
Title: Re: Dave's Galaxy
Post by: Vellos on July 30, 2011, 06:28:08 AM
Yes, I allied with him, and yes, I'm scared of him. Of course I'm a protectorate state. I have 3 planets. He has quite a few more. There's nothing wrong with that. In the meantime, I reap more benefits from our alliance than he does.

And, so you know, I haven't messaged him since the request for an alliance. You can keep sending your ships to KipJaw if you want. I doubt it'll do you much good.

Seriously Kai, why are you such an ass?
Title: Re: Dave's Galaxy
Post by: Vellos on July 30, 2011, 06:28:56 AM
Oh, and now you edited your message to delete your paranoid comment suggesting that I was plotting with darklatiz against you. You're clever.
Title: Re: Dave's Galaxy
Post by: fodder on July 30, 2011, 07:36:43 AM
Haha, Yes I just accepted last night before the turn change. You are still able to accept up until you delete the message that was sent to you about it. If it turns out you don't want to be allies you can always just cut it down to peace again the next turn.

I thought it'd be good for us to ally up just because I can already tell the big ppl next to us are going to be a threat. We won't have the ability to fight them off just yet and I want to be sure we don't get smashed.

nah.. no problem. i wanted to set alliance in the 1st place :)

i can see an exploit there.... unless someone tells me the messages are deleted automatically after a period of time. worse if it is possible to cancel out alliance in the same turn (no idea if that's possible)

imagine, someone send you an alliance thingy.. you ignore it until your ships are close to them, then accept to do some last minute scouting double check, then delete it..

odd.. the messages don't seem to be in any sort of order either...

i have messages from
dave (a reply to me)
the alliance thing from squishy <--- newest
kingdante (a reply to me) <--- oldest
Title: Re: Dave's Galaxy
Post by: Kai on July 30, 2011, 08:25:09 AM
Oh, and now you edited your message to delete your paranoid comment suggesting that I was plotting with darklatiz against you. You're clever.
It's not my problem if you like to reply 10 minutes after a post and spend 5 of that composing.

darklatiz benefits of alliance:
free foothold near our planets

vellos benefits:
won't die until darklatiz finishes his foothold
might be allowed to continue existance as a pet dog
Title: Re: Dave's Galaxy
Post by: Silverfire on July 30, 2011, 09:26:45 AM
Hey guys, can we please keep the  criticism in check here.

This is a game and if you don't want to work together you don't have to, but we can at least be polite to each other.
Title: Re: Dave's Galaxy
Post by: Nathan on July 30, 2011, 02:49:54 PM
Sneaky git! PeterKaan has a a Cruiser practically on top of my home planet.

If I build a fleet at my home planet and set its destination as my home planet, what will happen next turn? Will the two fleets fight in orbit and my population will be safe? Or should I send my fleet a little way out so they fight off the planet?
Title: Re: Dave's Galaxy
Post by: squishymaster on July 30, 2011, 03:01:45 PM
I agree you guys are taking away from the fun factor.  You both are going for strategies the other doesn't agree with we get it.  Both sides of the conversation have their pros and cons.  Now leave it behind.
Title: Re: Dave's Galaxy
Post by: Tom on July 30, 2011, 03:36:42 PM
it appears that scouts do have a purpose, after all:

Fleet: Fleet #6266, 2 scouts (6266) Arrived at Theta Andropeia (3307571)
 Iron Deposits: Above Average
Title: Re: Dave's Galaxy
Post by: Kai on July 30, 2011, 03:49:27 PM
Sneaky git! PeterKaan has a a Cruiser practically on top of my home planet.

If I build a fleet at my home planet and set its destination as my home planet, what will happen next turn? Will the two fleets fight in orbit and my population will be safe? Or should I send my fleet a little way out so they fight off the planet?
Should be ok to park it. Your planet won't fall isntantly anyway. Also there andhenahlhand guy sent a few frigates to wolcot.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 30, 2011, 04:22:34 PM
Thank you Tom, I am so putting all of my next turns income into scouts :)

So do we have any idea what a good invading force to take over a planet is yet?  How about for a new players capital?  There is a guy next to me who started a couple days ago but hasn't built any ships that I can see so I thought about going for his capital.  Also we do we know if you attack and win do you take the planet or do you also need an arc?  I am sending 1 battleship, 1 cruiser, and 2 blackbirds.
Title: Re: Dave's Galaxy
Post by: Kai on July 30, 2011, 04:28:50 PM
1 blackbird is all that is ever required.
1 bc 1 cruiser is fine.
Title: Re: Dave's Galaxy
Post by: Vellos on July 30, 2011, 04:34:18 PM
It looks like the fleets I've seen from Adanedhel and darklatiz that are directed towards new players are mostly a few destroyers or a few cruisers.

Speaking of, I think I'm going to try to ally with Adanedhel. There's no way for Adanedhel to see that I'm allied with darklatiz is there?
Title: Re: Dave's Galaxy
Post by: Sacha on July 30, 2011, 04:39:43 PM
Does anyone know if/how you can speed up population growth on a planet?

I currently have 2 new colonies, plus 7 more arcs on the way, and I'd like to bring my new holdings up as quickly as possible.
Title: Re: Dave's Galaxy
Post by: Vellos on July 30, 2011, 04:47:02 PM
Send more arcs to already colonized planets.
Title: Re: Dave's Galaxy
Post by: Sacha on July 30, 2011, 04:57:40 PM
Sounds a bit costly... I only get about 15k steel per turn
Title: Re: Dave's Galaxy
Post by: squishymaster on July 30, 2011, 05:00:01 PM
The arc gets used up when you colonize because they need to build the colony, but does it get used up when you just use it to transport people?  I'm guessing yes, it just sucks thats all.
Title: Re: Dave's Galaxy
Post by: Nathan on July 30, 2011, 05:03:20 PM
it appears that scouts do have a purpose, after all:

Fleet: Fleet #6266, 2 scouts (6266) Arrived at Theta Andropeia (3307571)
 Iron Deposits: Above Average

I got a message like that a few days ago when I colonised a planet, so you don't need scouts to find the deposits. Handy if you're trying to decide which planet to take next.

There's no way for Adanedhel to see that I'm allied with darklatiz is there?

Nope, unless you make some obvious fleet movements like a big gap in your scout line.

Does anyone know if/how you can speed up population growth on a planet?

You can send more Arcs when you colonise a planet, that gives you an initial population boost (and therefore production?), not sure if you can top it up after colonisation though.

Kai, it might be a good idea to send that arc/destroyer fleet to attack carlwolcott. It can probably reach next turn/ turn after with its current speed and will mean you get the planet instead of Adanedhel. Once you get the planet, just build loads of ships and you'll be fine. Means we keep most of the planets around us to our own little alliance.
Title: Re: Dave's Galaxy
Post by: fodder on July 30, 2011, 08:30:24 PM
production? my 1st one from 2 col ships has like 1.7k people, lvl 6 and all it produces is food and oil, any idea when it'll start making surplus other stuff?
Title: Re: Dave's Galaxy
Post by: lorduck on July 30, 2011, 09:36:39 PM
Is anyone able to build carriers or fighters?  Not that think I need any at the moment, but it's not giving me the option at all.

My slingshot was completed in 6 turns, not 5 like I originally thought.  Tomorrow I should be able to figure out what kind of boost it actually gives.
Title: Re: Dave's Galaxy
Post by: fodder on July 30, 2011, 10:53:11 PM
i don't see planetary defense either... i'm guessing it needs certain soc level.
Title: Re: Dave's Galaxy
Post by: Nathan on July 30, 2011, 11:29:48 PM
i'm guessing it needs certain soc level.

Yeah, I think it requires a certain society level. Maybe when your planet is called a State instead of a Province?

My slingshot was completed in 6 turns, not 5 like I originally thought. 

My Long Range Sensors 2 will take 6 turns instead of 5, they gained 18% one turn instead of the 20% it's gained the other turns :(

Tomorrow I should be able to figure out what kind of boost it actually gives.

0.5 to initial acceleration :)
Title: Re: Dave's Galaxy
Post by: fodder on July 30, 2011, 11:44:13 PM
i started sensor 1, trade incentive, reg gov all at the same turn.

1 turn later, 20% all
2 turns later, reg gov at 37%, the others 40%

beats me why... or for that matter.. what that lot does...

---------
incidentally, almost all the steel from arcs are dropped onto the colonised planet...
Title: Re: Dave's Galaxy
Post by: Vellos on July 30, 2011, 11:59:48 PM
I started upgrades my first turn; have long range sensors 1, regional gov, slingshot, and trade incentives all done for a few turns now. Working on long range sensors 2.

Nope, unless you make some obvious fleet movements like a big gap in your scout line.

Well then, sounds like I'll be allying Adanedhel...
Title: Re: Dave's Galaxy
Post by: fodder on July 31, 2011, 07:48:06 AM
looking at the demo... looks like 10k / lvl 26 to be territory.. (so that's like 20 arc at the get go)

even then... doesn't look like he can build much. (can't see resource production in demo)
Title: Re: Dave's Galaxy
Post by: squishymaster on July 31, 2011, 03:13:37 PM
So I got planetary defenses available on my home planet and my society level is 61, so perhaps it shows at 60?  I also have 7 planets total if that factors in as well.  I have not seen an option to combine fleets into one do we know if this is possible?  Or do we have dissolve two fleets get the full resources back and then build a new fleet at a planet where they are then together?
Title: Re: Dave's Galaxy
Post by: Kai on July 31, 2011, 03:31:21 PM
It seems that as with most online games new players cannot compete with old ones in this game.
Title: Re: Dave's Galaxy
Post by: squishymaster on July 31, 2011, 03:36:30 PM
Unfortunately it does seem that way, however, I believe there is a system in the game that prevents older players from attacking people too far below them in the rankings.

I'm reposting this because I don't want it to get lost on the old page:

So I got planetary defenses available on my home planet and my society level is 61, so perhaps it shows at 60?  I also have 7 planets total if that factors in as well.  I have not seen an option to combine fleets into one do we know if this is possible?  Or do we have dissolve two fleets get the full resources back and then build a new fleet at a planet where they are then together?
Title: Re: Dave's Galaxy
Post by: Nathan on July 31, 2011, 04:12:54 PM
It seems that as with most online games new players cannot compete with old ones in this game.

How so?

So I got planetary defenses available on my home planet and my society level is 61, so perhaps it shows at 60?

Probably. My home planet is level 61 too and I can get Planetary Defence. Anyone know how it works?

I have not seen an option to combine fleets into one do we know if this is possible?  Or do we have dissolve two fleets get the full resources back and then build a new fleet at a planet where they are then together?

I'm not quite sure if scrapping a fleet after the turn it's been built will give you the full resources back. You could build a scout this turn, leave it at your home planet and then scrap it next turn to see. That's presuming you're in no rush to combine the fleets you already have.

Seems the Cruiser that was heading to my planet overshot. It was right next to my planet last turn, now it's on the other side and a fair way away. I didn't get a report about an attack, so I'm presuming it's the same Cruiser.

My level 8 colony has finally started producing steel! I get a whole 1 steel next turn from it! :D It's still using up antimatter though, so I won't be able to build an arc from it for a while.

I'm going to try a little experiment. I'm going to wait a turn before building anything, giving me around 30k steel. I'll build 3 arcs, sending 2 to one planet and 1 to another (both equal distance away so they arrive the same turn). I'll see how much of a boost doubling the arcs gives the planet. If it starts producing things much quicker then it might be worth while using more than 1 arc to colonise planets in the future.
Title: Re: Dave's Galaxy
Post by: Kai on July 31, 2011, 05:45:03 PM
Unfortunately it does seem that way, however, I believe there is a system in the game that prevents older players from attacking people too far below them in the rankings.
There isn't.

Even if there was, I don't see the appeal of being underclass.
Title: Re: Dave's Galaxy
Post by: Vellos on July 31, 2011, 08:10:37 PM
I think I've figured out why ships "overshoot."

Acceleration, as we all know, is not only "increasing velocity" but actually "change in velocity." If you set a super-long distance route to try and exploit the acceleration (like we have all been experimenting with), your ship will not be able to decelerate to "hit" the planet. Thus, you will overshoot the planet. This could happen, I guess, any time you change course at all. I think you'd still fight any ships in your path, but probably not be able to land on a planet.
Title: Re: Dave's Galaxy
Post by: Vellos on July 31, 2011, 08:11:24 PM
Ah, also, Nathan:

Your Blackbird ring is beautiful.
Title: Re: Dave's Galaxy
Post by: Vellos on July 31, 2011, 08:30:47 PM

My level 8 colony has finally started producing steel! I get a whole 1 steel next turn from it! :D It's still using up antimatter though, so I won't be able to build an arc from it for a while.


The production chart can be found under the "Help" menu, the resource chart.

It indicates that most resource production begins in the 20-50 society level range.
Title: Re: Dave's Galaxy
Post by: Nathan on July 31, 2011, 10:51:33 PM
Ah, also, Nathan:

Your Blackbird ring is beautiful.

Thank you, it's modern art :P

The production chart can be found under the "Help" menu, the resource chart.

It indicates that most resource production begins in the 20-50 society level range.

Cheers, I didn't really understand that chart. According to it, I should have gained anti-matter for a bit before it flat lining (but I haven't gained any at all). Also, steel production looks like it should have started immediately and my hydrocarbon production should be much higher than it is now. Maybe it's based off old figures?
Title: Re: Dave's Galaxy
Post by: Tom on July 31, 2011, 10:56:49 PM
I think I've figured out why ships "overshoot."

Acceleration, as we all know, is not only "increasing velocity" but actually "change in velocity." If you set a super-long distance route to try and exploit the acceleration (like we have all been experimenting with), your ship will not be able to decelerate to "hit" the planet. Thus, you will overshoot the planet. This could happen, I guess, any time you change course at all. I think you'd still fight any ships in your path, but probably not be able to land on a planet.

I have 2 arcs that overshot without me changing the target as far as I can remember. So it may also be !@#$ty piloting. :-)

I have a hunch that it does not calculate fractional acc/dec - so every turn, it checks if it should accelerate or decelerate, but it doesn't take into account that the halfway point isn't precisely on the turn.

Title: Re: Dave's Galaxy
Post by: Vellos on August 01, 2011, 01:06:27 AM
Cheers, I didn't really understand that chart. According to it, I should have gained anti-matter for a bit before it flat lining (but I haven't gained any at all). Also, steel production looks like it should have started immediately and my hydrocarbon production should be much higher than it is now. Maybe it's based off old figures?

hmmm.... I thought I understood the graph... now I'm not so sure.

It is accurate for population, or at least seems to be. And thus far seems accurate for hydrocarbons. Unobtanium and krellmetal should be right as well; they don't appear until matter synths are built. The graph looks right for food too. Antimatter's slope looks correct (new antimatter should begin to be produced around 20 society level), but it seems to be at the wrong threshold. I think many of the units are screwy on the graph, but the slopes are right. I don't understand the collapse of quatloos that the graph shows... nor the collapse of steel... quatloos should show a slow but steady growth from taxes... unless it's measuring "gross economic output" rather than "tax revenues," which is entirely possible, but makes it nearly useless for game purposes.
Title: Re: Dave's Galaxy
Post by: Vellos on August 01, 2011, 01:07:11 AM
I have 2 arcs that overshot without me changing the target as far as I can remember. So it may also be !@#$ty piloting. :-)

I have a hunch that it does not calculate fractional acc/dec - so every turn, it checks if it should accelerate or decelerate, but it doesn't take into account that the halfway point isn't precisely on the turn.

That may also be the case... but I've seen some seriously massive overshooting as well, and it's pretty pervasive.
Title: Re: Dave's Galaxy
Post by: Nathan on August 01, 2011, 05:32:37 PM
I just noticed that if you click on the "neighbours" tab and then the "i" next to a person's name, it tells you when they were last online. Turns out Adanedhel hasn't been online in a while, so Tom and De-Legro can easily pick at his planets :)

How are you guys in the south getting on?
Title: Re: Dave's Galaxy
Post by: Tom on August 01, 2011, 05:54:47 PM
Hm, thanks. I guess I'll send in a fleet or two.
Title: Re: Dave's Galaxy
Post by: fodder on August 01, 2011, 06:32:13 PM
good tip that... apparently some dude called jeffer (straight west from kingdante) with 21 planets hasn't been online for 5 days.

similarly zhais with 1 planet hasn't been on either... though someone is already taking care of that! XD

i have no close neighbours apart from dave. i hope no one has sent anything my way on a long trip! i'm just pumping out arcs
Title: Re: Dave's Galaxy
Post by: egamma on August 01, 2011, 08:15:09 PM
I've sent out a ton of merchant men, I only built my 3rd arc this turn. but I'm spreading them out so that when the new colonies start building, they will have several planets close to them to colonize.

princesswalnut, 30 planets, inactive for 30 days--I may work my way over there.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 02, 2011, 02:43:09 AM
I have three colonies, all new. Bolstering them by sending new arcs seems to be a good idea; currently the un-bolstered colonies have populations of 559 and 626, while the bolstered (with two additional arcs) has 1701. Since population no doubt increases based on present population, as with real life, I think bolstering colonies regularly is the only way to ensure they'll become substantial quickly.
Title: Re: Dave's Galaxy
Post by: Nathan on August 02, 2011, 01:50:34 PM
Bolstering them by sending new arcs seems to be a good idea;

You need to remember to grab new colonies too. There's going to be a point of diminishing returns when sending arcs to existing colonies, so you need to strike that balance of bolster versus new.

I should have PeterKaan's planets by the end of the week, so me and Kai will control our local area pretty solidly when carlwolcott finally falls (which should also be soon). Then we can work on bridging the gap with Vellos, then on to Tom and De-Legro so that we have a pretty large section of the galaxy under BattleMaster control :D
Title: Re: Dave's Galaxy
Post by: De-Legro on August 02, 2011, 02:47:55 PM
You need to remember to grab new colonies too. There's going to be a point of diminishing returns when sending arcs to existing colonies, so you need to strike that balance of bolster versus new.

I should have PeterKaan's planets by the end of the week, so me and Kai will control our local area pretty solidly when carlwolcott finally falls (which should also be soon). Then we can work on bridging the gap with Vellos, then on to Tom and De-Legro so that we have a pretty large section of the galaxy under BattleMaster control :D

I've already got fleets running around all over the place down in your area. Now I just need to do something useful with them.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 02, 2011, 02:49:01 PM
I just noticed that if you click on the "neighbours" tab and then the "i" next to a person's name, it tells you when they were last online. Turns out Adanedhel hasn't been online in a while, so Tom and De-Legro can easily pick at his planets :)

How are you guys in the south getting on?

Pity his best planets all have planetary defense. oh and he is an ally of mine. Still if I built a big enough fleet :)
Title: Re: Dave's Galaxy
Post by: fodder on August 02, 2011, 03:13:53 PM
oh dear... there's a new player to the E/SE of where I am now

cadfan 1931.8, 1839.9
Title: Re: Dave's Galaxy
Post by: Kai on August 02, 2011, 03:55:26 PM
Sup Vellos why don't you ask your best bro to clean out that planet Olgry caught?
Title: Re: Dave's Galaxy
Post by: Nathan on August 02, 2011, 04:05:58 PM
oh dear... there's a new player to the E/SE of where I am now

KILL IT! KILL IT WITH FIRE!!
Title: Re: Dave's Galaxy
Post by: fodder on August 02, 2011, 06:39:47 PM
i can grief a new player with the owner next door to me?
Title: Re: Dave's Galaxy
Post by: Silverfire on August 02, 2011, 07:34:26 PM
Ya, I don't plan on griefing any new players unless they go inactive. Its just not fun.

I have no such qualms against killing off bigger people though if you can pull it off. I haven't figured out how big of an advantage they have yet though.
Title: Re: Dave's Galaxy
Post by: Nathan on August 02, 2011, 10:40:36 PM
i can grief a new player with the owner next door to me?
Ya, I don't plan on griefing any new players unless they go inactive. Its just not fun.

Meh. I sent fleets to the guy next to me as soon as he appeared. He sent a faster fleet at me. So I guess you could just hang a fleet outside his planet and watch for him sending something at you, when he does: KILL HIM!
Title: Re: Dave's Galaxy
Post by: De-Legro on August 03, 2011, 12:48:09 AM
i can grief a new player with the owner next door to me?

That new player next to you is another BM player :)
Title: Re: Dave's Galaxy
Post by: Nathan on August 03, 2011, 01:07:06 AM
That new player next to you is another BM player :)

Hehe, at least someone knows our community :P

Hi Cadfan, you silly lurker-of-this-thread, you! Welcome to Dave's Galaxy!
Title: Re: Dave's Galaxy
Post by: Kai on August 03, 2011, 05:55:17 AM
These kinds of games are all about griefing new players. It's a pyramid scheme. If you don't do it someone else will.

For gods sake Vellos prove your worth and evict Oldry.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 03, 2011, 06:35:10 AM
These kinds of games are all about griefing new players. It's a pyramid scheme. If you don't do it someone else will.

For gods sake Vellos prove your worth and evict Oldry.

Where is Oldry? I am at war with him, but my neighbours interface doesn't allow me to zoom to his planet :(
Title: Re: Dave's Galaxy
Post by: Daycryn on August 03, 2011, 06:37:16 AM
You need to remember to grab new colonies too. There's going to be a point of diminishing returns when sending arcs to existing colonies, so you need to strike that balance of bolster versus new.

This is true. For the nonce I'm just colonizing every planet within range.* The planets that are closest to my home world get the benefit of new arcs: ideally the range is such that I can build and send an arc or two to the new colony and have it arrive within a turn or two. Beyond that time-range I'd assume it's more effective to maximize colony worlds rather than colony populations.

*I want to have a nice tightly packed cluster of worlds under my control rather than a far-flung empire.
Title: Re: Dave's Galaxy
Post by: fodder on August 03, 2011, 07:20:34 AM
wait... .. new player? who? can't be de-legro surely? he's listed under another account name in the 1st post...
Title: Re: Dave's Galaxy
Post by: De-Legro on August 03, 2011, 07:39:59 AM
Cadfan is a player from Arcaea, who also happens to be my RL brother. So far he hasn't been all that impressed with Dave's Galaxy, so we will just have to see if he sticks around.
Title: Re: Dave's Galaxy
Post by: fodder on August 03, 2011, 07:43:30 AM
ok... i made a couple of subspacers (i think) to send near him already.. XD whenever it gets there...
Title: Re: Dave's Galaxy
Post by: De-Legro on August 03, 2011, 07:53:15 AM
ok... i made a couple of subspacers (i think) to send near him already.. XD whenever it gets there...

And he has a fleet of cruisers :) You should see some of his fleets rush past your area in the next few days, he wants to try and make a grab for some player he thinks are inactive.
Title: Re: Dave's Galaxy
Post by: Kai on August 03, 2011, 07:58:27 AM
The culture of new and inactive players being the most valuable prizes is extremely unhealthy for any game.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 03, 2011, 08:01:43 AM
The culture of new and inactive players being the most valuable prizes is extremely unhealthy for any game.

Unless you want a game of ultra competitive elite players that prey on newbs. Since in commercial games it is this class of player that actually buys the in game advantages most, it can be quite advantageous to pander to them, at least in the short to medium term :)

Dave is working on the planetary assault system, I believe he has ideas that might change the fact that new players are such juicy targets.
Title: Re: Dave's Galaxy
Post by: fodder on August 03, 2011, 08:02:12 AM
i'll stick him an alliance notice or something when it pops up.
Title: Re: Dave's Galaxy
Post by: Kai on August 03, 2011, 04:29:15 PM
Unless you want a game of ultra competitive elite players that prey on newbs. Since in commercial games it is this class of player that actually buys the in game advantages most, it can be quite advantageous to pander to them, at least in the short to medium term :)
duh
Title: Re: Dave's Galaxy
Post by: Nathan on August 03, 2011, 07:30:55 PM
I appear to have lost a fleet... I had 3 going to PeterKaan. One I diverted to one of his colonies, the other two went on to his home planet. One of the two heading to his home planet has disappeared, turn report doesn't say it's landed, fleet tab says it still exists. But it's not on the map. The sensor circle makes it look like it landed, but the lack of combat report and the fleet tab/turn report saying it's still moving has me confused >.<

I can also now request an alliance with Tom. It took 14 turns, but the guys that run around handing bits of formal paper to other species has finally found him :P
Title: Re: Dave's Galaxy
Post by: psymann on August 03, 2011, 08:10:10 PM
Just tried registering to see what the fuss was about, and all I see is a black screen.  None of the menus seem to work, and it just looks completely broken.  Is it down at the moment?


Edit(psy): Worked it out.  The game appears not to be compatible with Opera browser, which is a bit lousy since Opera is so good.  I don't mind Tom making his game incompatible with IE because IE is awful, but not compatible with my favourite Opera?  *sticks tongue out at Dave*


Name:   Spherical Whatsit
Owner:   psymann
Location:   (1689.6,1820.1


At first sight, this looks like a big map of people who got here long before me and started building frightening-sized empires not far away from me.  And that feels rather like Tribal Wars, which scares me.  And then it looks as if the longer you play, the more colonies you get, and the longer it takes to manage them all, making the game seem lightweight to start, and then take ages in, say, six months' time.  And that feels rather like Tribal Wars, which scares me.  Please say it isn't so ;-)
Title: Re: Dave's Galaxy
Post by: Bael on August 03, 2011, 09:13:05 PM
Regrettably I don't have the time to join this...I fear I would get sucked in, and battlemaster alone is bad enough ;)
Title: Re: Dave's Galaxy
Post by: Nathan on August 03, 2011, 09:18:16 PM
Edit(psy): Worked it out.  The game appears not to be compatible with Opera browser, which is a bit lousy since Opera is so good.  I don't mind Tom making his game incompatible with IE because IE is awful, but not compatible with my favourite Opera?  *sticks tongue out at Dave*

That's odd, maybe you could drop Dave an email and let him know? I'm sure he wouldn't mind since it's a real browser and not some silly thing just thrown together :P

Name:   Spherical Whatsit
Owner:   psymann
Location:   (1689.6,1820.1)

See the purple guy above you? That's Lorduck (same name here and there). Go down a little, past the big empire, see the orange-brown guy (vistuvis)? That's Adriddae.

At first sight, this looks like a big map of people who got here long before me and started building frightening-sized empires not far away from me.  And that feels rather like Tribal Wars, which scares me.  And then it looks as if the longer you play, the more colonies you get, and the longer it takes to manage them all, making the game seem lightweight to start, and then take ages in, say, six months' time.  And that feels rather like Tribal Wars, which scares me.  Please say it isn't so ;-)

"it isn't so". But it is. Kinda. I wouldn't imagine it takes that long to manage everything once you get a larger empire, but without time travel I can't say for certain.

EDIT: Bad Bael! You have to join us! JOOOOOOOOOOOIIIIIIIIIIIIIIIN UUUUUUUUUUUUUUUUUSSSSSSS!!!!!!!!!

Also, you get Long Range Sensors 1 at society level 11. I'm building it now, so I'll let you all know when you can first get Sensors 2.
Title: Re: Dave's Galaxy
Post by: Adriddae on August 03, 2011, 09:49:09 PM
Watch out for drugsmrgarrison(the big light blue empire above me), he seems pretty aggressive. He has been conquering lots of planets lately.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 04, 2011, 02:07:10 AM
Just tried registering to see what the fuss was about, and all I see is a black screen.  None of the menus seem to work, and it just looks completely broken.  Is it down at the moment?


Edit(psy): Worked it out.  The game appears not to be compatible with Opera browser, which is a bit lousy since Opera is so good.  I don't mind Tom making his game incompatible with IE because IE is awful, but not compatible with my favourite Opera?  *sticks tongue out at Dave*


Name:   Spherical Whatsit
Owner:   psymann
Location:   (1689.6,1820.1


At first sight, this looks like a big map of people who got here long before me and started building frightening-sized empires not far away from me.  And that feels rather like Tribal Wars, which scares me.  And then it looks as if the longer you play, the more colonies you get, and the longer it takes to manage them all, making the game seem lightweight to start, and then take ages in, say, six months' time.  And that feels rather like Tribal Wars, which scares me.  Please say it isn't so ;-)

Dave tests the game in Firefox and Chrome only. Since it uses SVG, HTML and Javascript it SHOULD be mostly compatible with browsers that implement the standards correctly. If it is only displaying a blank page, I would suspect it is something to do with Opera's SVG implementation.
Title: Re: Dave's Galaxy
Post by: Vellos on August 04, 2011, 03:38:14 AM
For gods sake Vellos prove your worth and evict Oldry.

Kai, there's very little I can do.

For what it's worth, however, Oldry's 28 destroyers, as we can all see, are headed west to kd916. I may be able to muster a fleet that can beat him there; I'll see what I can do.

darklatiz has 17 destroyers, 2 blackbirds, and 2 cruisers on their way to Pi Circax. They should be able to conquer the planet, but won't be able to catch up to Oldry's fleet of 28 destroyers.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 04, 2011, 04:27:51 AM
Kai, there's very little I can do.

For what it's worth, however, Oldry's 28 destroyers, as we can all see, are headed west to kd916. I may be able to muster a fleet that can beat him there; I'll see what I can do.

darklatiz has 17 destroyers, 2 blackbirds, and 2 cruisers on their way to Pi Circax. They should be able to conquer the planet, but won't be able to catch up to Oldry's fleet of 28 destroyers.

Interesting quirk with the combat code. Previously large fleets would nearly always win, so 2000 scouts would actually beat 100 battleships. To fix that Dave implemented the "small" fleet code that restricts how many ships fight from large fleets when engaging small fleets. The result is that small fleets of powerful ships like battleships can beat much larger fleets of lesser ships, which SHOULD be more powerful if you look at the total attack/defence. You would need to experiment to work out just what ratio's this works for though.
Title: Re: Dave's Galaxy
Post by: Kai on August 04, 2011, 07:27:50 AM
Kai, there's very little I can do.

For what it's worth, however, Oldry's 28 destroyers, as we can all see, are headed west to kd916. I may be able to muster a fleet that can beat him there; I'll see what I can do.

darklatiz has 17 destroyers, 2 blackbirds, and 2 cruisers on their way to Pi Circax. They should be able to conquer the planet, but won't be able to catch up to Oldry's fleet of 28 destroyers.
You should probably ally Oldry then.
Title: Re: Dave's Galaxy
Post by: Kai on August 04, 2011, 02:43:47 PM
PeterKaan took uu60s planet on my left, I don't know how since there was a 20 cruiser defending fleet. Maybe you don't actually need to declare war to bomb planets? The more you know.

Nathan has scored a quadruple kill on PeterKaans arcs, which is a stupid 36000 steel.

Vellos is trying to poach kd916 off me. lol.
Title: Re: Dave's Galaxy
Post by: egamma on August 04, 2011, 02:56:07 PM
I found someone! Vellos, I'm sending a merchant your way.

Oh, and PrincessWalnut is no longer inactive, she allied me.
Title: Re: Dave's Galaxy
Post by: Nathan on August 04, 2011, 04:10:09 PM
PeterKaan took uu60s planet on my left, I don't know how since there was a 20 cruiser defending fleet. Maybe you don't actually need to declare war to bomb planets? The more you know.

Maybe the cruisers went away? Or were taken out by someone else? Can't have been over powered since PK didn't have enough resources to build that big a fleet.

Nathan has scored a quadruple kill on PeterKaans arcs, which is a stupid 36000 steel.

Indeed, but I also lost a damn lot of subspacers. Seems he decided not to be inactive any more just before the turn change >.<

He lost 4/4 arcs and 8/19 cruisers, I lost 20/42 subspacers (24 on the way in that didn't take battle this turn). I think I've probably lost this fight since he can just pump out more ships to outnumber me, hopefully I'll wear him down enough for De-Legro to swoop in with his few subspacers and take the planet.

I think I'll build up a bit of a reserve of resources and then send a nice big fleet against PeterKaan. Means I'll have to stop expanding for now, but worth it if I can win the war of attrition! :D

Are you going to try and take out his new planet, Kai? Or are you going to concentrate on carlwolcott?
Title: Re: Dave's Galaxy
Post by: Adriddae on August 04, 2011, 04:36:41 PM
Does anyone know who maverick is?
Title: Re: Dave's Galaxy
Post by: Kai on August 04, 2011, 04:55:50 PM
If Carlwolcott goes to Adnadhehdl we should just give up. If I don't get at least one of these three colonies I'm going to quit.

4 arcs and 8 cruisers for 20 subspacers is a ridiculously good trade. It is 60k steel for 13k steel. Just keep sending blocks of subspacers. Quatloos should be no problem, just make sure not to get planet defence.
Title: Re: Dave's Galaxy
Post by: Adriddae on August 04, 2011, 05:20:31 PM
I'm sending a small fleet of 30 cruisers northward to capture a planet. I'm getting quite worried with drugsmrgarrison expanding so much that I'll have to flee. Hopefully my fleet doesn't get noticed too much and get destroyed. I'll probably attack the player Oldry to take his planet.
Title: Re: Dave's Galaxy
Post by: Nathan on August 04, 2011, 05:52:06 PM
Does anyone know who maverick is?

Yeah, he's a friend of mine who plays the game. I told him to say "hi" in case you were sending fleets at him. He won't be around long, he's seen 100 cruisers from one of the large guys nearby heading to his home planet :P

If Carlwolcott goes to Adnadhehdl we should just give up. If I don't get at least one of these three colonies I'm going to quit.

Lol, you should be able to get carlwolcott. He's inactive, so just keep sending fleets and eventually he'll fall. Just remember to keep an eye on PeterKaan's planet near you. He's already sent one fleet, so it wouldn't surprise me if he sends a few more from his new planet, leaving his original planet to fight off me. Besides, Adanedhel hasn't logged in since 22nd of July, the fleets at carlwolcott are what he sent out before he stopped playing so you shouldn't see any more from him :)

4 arcs and 8 cruisers for 20 subspacers is a ridiculously good trade. It is 60k steel for 13k steel. Just keep sending blocks of subspacers. Quatloos should be no problem, just make sure not to get planet defence.

Even without planetary defence I don't have enough quatloos to keep up with the amount needed to build all those subspacers. I'd need to increase my planetary income by quite a lot and remove a few other upgrades to keep up. With planetary defence (which I think I'll keep in case he strikes back and I can't defend) I only get about 55k Quatloos a turn, so I was thinking 1 Battleship and a few supporting ships (depending on available steel) per turn. Keep those streaming against his planet and hopefully I'll be able to beat him as I have a more developed home planet. It'll be worth the spend if I'm able to grab his home planet :)

Vellos, who are you going for at the moment?
De-Legro, do you intend to keep sending fleets down here to try and get one of these home planets?
Title: Re: Dave's Galaxy
Post by: Vellos on August 05, 2011, 12:42:59 AM
Vellos, who are you going for at the moment?
De-Legro, do you intend to keep sending fleets down here to try and get one of these home planets?

I'm attacking Kip.

I also have a fleet going to lefttofeelhopeless and a fleet going to kd916. Kai says I am poaching. Actually I am not. I sent my fleets there because Kai asked me to do something about Oldry's fleet. So I deployed my feet to what was, at the time, Oldry's objective. It no longer is. He seems to be going south. So I am bringing those fleets home.
Title: Re: Dave's Galaxy
Post by: lorduck on August 05, 2011, 02:38:36 AM


See the purple guy above you? That's Lorduck (same name here and there). Go down a little, past the big empire, see the orange-brown guy (vistuvis)? That's Adriddae.


Hey Psymann, welcome to our slice of the galaxy!  Egamma is two boxes toward the center and everyone else is a ways away.

If Princess Walnut is active and friendly, it seems the greater risk at the moment in jackdaniels, who is counterclockwise from us.  He's big and scary.  I'm just building up colonies for now, taking out a couple inactive neighbors.
Title: Re: Dave's Galaxy
Post by: Kai on August 05, 2011, 04:40:56 AM
Yeah, he's a friend of mine who plays the game. I told him to say "hi" in case you were sending fleets at him. He won't be around long, he's seen 100 cruisers from one of the large guys nearby heading to his home planet :P

Lol, you should be able to get carlwolcott. He's inactive, so just keep sending fleets and eventually he'll fall. Just remember to keep an eye on PeterKaan's planet near you. He's already sent one fleet, so it wouldn't surprise me if he sends a few more from his new planet, leaving his original planet to fight off me. Besides, Adanedhel hasn't logged in since 22nd of July, the fleets at carlwolcott are what he sent out before he stopped playing so you shouldn't see any more from him :)

Even without planetary defence I don't have enough quatloos to keep up with the amount needed to build all those subspacers. I'd need to increase my planetary income by quite a lot and remove a few other upgrades to keep up. With planetary defence (which I think I'll keep in case he strikes back and I can't defend) I only get about 55k Quatloos a turn, so I was thinking 1 Battleship and a few supporting ships (depending on available steel) per turn. Keep those streaming against his planet and hopefully I'll be able to beat him as I have a more developed home planet. It'll be worth the spend if I'm able to grab his home planet :)

Vellos, who are you going for at the moment?
De-Legro, do you intend to keep sending fleets down here to try and get one of these home planets?
For quatloo / steel balance I think you should use subspacer/destroyer. Try subspacer/destroyer/1 blackbird
Title: Re: Dave's Galaxy
Post by: De-Legro on August 05, 2011, 05:10:51 AM
I'm attacking Kip.

I also have a fleet going to lefttofeelhopeless and a fleet going to kd916. Kai says I am poaching. Actually I am not. I sent my fleets there because Kai asked me to do something about Oldry's fleet. So I deployed my feet to what was, at the time, Oldry's objective. It no longer is. He seems to be going south. So I am bringing those fleets home.

I think I will beat you to  lefttofeelhopeless. Also Currently taking planets from  Adnadhehdl while I try to build up the resources to hit his planets that have planetary defence setup.
Title: Re: Dave's Galaxy
Post by: Silverfire on August 05, 2011, 07:50:33 AM
BTW,

Did anyone figure out if you can disband ships on planets on turns after they were built and still get the steel and such back?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 05, 2011, 07:54:55 AM
Just created my own account, under the name of GundamMerc. If some people could help me out, that would be great. I have sent a fleet of two arks with subspace craft to the world next to mine to colonize, and selected everything I could upgrade on my own planet and began upgrading them. What should I do now?
Title: Re: Dave's Galaxy
Post by: Kai on August 05, 2011, 08:29:30 AM
BTW,

Did anyone figure out if you can disband ships on planets on turns after they were built and still get the steel and such back?
Just try it with a scout and report back.
Title: Re: Dave's Galaxy
Post by: Nathan on August 05, 2011, 12:38:19 PM
Just created my own account, under the name of GundamMerc. If some people could help me out, that would be great. I have sent a fleet of two arks with subspace craft to the world next to mine to colonize, and selected everything I could upgrade on my own planet and began upgrading them. What should I do now?

You probably don't want to upgrade everything, that takes a lot of money away which you likely can't afford to lose. You probably only need Long Range Sensors 1 and Slingshot. Sensors will let you see further from your home planet, which means you can see if someone is trying to attack you sooner. The Slingshot will let you fire off fleets with 0.5 initial acceleration (that's a turn or more's worth of acceleration for every fleet).

You probably don't need the subspacers with the arcs either, if you're sending them close to your home planet then it's very unlikely that someone is going to attack them.

What are the co-ordinates of your home planet? I'll see if I can find you and let you know who you're near to :) You can find its location by clicking your planet, clicking "info" and then it's the bit next to "location".

EDIT: A rather odd and annoying bug: I sent out three arcs on the same turn, one fleet of 1 & one fleet of 2. The fleet of 1 reached its planet today but the other fleet didn't. What makes it odd is that both planets were 2.4 distance from my capital so they should have arrived in the same turn.

Took out a few more of PeterKaan's Cruisers. He lost 4/10 Cruisers, I lost 11/46 Subspacers. I think a few of his Cruisers got past me and went off towards carlwolcott and one is heading down Kip. I've got one fleet (13 sub spacers) sat on his planet, the other (22 sub spacers) should arrive there in a few turns.
Title: Re: Dave's Galaxy
Post by: Kai on August 05, 2011, 04:33:59 PM
Sending massive subspacer destroyer waves at PeterKaan.
Title: Re: Dave's Galaxy
Post by: Huntsmaster on August 05, 2011, 06:41:19 PM

I've allied with sirgumby in my sector. He seems to be attacking anyone who attacks someone near him with the objective of "cleansing" the galaxy of their warlike motives. He's got fleets of 1 blackbird and 5-10 cruisers zipping around everywhere.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 05, 2011, 06:59:31 PM
You probably don't want to upgrade everything, that takes a lot of money away which you likely can't afford to lose. You probably only need Long Range Sensors 1 and Slingshot. Sensors will let you see further from your home planet, which means you can see if someone is trying to attack you sooner. The Slingshot will let you fire off fleets with 0.5 initial acceleration (that's a turn or more's worth of acceleration for every fleet).

You probably don't need the subspacers with the arcs either, if you're sending them close to your home planet then it's very unlikely that someone is going to attack them.

What are the co-ordinates of your home planet? I'll see if I can find you and let you know who you're near to :) You can find its location by clicking your planet, clicking "info" and then it's the bit next to "location".

EDIT: A rather odd and annoying bug: I sent out three arcs on the same turn, one fleet of 1 & one fleet of 2. The fleet of 1 reached its planet today but the other fleet didn't. What makes it odd is that both planets were 2.4 distance from my capital so they should have arrived in the same turn.

Took out a few more of PeterKaan's Cruisers. He lost 4/10 Cruisers, I lost 11/46 Subspacers. I think a few of his Cruisers got past me and went off towards carlwolcott and one is heading down Kip. I've got one fleet (13 sub spacers) sat on his planet, the other (22 sub spacers) should arrive there in a few turns.

1833.8,1873.1
Title: Re: Dave's Galaxy
Post by: Nathan on August 05, 2011, 07:05:08 PM
1833.8,1873.1

See the blue guy (Agiri) directly to your left? That's Huntsmaster.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 05, 2011, 07:29:18 PM
From this forum? Wow, I don't have to look far for help, do I?
Title: Re: Dave's Galaxy
Post by: Nathan on August 05, 2011, 07:46:31 PM
From this forum? Wow, I don't have to look far for help, do I?

Indeed! Although with the size of your neighbours, you might need more than just help :P

Psst, De-Legro... You're sending a cruiser at egamma, a fellow BMer ;) It's the one heading for Psi Booeus.
Title: Re: Dave's Galaxy
Post by: fodder on August 05, 2011, 10:43:22 PM
meh.. ally the bm people to avoid friendly fire...

and surround dave too XD
Title: Re: Dave's Galaxy
Post by: Silverfire on August 06, 2011, 06:23:15 AM
meh.. ally the bm people to avoid friendly fire...

and surround dave too XD

Plan A: Surround Dave with colonies, and then set up a circling fleet of sub-spacers on pirate mode around his entire empire.

Plan B: Surround Dave with colonies, and then send massive waves of merchantmen into his planets to deprive him of resources by out trading him of everything!!!! mwahahah!

Plan C(cruel): Surround Dave with colonies, and then set up a circling fleet of sub-spacers on pirate mode around his entire empire. Then log onto Dave's account and send tons of arcs out into the pirate fleets to harvest them for our own growth!!!!  (Disclaimer: Not a serious suggestion)
Title: Re: Dave's Galaxy
Post by: Adriddae on August 06, 2011, 06:42:03 AM
Plan C doesn't work because when you try to do anything on Dave's Demo it gives the mesage, "sorry only a demo".

Although it would kinda suck anyway for him because you can see what he is doing.
Title: Re: Dave's Galaxy
Post by: fodder on August 06, 2011, 07:26:50 AM
Plan B: Surround Dave with colonies, and then send massive waves of merchantmen into his planets to deprive him of resources by out trading him of everything!!!! mwahahah!


that's the odd thing. my 3 merchant fleets automatically went to one of his systems to sell food.... not sure i'm getting the hang on trading prices/tariffs..... or tax for that matter

i think his tariffs are at 0 whilst mine are around 3
Title: Re: Dave's Galaxy
Post by: lorduck on August 06, 2011, 02:02:31 PM
drugsmrgarrison has a cruiser that just got close to my home planet.  I'm hoping it's nothing, but I made a small defensive fleet just in case.

I'm thinking about setting up a scout perimiter, but I'm confused about the different orders you can give scouts.  Anyone know the difference between screen, scout and patrol?
Title: Re: Dave's Galaxy
Post by: Kai on August 06, 2011, 02:26:16 PM
Oldry got the second planet by luck. 2 planets is pretty hard to evict, and since Vellos has probably already allied him we should just quit.

carlwolcott is active again.

peterkaan sent out a spam of arcs.
Title: Re: Dave's Galaxy
Post by: Nathan on August 06, 2011, 03:52:41 PM
Oldry got the second planet by luck.

Darn it, I wish we could get a planet through luck. First PeterKaan, now Oldry >.<

carlwolcott is active again.

Uh oh... You going to move away from him and concentrate on someone else?

peterkaan sent out a spam of arcs.

Ignore them, it'll take too long for the planets to become useful.

PeterKaan has either given up defending his home planet, or he's saving resources to get a massive fleet. He didn't build any defence last turn so he lost 2/5 Cruisers compared to my 1/35 Subspacers. Hopefully he's given up on that planet, I want to get back to sending arcs out so I can fill out the area in my Planetary Defence ring before moving on to someone else.
Title: Re: Dave's Galaxy
Post by: Kai on August 06, 2011, 04:52:02 PM
I'm not going to ignore them, I'm going to obliterate them. As you can see I have about a hundred ships on the way.
Title: Re: Dave's Galaxy
Post by: Nathan on August 06, 2011, 04:59:52 PM
You should let them land, they won't be able to pump out ships to defend his planets, but once you have his bigger planet you can move on to those colonies for a pretty far along colony. Remember, it saves you loads of steel to let them land :)
Title: Re: Dave's Galaxy
Post by: Sacha on August 06, 2011, 07:56:24 PM
I just took 3 new planets bringing my total up to 10... I found a planet relatively close by from someone who started but never came back, so I'm gonna take it over and begin an expansion around it.
Title: Re: Dave's Galaxy
Post by: Morningstar on August 06, 2011, 08:18:35 PM
I'm right beside Daycryn. 1734.8,1865.5
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 06, 2011, 10:22:30 PM
Well, this game is actually turning out to be pretty cool. Wish there was a real-time version of it. (not fast paced real-time, of course)
Title: Re: Dave's Galaxy
Post by: squishymaster on August 07, 2011, 12:02:49 AM
I wish it had turns like Battlemaster because twice a day would be twice as cool :D

Also, KingDante and Fodder, you two are the only people around me.  Is there anything going on you need help with?  Is anyone messing with you or did you want to mess with anyone?
Title: Re: Dave's Galaxy
Post by: Silverfire on August 07, 2011, 12:39:12 AM
I wish it had turns like Battlemaster because twice a day would be twice as cool :D

Also, KingDante and Fodder, you two are the only people around me.  Is there anything going on you need help with?  Is anyone messing with you or did you want to mess with anyone?

Ya, we are all alone in our sector of the galaxy. No one is messing with me or anything. I think we're all allies, or at least I'm allies with the two of y'all. I guess we three could work together to take someone down if we want to.

I was thinking about going to war with Jeffer because I want to take over my entire sector and then wall it off with scouts before sending out a ton of merchantmen to do their thing.
Title: Re: Dave's Galaxy
Post by: squishymaster on August 07, 2011, 01:23:51 AM
I have a ton of merchantmen and bulk freighters I made the first couple of turns and sent out, I have not seen anything cool happen with them yet.  They took like 4 days getting somewhere and bought 150 steel, yea woo ::)
Title: Re: Dave's Galaxy
Post by: Nathan on August 07, 2011, 01:37:21 AM
I have a ton of merchantmen and bulk freighters I made the first couple of turns and sent out, I have not seen anything cool happen with them yet.  They took like 4 days getting somewhere and bought 150 steel, yea woo ::)

Better than mine. They bought 550 of my steel, travelled for about 10 turns and then got blown up as they entered the guy's sensor range. No battle report, no war declared, they just died. I think once my little war is over I'll send a load of traders out to my colonies and then bring back the steel they have there. One of them has nearly 27k but can't do anything with it. If I had that back at my home planet, I could pump out 3 more arcs.
Title: Re: Dave's Galaxy
Post by: squishymaster on August 07, 2011, 02:41:15 AM
But without being able to control what your merchants buy how do you consolidate your resources at your capital where you want to build the arcs?
Title: Re: Dave's Galaxy
Post by: Sacha on August 07, 2011, 02:54:27 AM
Stop trading :P

I wonder, are multiple accounts allowed in the game? >_>
Title: Re: Dave's Galaxy
Post by: Kai on August 07, 2011, 02:59:53 AM
Stop trading :P

I wonder, are multiple accounts allowed in the game? >_>
There's no difference between playing different planets I don't know why you'd want to play double.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 07, 2011, 05:10:00 AM
Stop trading :P

I wonder, are multiple accounts allowed in the game? >_>

No, but then I don't believe Dave really polices it so knock yourself out.
Title: Re: Dave's Galaxy
Post by: fodder on August 07, 2011, 07:11:51 AM
Ya, we are all alone in our sector of the galaxy. No one is messing with me or anything. I think we're all allies, or at least I'm allies with the two of y'all. I guess we three could work together to take someone down if we want to.

I was thinking about going to war with Jeffer because I want to take over my entire sector and then wall it off with scouts before sending out a ton of merchantmen to do their thing.

... just tell me what to do, or i'll be blowing all my steel on arcs
Title: Re: Dave's Galaxy
Post by: Kai on August 07, 2011, 10:04:20 AM
... just tell me what to do, or i'll be blowing all my steel on arcs
1. send one ship to each nearby player to see if they are active
2. upgrades
3. arcs
Title: Re: Dave's Galaxy
Post by: Silverfire on August 07, 2011, 10:54:23 AM
... just tell me what to do, or i'll be blowing all my steel on arcs

I am saving up all of my steel for 5 turns and then am making a grand fleet to send straight to jeffer's home planet. He IS an active player and likely has a lot of funds on hand, but it may be that I can sneak past his defenses and get close to his planet before he realizes it.

If you want to join me by attacking some of his outer planets and bringing up a fleet of your own to hit him if he starts defeating me, then save up steel for a few turns and build some fleets to hit his outer ring near your area.
Title: Re: Dave's Galaxy
Post by: psymann on August 07, 2011, 12:06:35 PM
Is there a way to get it to stop sending you turn reports on e-mail?
Title: Re: Dave's Galaxy
Post by: Nathan on August 07, 2011, 12:44:28 PM
1. send one ship to each nearby player to see if they are active

You can do that through the "neighbours" tab, it tells you when your immediate neighbours were last online. Just pick ones who haven't been on in a few days and send a stream of ships at them, that allows for any defence they might have and if they come online and start to build more fleets.

Is there a way to get it to stop sending you turn reports on e-mail?

Yep, preferences tab at the top.

EDIT: 1 Cruiser left on PeterKaan's home planet, 11 of my Subspacers on his planet with 22 still to land. Hopefully it will fall tomorrow.
Title: Re: Dave's Galaxy
Post by: Kai on August 07, 2011, 02:49:44 PM
Oldry's second captured planet now has ONE HUNDRED AND FOURTY CRUISERS.
Title: Re: Dave's Galaxy
Post by: Sacha on August 07, 2011, 03:35:16 PM
Anyone else unable to access the game?
Title: Re: Dave's Galaxy
Post by: Nathan on August 07, 2011, 03:38:53 PM
Oldry's second captured planet now has ONE HUNDRED AND FOURTY CRUISERS.

I know I shouldn't laugh... But I did :P I think you might be in a tiny bit of trouble there :P

Anyone else unable to access the game?

Not just you. (http://www.downforeveryoneorjustme.com/davesgalaxy.com)
Title: Re: Dave's Galaxy
Post by: fodder on August 07, 2011, 06:46:05 PM
.... dave probably chucked in the towel after being not quite surrounded by bm people. (maybe he's one of them bm people!)

hi dave! (just in case)

---
it's back up...
guess you read that, dave?! XD
----

just noticed my 1st colony (the one with 2 arcs) with low iron is now producing 1 steel (lvl 14)
my lvl 9, 10 and 11 from 1 arc are also producing 1 steel...

------
ok.. i'll start saving steel from tomorrow.

what ships and how many? (dante is closer for the purposes of capturing jeffer's planets...

... is it me, or has jeffer already lost his big planet to pussey? where is his capital?! most of his planets are like 30-40 from capital.
Title: Re: Dave's Galaxy
Post by: squishymaster on August 07, 2011, 10:38:45 PM
I'm sorry I don't understand your post Fodder.
Title: Re: Dave's Galaxy
Post by: Nathan on August 07, 2011, 10:54:25 PM
I'm sorry I don't understand your post Fodder.

He's talking to himself, don't worry, he'll be fine after a nice sleep.
Title: Re: Dave's Galaxy
Post by: fodder on August 07, 2011, 10:56:34 PM
1st 2 bits are nonsense... 3rd bit fairly useless info.. 4th bit is about ships->jeffer, except can't find his capital
Title: Re: Dave's Galaxy
Post by: psymann on August 07, 2011, 11:00:51 PM
Yep, preferences tab at the top.

Where?  Must be not looking hard enough, but all I can see on the preferences at the top are the options to change the colour, and to toggle the timer on/off.  Can't see anything about an e-mail.
Title: Re: Dave's Galaxy
Post by: fodder on August 07, 2011, 11:06:52 PM
above timer
Title: Re: Dave's Galaxy
Post by: Sacha on August 08, 2011, 03:07:34 AM
I just found a terrifyingly huge player relatively close to me... This guy spans like 12 quadrants with what looks like hundreds of planets, including at least 20 home planets. Best stay away.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 08, 2011, 03:22:00 AM
Or get cozy with him.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 08, 2011, 07:46:38 AM
I just found a terrifyingly huge player relatively close to me... This guy spans like 12 quadrants with what looks like hundreds of planets, including at least 20 home planets. Best stay away.

Players Name?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 08, 2011, 08:19:30 AM
Just stole my first planet.

 Assaulting Planet Omicron Cecilae Lyrae (3374413)assault in progress -- raining death from space
 Assaulting Planet Omicron Cecilae Lyrae (3374413)planetary assault -- capitulation!

Still shows up as belonging to the old player, hoping it will switch to my control next turn :) Pity it was only society level 6
Title: Re: Dave's Galaxy
Post by: fodder on August 08, 2011, 09:04:38 AM
something funny going on here.. could have sworn jeffer's capital (1881.5, 1811.6) was in pussey's hands last night when i wrote that stuff.. (ie same turn)

noticed another thing.. the 2 arcs i built last night, tariff changes i made all disappeared...

something was glitched with dave's thing after the down time and he reset it?

anyway.. now figured out why it said 30-40 from capital... because it's from my capital.. not his.

Title: Re: Dave's Galaxy
Post by: Nathan on August 08, 2011, 01:18:28 PM
noticed another thing.. the 2 arcs i built last night, tariff changes i made all disappeared...

something was glitched with dave's thing after the down time and he reset it?

Oh good, I thought I'd gone insane. I had the same thing, the fleet I built after the turn change wasn't there any more when I checked last night. Seems he had to roll back. (http://groups.google.com/group/daves-galaxy/browse_thread/thread/b2521f90bfa0962f)

EDIT: Does anyone know a good way to get resources from your colonies to your home planet? I've just built 8 merchantmen and sent them out to each of my colonies (annoyingly I'm 1 ship short of covering them all), but I'm not sure if they'll actually come back with any steel from those planets. It doesn't really bother me what they come back with as I know they'll bring back much needed Quatloos (I spent 575k yesterday), but that steel could certainly come in handy for more arcs.

Oddly, no combat took place on PeterKaan's home planet this turn. He has 1 Cruiser there and I've got 33 Subspacers, but nobody was killed.
Title: Re: Dave's Galaxy
Post by: fodder on August 08, 2011, 04:41:57 PM
if unattended, your ships will just go bananas and head to wherever they fancy going...(but head home once in a while?)

i think you can force trading with routes...

from under help/routes
Quote
You can put trade ships on routes to keep them trading on a fixed set of planets in a fixed order.

perhaps it's possible to fix the prices with tariffs? (beats me how that stuff works)
Title: Re: Dave's Galaxy
Post by: Sacha on August 08, 2011, 04:44:53 PM
The huge guy's name is Zootcat. Go to 1590.4,1905.9 to stare into the heart of darkness.

I see he borders MaleMaldives... good luck, buddy  :o
Title: Re: Dave's Galaxy
Post by: Nathan on August 08, 2011, 05:51:01 PM
if unattended, your ships will just go bananas and head to wherever they fancy going...(but head home once in a while?)

i think you can force trading with routes...

Cheers. I think I'll leave them for now and see how they go, wouldn't want to mess it up and end up losing steel/Quatloos. If they look like they're heading somewhere dangerous I'll just point them towards my home planet instead, but since the only person trading trading in this sector is me they shouldn't wander too far :P

The huge guy's name is Zootcat. Go to 1590.4,1905.9 to stare into the heart of darkness.

I see he borders MaleMaldives... good luck, buddy  :o

He's the guy fighting with uranus for top of the scoreboards (http://davesgalaxy.com/scoreboard/). I feel sorry for yuggy, a new player just north-west of him :P

EDIT: Gratz to De-Legro for being 15th on the "Most Fleets" board :D
Title: Re: Dave's Galaxy
Post by: De-Legro on August 09, 2011, 12:26:57 AM
This Hierulf guy might not like war, but he is certainly squeezing me out of my area. Looks like he will soon have colonised all around me, glad I sent some arcs out to establish some new outpost earlier.
Title: Re: Dave's Galaxy
Post by: Kai on August 09, 2011, 06:20:30 AM
New colonies are uselss for over a month so you're basically dead.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 09, 2011, 06:41:27 AM
New colonies are uselss for over a month so you're basically dead.

I would be if he was attacking me, which he isn't. I will just have to expand in other directions. If I manage to get any of the new player planets I am targeting they will make a excellent second core as well. Don't panic I have a few options yet.
Title: Re: Dave's Galaxy
Post by: DoctorHarte on August 09, 2011, 07:24:06 AM
I just realized that the BM forum has turned into a mini-OOC group who joins games together and works together OOC, just like we complain about those Averothians. Just sayin' ::)
Title: Re: Dave's Galaxy
Post by: De-Legro on August 09, 2011, 07:31:05 AM
I just realized that the BM forum has turned into a mini-OOC group who joins games together and works together OOC, just like we complain about those Averothians. Just sayin' ::)

Its a strategy game, you can't be OOC since it doesn't have a RP element :). Besides we have an in game alliance but the message system in game really really sucks.
Title: Re: Dave's Galaxy
Post by: DoctorHarte on August 09, 2011, 07:50:18 AM
Its a strategy game, you can't be OOC since it doesn't have a RP element :). Besides we have an in game alliance but the message system in game really really sucks.

Whoops, didn't look at the game  :-[ I stand corrected
Title: Re: Dave's Galaxy
Post by: Norrel on August 09, 2011, 09:00:35 AM
Just started this game, how do I ally\find\interact with you guys?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 09, 2011, 12:58:47 PM
I have uranus to deal with, hopefully he plays nice.
Title: Re: Dave's Galaxy
Post by: Nathan on August 09, 2011, 01:29:37 PM
Just started this game, how do I ally\find\interact with you guys?

The first post in this thread has everyone's (well, mostly, I think it's a little out of date) name & co-ordinates. If you give me your co-ordinates (click on your planet, Info, Location) & your name I can probably tell you who you're near.

I have uranus to deal with, hopefully he plays nice.

Ha... Haha... no... Very unlikely since he's rivalling for first place on a few ladders and I think he's in quite a big war at the moment, so he'll need every planet he can get his hands on.

EDIT: Ouch, PeterKaan decided to stock up his metal and build a big fleet to try and counter attack. I lost 21/33 SubSpacers, he lost 9/17 Cruisers. He's probably kicked me off now as my other fleets are a little further away. If he kicks me off and moves out, De-Legro might take the planet with his incoming fleet. If he stays there then he might take a while to shift.
Title: Re: Dave's Galaxy
Post by: fodder on August 09, 2011, 04:09:07 PM
Just started this game, how do I ally\find\interact with you guys?

you sort of can't ally people until they pop up in your neighbour list...
Title: Re: Dave's Galaxy
Post by: Kai on August 09, 2011, 04:12:39 PM
If Vellos helps me kill Oldry I'll split the two planets with him.

De Legro you have to send some big fleet over and support us.

Nathan you're trading much better on steel, keep throwing stuff at him until he realises cruisers suck.
Title: Re: Dave's Galaxy
Post by: Nathan on August 09, 2011, 04:23:17 PM
you sort of can't ally people until they pop up in your neighbour list...

I think if you send ships near them, you can ally with them.

If Vellos helps me kill Oldry I'll split the two planets with him.

I'm willing to split planets with you both too, but that will be much further in the future when I'm done with PeterKaan.

De Legro you have to send some big fleet over and support us.

He's helping me out with PeterKaan, but those fleets have been flying in for a while now. Whilst I can't speak for him, I'm sure De-Legro is tied up with Heirulf's posturing and conquering Adanedhel whilst he's away.

Nathan you're trading much better on steel, keep throwing stuff at him until he realises cruisers suck.

That's my every intention now. Throwing Subspacers at him until I run out of money (open trading really helps here) and then I'll start on big things like Battleships with some covering fire ships (Frigates/ Destroyers).
Title: Re: Dave's Galaxy
Post by: Norrel on August 09, 2011, 05:34:08 PM
The first post in this thread has everyone's (well, mostly, I think it's a little out of date) name & co-ordinates. If you give me your co-ordinates (click on your planet, Info, Location) & your name I can probably tell you who you're near.
(1765.5,1817.1 ), Slapsticks.
Title: Re: Dave's Galaxy
Post by: Nathan on August 09, 2011, 06:45:40 PM
(1765.5,1817.1 ), Slapsticks.

Huntsmaster (Agiri, [1823.2,1868.5]) is probably the nearest person to you, but he's not easy to get to as he's on the other side of that fairly large empire to your south-east. There are a few other people close to him too, but I don't have routes to them on my map and I've forgotten who they are (oops), but he should be able to tell you :)

Your starting position isn't exactly the greatest one around. My advice for the long run is (1) to build a big fleet (or a few big fleets) and send them north to take over those scattered few empires. That would bring you quite close to me, Kai, De-Legro, Vellos and Tom. (2) If you don't fancy that (you'd have to get around a large empire) then your best bet is to ally with one of the bigger empires near you and take over a few of those single planets to your left. However, since 2 of those belong to fairly large people (which means they're after new players) you might be a little doomed.

(3) Sending an arc fleet up to somewhere near us would be a nice idea too, (1682.3,1696.4) looks like a nice place (quite a few planets around it) and it's close enough to the rest of us that we can help defend it for you. But new colonies start out fairly useless so you'd have to hope something interesting is happening whilst you wait for it to progress.

Silverfire, can you update the first post please? I'm pretty sure we've gained a few players since it was last updated :)

EDIT: Here you go (done in both original and table format, see which you think is easier to read):

BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Cadfan                           cadfan                         1931.8, 1839.9
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus                        1724.7 , 1654.7
egamma                       egamma                      1661.9 , 1768.6
fodder                            fodder                        1920.9 , 1834.9
Gustav Kuriga           GundamMerc                   1833.8, 1873.1
Huntsmaster                   Agiri                          1823.2 ,  1868.5
Kai                                   Kai                            1660.3 , 1685.2
Lorduck                         Lorduck                       1693.3 , 1798.8
Morningstar               Morningstar                    1734.8, 1865.5
Nathan                          Klingzog                      1664.2 , 1677.4
psymann                       psymann                     1689.6, 1820.1
Sacha                            Amaury                       1535.2 , 1979.8
Silverfire                     KingDante                     1910.5 , 1811.0
Slapsticks                   Slapsticks                       1765.5, 1817.1
Squishymaster        Squishymaster                 1912.4 , 1801.4
Tom                              Balanuir                      1706.1  , 1678.1
Vellos                             Vellos                        1664.8 , 1709.3

BM Forum Name                    Dave's Galaxy Name                    Capital Planet Location                   
AdriddaeVistuvis1667.4, 1912.8
Cadfancadfan1931.8, 1839.9
DaycrynKazhaar1724.1, 1870.0
De-LegroMasdus1724.7, 1654.7
egammaegamma1661.9, 1768.6
fodderfodder1920.9, 1834.9
Gustav KurigaGundamMerc1833.8, 1873.1
HuntsmasterAgiri1823.2,  1868.5
KaiKai1660.3, 1685.2
LorduckLorduck1693.3, 1798.8
Morningstar Morningstar 1734.8, 1865.5
NathanKlingzog1664.2, 1677.4
psymannpsymann1689.6, 1820.1
SachaAmaury1535.2, 1979.8
SilverfireKingDante1910.5, 1811.0
SlapsticksSlapsticks1765.5, 1817.1
SquishymasterSquishymaster1912.4, 1801.4
TomBalanuir1706.1, 1678.1
VellosVellos1664.8, 1709.3

Code: [Select]
[table]
[tr]
[td][b]BM Forum Name                    [/b][/td]
[td][b]Dave's Galaxy Name                    [/b][/td]
[td][b]Capital Planet Location                    [/b][/td]
[/tr]
[tr]
[td]Adriddae[/td]
[td]Vistuvis[/td]
[td]1667.4, 1912.8[/td]
[/tr]
[tr]
[td]Cadfan[/td]
[td]cadfan[/td]
[td]1931.8, 1839.9[/td]
[/tr]
[tr]
[td]Daycryn[/td]
[td]Kazhaar[/td]
[td]1724.1, 1870.0[/td]
[/tr]
[tr]
[td]De-Legro[/td]
[td]Masdus[/td]
[td]1724.7, 1654.7[/td]
[/tr]
[tr]
[td]egamma[/td]
[td]egamma[/td]
[td]1661.9, 1768.6[/td]
[/tr]
[tr]
[td]fodder[/td]
[td]fodder[/td]
[td]1920.9, 1834.9[/td]
[/tr]
[tr]
[td]Gustav Kuriga[/td]
[td]GundamMerc[/td]
[td]1833.8, 1873.1[/td]
[/tr]
[tr]
[td]Huntsmaster[/td]
[td]Agiri[/td]
[td]1823.2,  1868.5[/td]
[/tr]
[tr]
[td]Kai[/td]
[td]Kai[/td]
[td]1660.3, 1685.2[/td]
[/tr]
[tr]
[td]Lorduck[/td]
[td]Lorduck[/td]
[td]1693.3, 1798.8[/td]
[/tr]
[tr]
[td]Morningstar [/td]
[td]Morningstar [/td]
[td]1734.8, 1865.5[/td]
[/tr]
[tr]
[td]Nathan[/td]
[td]Klingzog[/td]
[td]1664.2, 1677.4[/td]
[/tr]
[tr]
[td]psymann[/td]
[td]psymann[/td]
[td]1689.6, 1820.1 [/td]
[/tr]
[tr]
[td]Sacha[/td]
[td]Amaury[/td]
[td]1535.2, 1979.8[/td]
[/tr]
[tr]
[td]Silverfire[/td]
[td]KingDante[/td]
[td]1910.5, 1811.0[/td]
[/tr]
[tr]
[td]Slapsticks[/td]
[td]Slapsticks[/td]
[td]1765.5, 1817.1[/td]
[/tr]
[tr]
[td]Squishymaster[/td]
[td]Squishymaster[/td]
[td]1912.4, 1801.4[/td]
[/tr]
[tr]
[td]Tom[/td]
[td]Balanuir[/td]
[td]1706.1, 1678.1[/td]
[/tr]
[tr]
[td]Vellos[/td]
[td]Vellos[/td]
[td]1664.8, 1709.3[/td]
[/tr]
[/table]
Title: Re: Dave's Galaxy
Post by: Silverfire on August 09, 2011, 08:16:11 PM
done
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 10, 2011, 06:39:32 AM
Ha... Haha... no... Very unlikely since he's rivalling for first place on a few ladders and I think he's in quite a big war at the moment, so he'll need every planet he can get his hands on.

EDIT: Ouch, PeterKaan decided to stock up his metal and build a big fleet to try and counter attack. I lost 21/33 SubSpacers, he lost 9/17 Cruisers. He's probably kicked me off now as my other fleets are a little further away. If he kicks me off and moves out, De-Legro might take the planet with his incoming fleet. If he stays there then he might take a while to shift.

Actually, when I messaged him, he was quite nice and agreed to my terms, which was basically I will only expand to the south and east, while he has the rest of the galaxy in which to play. I will stay neutral towards him, which was actually all he asked, the former were my terms. He is also currently neutral with sirgumby, another top player right next to me.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 10, 2011, 06:58:49 AM
If Vellos helps me kill Oldry I'll split the two planets with him.

De Legro you have to send some big fleet over and support us.

Nathan you're trading much better on steel, keep throwing stuff at him until he realises cruisers suck.

I'm busy fighting Tits, any fleet I send would take weeks to arrive anyway. Now back to trying to stop the 3 superbattleships from destroying all my fleets.
Title: Re: Dave's Galaxy
Post by: Kai on August 10, 2011, 07:36:21 AM
How do you kill superbattleships? Battleships? Or just ignore them since they can only kill one fleet at a time?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 10, 2011, 07:44:36 AM
How do you kill superbattleships? Battleships? Or just ignore them since they can only kill one fleet at a time?

When I manage to kill one I will let you know :)
Title: Re: Dave's Galaxy
Post by: Adriddae on August 10, 2011, 08:12:25 AM
I'm busy fighting Tits

I laughed. People have the silliest usernames.
Title: Re: Dave's Galaxy
Post by: Adriddae on August 10, 2011, 08:18:44 AM
Since I'm being boxed in by all these big players, and drugsmrgarrison had started attacking me with 100 cruiser fleets, I've decided to restarted. Conveniently, I've spawned above the area of Klingzog and Masdus.

New name: Largan
New Planet: Acromite
New Color: Green!
Location: 1682.3,1639.7
Title: Re: Dave's Galaxy
Post by: De-Legro on August 10, 2011, 08:28:12 AM
Damn, I was already moving a fleet to take over that new planet :), Time to redirect
Title: Re: Dave's Galaxy
Post by: Kai on August 10, 2011, 09:52:54 AM
When I manage to kill one I will let you know :)
For equal cost you could try a battlecruiser with 4 cruisers.
Title: Re: Dave's Galaxy
Post by: Norrel on August 10, 2011, 10:10:00 AM
Huntsmaster (Agiri, [1823.2,1868.5]) is probably the nearest person to you, but he's not easy to get to as he's on the other side of that fairly large empire to your south-east. There are a few other people close to him too, but I don't have routes to them on my map and I've forgotten who they are (oops), but he should be able to tell you :)

Given that my position is so terribly terrible, would you recommend restarting and hoping for a better position?
Title: Re: Dave's Galaxy
Post by: Nathan on August 10, 2011, 12:53:17 PM
Since I'm being boxed in by all these big players, and drugsmrgarrison had started attacking me with 100 cruiser fleets, I've decided to restarted. Conveniently, I've spawned above the area of Klingzog and Masdus.

Welcome to the awesome part of space! Be sure to pick up your complimentary war and have fun! :D

You're really far out though, quite odd you started there :S

Given that my position is so terribly terrible, would you recommend restarting and hoping for a better position?

Might be worth a try, if you end up with another bad position then you can always just go back to your old account. As far as I'm aware, you can't delete accounts so it'll still be there waiting for you :)
Title: Re: Dave's Galaxy
Post by: Norrel on August 10, 2011, 01:43:26 PM
Restarted, name of Norrel at (1691.1,1679.0 ).
How do I use the co-ords in order to move my camera somewhere? Do I actually need to drag it all the way to the co-ordinated place?
Title: Re: Dave's Galaxy
Post by: Nathan on August 10, 2011, 02:00:12 PM
Restarted, name of Norrel at (1691.1,1679.0 ).

Welcome to the awesome part of space! Be sure to pick up your complimentary war and have fun! Please form an orderly queue with those in front of you! :D

To the west is me (pink) and Kai (light blue). East is Tom (blue). North is Adriddae (green). North-east is De-Legro (grey-green). South-west is Vellos (dark blue).

How do I use the co-ords in order to move my camera somewhere? Do I actually need to drag it all the way to the co-ordinated place?

Yeah, you need to drag your camera around. I'd be surprised if a "snap to" feature isn't something Dave is working on.
Title: Re: Dave's Galaxy
Post by: Norrel on August 10, 2011, 02:11:37 PM
Who are some good targets in this area who aren't already getting destroyed and aren't affiliated with us in any way?
Title: Re: Dave's Galaxy
Post by: Nathan on August 10, 2011, 02:36:13 PM
Who are some good targets in this area who aren't already getting destroyed and aren't affiliated with us in any way?

I think Adanedhel (north-east of you) is still inactive, but I can't see him in my neighbours tab. I'm sure De-Legro & Tom won't mind sharing a few planets with you :P

carlwolcott (east) is active, but Kai is at war with him. I'm sure Kai wouldn't mind a bit of help though since he is tied up a little with a few other people. You can also take the long journey south to take one of those scattered empires that are below Vellos.

You can also help out with PeterKaan (north of me) if you want. De-Legro is already sending over a few Subspacers but I think they'll get killed. I'm not sure if you'll be able to get fleets over in time though as mine should be up there again soon, but you're welcome to try. If they don't get there in time, you can always camp there and then move on to carlwolcott :)

You're probably better off spending most of your resources on arcs though. You're in a pretty good position with a lot of planets that can be encompassed by Planetary Defence so I'd say get all the planets that are a little far out (anything under 4 distance from your home planet can be encompassed by it). That way when you're able to get PD you'll have fairly well developed planets with a large sensor range to detect anyone entering your space :) When sending out arcs, I'd suggest 2/3 per fleet if possible. That will give you more people on the planet and therefore more resources in the future from that planet.

Update on PeterKaan, he killed the rest of my Subspacers with no damage to his Cruisers. So he has 7 Cruisers sat there and will likely build more to fight back at me :(

Also, my Planetary Defence has gone offline. Not sure why because I'm not running a budget deficit. Does the defence ring around my planet show up to you guys? I'm thinking it might just activate when enemy fleets are nearby.

EDIT: I'm going to be away after tomorrow's turn, so don't worry when you don't see fleets coming from my planet :P I'm going to miss the Friday-Saturday & Saturday-Sunday turns. Might miss the Sunday-Monday turn (depends if I get an early train home or not), but won't miss Monday-Tuesday turn, so I shouldn't miss any society level gains (I think that kicks in after 3 turns away).
Title: Re: Dave's Galaxy
Post by: D`Este on August 10, 2011, 02:42:34 PM
Started playing this game with the name Fulco, I guess im located at (1751.0,1716.9 )
Title: Re: Dave's Galaxy
Post by: Nathan on August 10, 2011, 03:01:54 PM
Started playing this game with the name Fulco, I guess im located at (1751.0,1716.9 )

Found you! You're not too far away from the big bulk of us. If you look to your west you see Adanedhel, last time I checked he was inactive so you should be able to loot something (check on your neighbours tab to be sure he is still inactive). However, be careful of the Planetary Defence system he has as they can kill your fleet before they even get to his planet.

I'd get in contact with the two big guys near you and ask them not to kill you. Flyingmana is a nice guy, he moved his fleet away from my planet when I asked him to. I've not talked to jahroen though. They might even be able to give you advice on how to take out Adanedhel's planets because they'll want as many people as possible to chip away at his empire before he comes back online.

If you go further to the west you'll see a dark blue empire, that's Vellos (a few of us are north of him). If you ask nicely, he might help you take a planet around there :)
Title: Re: Dave's Galaxy
Post by: Kai on August 10, 2011, 03:08:55 PM
Not sure if Vellos is even playing anymore.

Nathan make sure you're using the colony steel for trade ships not the main planet steel.

Is there an efficient way to distribute the home planet population?
Title: Re: Dave's Galaxy
Post by: Nathan on August 10, 2011, 04:18:32 PM
Not sure if Vellos is even playing anymore.

Neighbours tab says he logged in yesterday, so I presume he is.

Nathan make sure you're using the colony steel for trade ships not the main planet steel.

I didn't want to take any people away from my colonies, it's a noticeable % away from their population at the moment which might be noticeable later down the line. I also need my trade ships to bring profit to my home planet so that I can keep my Quatloos up there instead of the colonies so I can build Subspacers. Finally, if my trade ships bring back steel I want it to be brought back to my home planet and not the colonies (so I can actually make use of it).

Is there an efficient way to distribute the home planet population?

How do you mean? Like making sure you don't use more than you gain per turn on ships?
Title: Re: Dave's Galaxy
Post by: Kai on August 10, 2011, 04:43:39 PM
The Quatloo gain is insignificant. Bulkfreighters only take 20 people and even a fresh 500 colony will gain 59 in the first turn. The 2500 steel hurts your war or colonisation fleet much more than 20 people hurts a colony.

By distributing the home planet population, I will mean that if you are perceptive you will see that both of our populations are fairly steady at 16mil. I want to know if theres a good way to push this excess to colonies.
Title: Re: Dave's Galaxy
Post by: fodder on August 10, 2011, 08:22:17 PM
.. hmmm... not quite sure how ship building works for linked systems..

it tells you how much there is locally and how much there is in total in linked areas.... and then just take the stuff locally..

question is, does resource average out amongst the system the turn after?

oh... and building arcs from colonies.... watch out for -ve budget.. beats me what happens after that (i've almost trebled the taxes on that tiny system just in case it goes -ve..)
Title: Re: Dave's Galaxy
Post by: Kai on August 11, 2011, 04:21:32 AM
Resources are probably only transferred when planetary ones are exceeded.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 11, 2011, 04:26:09 AM
Resources are probably only transferred when planetary ones are exceeded.

That is my understanding, it allows you to make use of linked planets resources, since the "trade" of goods between linked planets is instantaneous. In other words large planets with lots of links make very good fleet building planets. Its not a part of the game I really like, but that might be because I have no links. The chance of a link increases as star density decreases, so I assume it is to counter the disadvantage you encounter with a empire in an area of scattered stars.
Title: Re: Dave's Galaxy
Post by: Kai on August 11, 2011, 06:50:55 AM
I have one of the lowest star densities around and no links.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 11, 2011, 06:54:13 AM
I have one of the lowest star densities around and no links.

yeah the random factor for links can really suck
Title: Re: Dave's Galaxy
Post by: fodder on August 11, 2011, 09:31:01 AM
whereas cadfan has 2 links from capital XD
Title: Re: Dave's Galaxy
Post by: Vellos on August 11, 2011, 03:03:29 PM
Yes, I am still active.

Kai, you suggested we work together to take Oldry's planets. That'd be pretty difficult, as my experience taking a planet (kip's) indicates that, upon taking a planet, one has access to enough resources, in my case, to build 12 arcs and 10 superbattleships. I'm afraid we don't have the resources at present to defeat that.

Plus, just a few days ago I had fleets on their way to Oldry's second planet, and you accused me of trying to steal the planet from you. Now, you want my help. Well, tough. At your request, I changed my strategy. I deployed my fleets into my heartland to secure my defenses, and aimed my expansion southwards. I have no significant resources in range of Oldry's new colonies. Maybe in a few days I'll have built up a bit of a new fleet from my home base, but that'll be a little while, so you'll have to be patient and, in the meantime, you'll probably have to not change the plan again.

So, if you want my help against Oldry, it'll be a little while as I assemble a fleet that might be large enough to mean something. Also, we need to know what Oldry's defenses look like. That means deploying a fleet directly onto the planet to get a look, probably. Finally, we will both need to have large fleets available to simultaneously to launch an effective attack.

In good news, however, Oldry is actually dying. Heirulf took his capital some time ago, and he doesn't seem to hold any major star cluster. He just hops from new players to new player, pirating what he can.
Title: Re: Dave's Galaxy
Post by: Kai on August 11, 2011, 03:22:31 PM
If you were perceptive you would look at the right planet and see a population of less than 2 million. Just go !@#$ing kill him. Even if he has 50 cruisers, he can only make 1 more per turn. Just stream in subspacer / destroyer in fleets of 50 and win.

I know what Oldry's defences look like: about 150 cruisers on the left planet, an unknown amount of !@#$ on the right one, with only about 2000 steel a turn available.

I think your case is higher than average, one I saw could only build about 9 arcs and 15 cruisers and I'm going to kill him shortly. Dont assume from 1 data point.

It's funny because you haven't fought one single meaningful battle.

Also I find it funny you talking about plans because I've never seen you cooperate with me at all so trying to use it now is pretty silly.
Title: Re: Dave's Galaxy
Post by: D`Este on August 11, 2011, 03:23:49 PM
okay...how long does it take for an arc to arrive? or anything to happen..
Title: Re: Dave's Galaxy
Post by: Kai on August 11, 2011, 03:24:43 PM
A week or so.
Title: Re: Dave's Galaxy
Post by: Nathan on August 11, 2011, 03:54:37 PM
*sigh* The one day where I want the turn to come early (as seems to be the norm) and it comes late. So I shall be missing (probably) 4 turns. Hopefully it won't make a difference at all as by the time carlwolcott//PeterKaan notices I'm not here, I'll be back :P

Also, look at the planet directly to the right of carl's home planet. Level 15 and it has 28k population. 10 times more than my level 18 colony.
Title: Re: Dave's Galaxy
Post by: Kai on August 11, 2011, 04:05:28 PM
carl doesn't play much.

that's why his level isn't doing up while his pop still increases.
Title: Re: Dave's Galaxy
Post by: fodder on August 11, 2011, 04:20:09 PM
.... strange. does lvl go up only when you log in?
Title: Re: Dave's Galaxy
Post by: Kai on August 11, 2011, 05:10:51 PM
I think it counts if you logged in in the last 36 hours or something, search the google group.
Title: Re: Dave's Galaxy
Post by: Vellos on August 11, 2011, 10:03:17 PM
If you were perceptive you would look at the right planet and see a population of less than 2 million. Just go !@#$ing kill him. Even if he has 50 cruisers, he can only make 1 more per turn. Just stream in subspacer / destroyer in fleets of 50 and win.

I know what Oldry's defences look like: about 150 cruisers on the left planet, an unknown amount of !@#$ on the right one, with only about 2000 steel a turn available.

I think your case is higher than average, one I saw could only build about 9 arcs and 15 cruisers and I'm going to kill him shortly. Dont assume from 1 data point.

It's funny because you haven't fought one single meaningful battle.

Also I find it funny you talking about plans because I've never seen you cooperate with me at all so trying to use it now is pretty silly.

I have begun assembling a fleet to attack the planet on the right. May be a little while.
Title: Re: Dave's Galaxy
Post by: Silverfire on August 12, 2011, 12:31:40 AM
Fodder and Squishymaster,

we may need to watch out about this pussey guy up to the north of us all. He has just taken out Jeffer's capitol planet and I am seeing scouts around my perimeter. If he launches an attack we could be in trouble.
Title: Re: Dave's Galaxy
Post by: squishymaster on August 12, 2011, 12:40:35 AM
True, I've been checking him out he is pretty big.  I've mostly been putting everything into Arcs for like the last week, but at this point I do have a number of planets.  Perhaps we should all put everything into building nasty fleets for the next week or two so we can be ready for anything near us?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 12, 2011, 01:39:43 AM
Interesting, I just took a planet that is linked to other planets of my enemy, and I can apparently use HIS resources to build ships. Might be something to watch for if you have planets with links.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 12, 2011, 01:41:09 AM
I've got peace with uranus and sirgumby, two of the biggest players in the game. Uranus is one of the top two players, while sirgumby is part of the top five in all the leaderboards. I hope to score an alliance with  sirgumby, while uranus and I have a neutrality agreement. Agiri and I are currently expanding into the same areas, although eventually we will have to sort out an organized expansion zone.
Title: Re: Dave's Galaxy
Post by: Kai on August 12, 2011, 01:53:19 AM
I have begun assembling a fleet to attack the planet on the right. May be a little while.
I have a blackbird at both planets now, you should be able to plan your assault easily. It's probably best for you to take the right planet, all my ships are going left now.
Title: Re: Dave's Galaxy
Post by: Vellos on August 12, 2011, 03:01:48 AM
I'm headed right, but for some reason I can't view what fleets are actually ON the planet.
Title: Re: Dave's Galaxy
Post by: Kai on August 12, 2011, 04:00:34 AM
That's strange, cuz ur my ally and all.

It's 113 cruisers, 3 subspacers, 1 blackbird. 2 mil population so 2k steel a turn. The counter fleet is 200 subspacer/destroyer with a few battlecruisers follow up. That's about 200k steel so you might have to hold off for a while.

On the left is 152 cruisers, but this planet has full population. We'll have to gangbang it later.
Title: Re: Dave's Galaxy
Post by: Kai on August 12, 2011, 04:06:05 AM
That's strange, cuz ur my ally and all.

It's 113 cruisers, 3 subspacers, 1 blackbird. 2 mil population so 2k steel a turn. Probably use the 10 superbattlecruisers after you kill that newbie. I'm not sure how well superbattlecruisers do against cruisers.

On the left is 152 cruisers, but this planet has full population. We'll have to gangbang it later.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 12, 2011, 04:06:09 AM
That's strange, cuz ur my ally and all.

It's 113 cruisers, 3 subspacers, 1 blackbird. 2 mil population so 2k steel a turn. The counter fleet is 200 subspacer/destroyer with a few battlecruisers follow up. That's about 200k steel so you might have to hold off for a while.

On the left is 152 cruisers, but this planet has full population. We'll have to gangbang it later.

He uses crusiers for defense? Their advantage is speed and reasonable attack ratings, seems stupid to use them on defense. I can apparently make super battleships now. Need to experiment with what works best to crush planetary defense, high defense expensive craft, lots of cheap craft, large fleets, multiple smaller fleets that sort of thing.

So far I've only encountered the defense system twice, against two fleets of 1 cruiser each. Both fleets were approaching the same planet, which was able to target both fleets in a single turn. One fleet was slightly further away from the planet, and the attack missed, the other attack hit and destroyed the cruiser.
Title: Re: Dave's Galaxy
Post by: Kai on August 12, 2011, 04:09:23 AM
He uses crusiers for defense? Their advantage is speed and reasonable attack ratings, seems stupid to use them on defense. I can apparently make super battleships now. Need to experiment with what works best to crush planetary defense, high defense expensive craft, lots of cheap craft, large fleets, multiple smaller fleets that sort of thing.
The 1.5x combat numbers cap makes mass cruisers reasonable against everything.

Quote
So far I've only encountered the defense system twice, against two fleets of 1 cruiser each. Both fleets were approaching the same planet, which was able to target both fleets in a single turn. One fleet was slightly further away from the planet, and the attack missed, the other attack hit and destroyed the cruiser.
Defence system is 20% chance to kill any ship in range per turn.

Since Quatloos are basically worthless its a choice between defence system and more subspacers.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 12, 2011, 04:44:02 AM
The 1.5x combat numbers cap makes mass cruisers reasonable against everything.
Defence system is 20% chance to kill any ship in range per turn.

Since Quatloos are basically worthless its a choice between defence system and more subspacers.

That would suggest that 1 big fleet of cheap fast ships should be the best solution I guess.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 12, 2011, 05:18:09 AM
Would anyone like to send some arcs to the space to my east? There is plenty of room to expand, and sirgumby+uranus make for good neighbors.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 12, 2011, 05:20:41 AM
Just took a look at my fleets summary, 16 pages of fleets :). Pity most of them are 1 ship scout or subspacer fleets
Title: Re: Dave's Galaxy
Post by: fodder on August 12, 2011, 07:07:46 AM
problem is that you can't actually see overlapping things (on the same dot)?
Title: Re: Dave's Galaxy
Post by: Kai on August 12, 2011, 02:52:59 PM
Fleet: Fleet #11653, 18 (11653) Battle! -- Our Ships Lost:
             blackbirds -- 1
             subspacers -- 9 (total 13 in fleet)
             destroyers -- 4
Fleet: Fleet #13264, 14 cruisers (13264) Battle! -- Their Ships Lost:
               cruisers -- 1

What the hell? That should have been 140/38 vs 196/56

Also carlwolcott sent 2 super battlecruisers near me what should I do?
Title: Re: Dave's Galaxy
Post by: Vellos on August 12, 2011, 04:42:12 PM
Fleet: Fleet #11653, 18 (11653) Battle! -- Our Ships Lost:
             blackbirds -- 1
             subspacers -- 9 (total 13 in fleet)
             destroyers -- 4
Fleet: Fleet #13264, 14 cruisers (13264) Battle! -- Their Ships Lost:
               cruisers -- 1

What the hell? That should have been 140/38 vs 196/56

Also carlwolcott sent 2 super battlecruisers near me what should I do?

Attack his 2 with 3 or 4 of your own?
Title: Re: Dave's Galaxy
Post by: fodder on August 12, 2011, 07:34:05 PM
what is a good mix of ships?

all super battleship? mix of sb/battleship? mix of those with smaller ships?

silverfire/kingdante is getting into a fight with pussey... wondering what would be good to help him with...
Title: Re: Dave's Galaxy
Post by: Vellos on August 12, 2011, 08:21:17 PM
That's strange, cuz ur my ally and all.

It's 113 cruisers, 3 subspacers, 1 blackbird. 2 mil population so 2k steel a turn. The counter fleet is 200 subspacer/destroyer with a few battlecruisers follow up. That's about 200k steel so you might have to hold off for a while.

On the left is 152 cruisers, but this planet has full population. We'll have to gangbang it later.

!@#$ man, that's a big fleet.

I'm deploying just about everything I have in that direction now. My home planet will henceforth no longer be producing arcs, and will produce exclusively military ships. Luckily, some of my colonies are starting to get up there in society level, and may be able to build some arcs within a few days/weeks.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 13, 2011, 01:58:03 AM
Uranus is moving some cruisers around awfully close to my worlds. Destination unknown, purpose unknown but likely malign. I *really* don't like, as a newbie, having to contend with people whose main advantage cometh solely from the fact that they found and started playing the game before me.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 13, 2011, 03:57:49 AM
Send him a message asking for neutrality. I did that and he's leaving me alone. He is actually a nice player, you just have to play nice back.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 13, 2011, 04:20:09 AM
Also, does anyone know how to search by coordinate for other planets?
Title: Re: Dave's Galaxy
Post by: Kai on August 13, 2011, 05:14:46 AM
Attack his 2 with 3 or 4 of your own?
Gee thanks Vellos let me pull 5 turns resources out of my ass. There has to be a way to kill it efficiently and elegantly not just with more stuff.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 13, 2011, 08:32:01 AM
Send him a message asking for neutrality. I did that and he's leaving me alone. He is actually a nice player, you just have to play nice back.

I did. Hopefully he will respond. With words.

He is neutral to me, though. In fact I am only at war with rikur and Misterx.
Title: Re: Dave's Galaxy
Post by: Sacha on August 13, 2011, 03:16:08 PM
Anyone know what the deal with decreasing population is? One of my planets is about to go extinct but I can't figure out what the problem is...
Title: Re: Dave's Galaxy
Post by: Kai on August 13, 2011, 03:19:15 PM
Intuitively it could be food, consumer goods, oil.

EPIC LASER BATTLES

Fleet: Fleet #11653, 4 subspacers (11653) Battle! -- Our Ships Lost:
             subspacers -- 1
Fleet: Fleet #13264, 13 cruisers (13264) Battle! -- Their Ships Lost:
               cruisers -- 1
Fleet: Fleet #3524, 3 blackbirds (3524) Battle! -- Their Ships Lost:
             blackbirds -- 1
Fleet: Fleet #11929, 11 (11929) Battle! -- Our Ships Lost:
             subspacers -- 8
Fleet: Fleet #13264, 12 cruisers (13264) Battle! -- Their Ships Lost:
               cruisers -- 1
Fleet: Fleet #14156, 1 scout (14156) Battle! -- Our Ships Lost:
                 scouts -- 1
Fleet: Fleet #12459, 31 (12459) Battle! -- Our Ships Lost:
             subspacers -- 6
Fleet: Fleet #13264, 11 cruisers (13264) Battle! -- Their Ships Lost:
               cruisers -- 5
Fleet: Fleet #10269, 2 (10269) Battle! -- Our Ships Lost:
             blackbirds -- 1

Nathan the guy you're attacking has given up on defending and sent 20 cruisers to carlwolcott. Can you try and intercept? I'm sending subspacers but they're not going to be fast enough and I can't send enough cruisers.
Title: Re: Dave's Galaxy
Post by: Sacha on August 13, 2011, 03:26:01 PM
Well, I sent an other arc down there, hopefully the supplies it bring will help...
Title: Re: Dave's Galaxy
Post by: fodder on August 13, 2011, 06:34:25 PM
excessive taxes? too low taxes and can't balance budget? (beats me what either does)

is it just sitting around gaining everything but have pop drop?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 13, 2011, 07:43:05 PM
Also, does anyone know how to search by coordinate for other planets?
Title: Re: Dave's Galaxy
Post by: fodder on August 13, 2011, 08:46:11 PM
no such thing afaik XD
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 13, 2011, 10:16:57 PM
 :'(
Title: Re: Dave's Galaxy
Post by: Vellos on August 14, 2011, 04:22:15 AM
De-Legro:

Your arc that you sent over to where Kai and I are is in a very precarious place.

Oldry is sending 6 cruisers right by the planet you're heading to. Oldry is very aggressive; so you might want to head farther abroad. Nobody has the resources available to protect your colony near us now that Oldry has invaded.
Title: Re: Dave's Galaxy
Post by: Kai on August 14, 2011, 05:56:48 AM
Its only 9k stell just let it go and see what happens.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 14, 2011, 02:50:19 PM
Defense and patrols:

What's a good way to do it? I want to protect my homeworld in addition to the space around it so allied merchantmen can have a degree of protection. And ideally I want it automatically using patrols and circular routes and whatnot; Any ideas?
Title: Re: Dave's Galaxy
Post by: Kai on August 14, 2011, 03:02:09 PM
Don't bother. At your size people are only looking to poach homeworlds not to kill merchantmen. They're mostly a waste of steel so early anyway.
Title: Re: Dave's Galaxy
Post by: Fleugs on August 14, 2011, 03:03:42 PM
So I joined this game too... Looks like fun. The name is Fleugs (same as here) and the locations are 1810.3,1735.2 I think.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 14, 2011, 03:09:46 PM
Don't bother. At your size people are only looking to poach homeworlds not to kill merchantmen. They're mostly a waste of steel so early anyway.

Yeah, I don't want my homeworld poached. The merchantmen I am wanting to protect are Morningstar's, not mine.

Thoughts?
Title: Re: Dave's Galaxy
Post by: Daycryn on August 14, 2011, 09:45:33 PM
uranus is colonizing everywhere. There's an exponential growth factor to this kind of thing... I have come to realize that I will not ever be able to overcome his advantages in population, worlds, fleets, money, and overall power.
He started playing before I did. So he wins.

He doesn't even bother replying to messages. Him and everyone else in this game. Why should they? Bah. I'm half a mind to quit by now.
Title: Re: Dave's Galaxy
Post by: Norrel on August 14, 2011, 09:50:46 PM
uranus is colonizing everywhere. There's an exponential growth factor to this kind of thing... I have come to realize that I will not ever be able to overcome his advantages in population, worlds, fleets, money, and overall power.
He started playing before I did. So he wins.

He doesn't even bother replying to messages. Him and everyone else in this game. Why should they? Bah. I'm half a mind to quit by now.

I'm assuming that if you have a boatload of allies like we do, you can gangbang these kinds of guys.
Title: Re: Dave's Galaxy
Post by: fodder on August 14, 2011, 11:57:18 PM
depends on how many lvl 50+ worlds they have.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 15, 2011, 03:13:17 AM
Actually, uranus is quite nice if you give him half a chance. Just ask him to leave you a nice little patch in return for continued neutrality or an alliance, and you're set. He literally controls everything to my west, and I don't fear him attacking me at all.
Title: Re: Dave's Galaxy
Post by: Sacha on August 15, 2011, 04:52:15 AM
Actually, uranus is quite nice

huehuehue
Title: Re: Dave's Galaxy
Post by: De-Legro on August 15, 2011, 04:56:33 AM
Okay so I have started taking some 50 + planets, which has allowed me to make over 100 arcs. The exponential nature of this game is just stupid. Needs to be something that limits expansion as you get bigger.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 15, 2011, 06:05:00 AM
Actually, uranus is quite nice if you give him half a chance. Just ask him to leave you a nice little patch in return for continued neutrality or an alliance, and you're set. He literally controls everything to my west, and I don't fear him attacking me at all.

I fear him more aggressively taking away all the nearby potential colony worlds than outright attacking, but anyway he doesn't respond to my messages.

Problem is having to deal with this in the first place. The power ratio between oldbies:newbies is rather higher than in your average game. Except I can't think of anything that would solve this issue without creating extra problems, like being frustrated with a colonization system that seems to work good at first but gradually becomes less effective.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 15, 2011, 07:07:35 AM
I fear him more aggressively taking away all the nearby potential colony worlds than outright attacking, but anyway he doesn't respond to my messages.

Problem is having to deal with this in the first place. The power ratio between oldbies:newbies is rather higher than in your average game. Except I can't think of anything that would solve this issue without creating extra problems, like being frustrated with a colonization system that seems to work good at first but gradually becomes less effective.

No worse then a game like Tribal wars when you are surrounded by guys that can field catapults and all you can build is the very first unit types. At least in this one you can get the top units and planetary defence up and running very quickly.
Title: Re: Dave's Galaxy
Post by: Kai on August 15, 2011, 02:50:10 PM
Gangbanging is the correct response.

Allying them and sitting around as a protectorate bitch-state sounds like a good way to be bored and wait for death in a big shadow.

Attack or die, because if you die at least you can quit and stop wasting time.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 15, 2011, 03:47:31 PM
Awwww... but I like being a protectorate bitch-state!
Title: Re: Dave's Galaxy
Post by: Norrel on August 15, 2011, 04:59:59 PM
Gangbanging is the correct response.

Allying them and sitting around as a protectorate bitch-state sounds like a good way to be bored and wait for death in a big shadow.

Attack or die, because if you die at least you can quit and stop wasting time.
qft
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 15, 2011, 06:10:39 PM
Besides, I secured my right to be the sole colonizer of all space to my south and my east, all of which is empty of other empires. He has agreed to this, meaning he gets all the space to my north and west. Which has many, many empires competing for planets. Therefore, I got the better end of the deal.
Title: Re: Dave's Galaxy
Post by: Vellos on August 15, 2011, 06:36:08 PM
Oh guys, by the way...

Because I am a little bitch protectorate state, I allied PeterKaan.

It looks like most of his fleets are visible to our alliance already, except for a 20 cruiser fleet headed to CarlWolcott.

I'll keep an eye on him.
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 12:23:22 AM
Ok, I'm back from my little trip and I've read up on what I missed, which seems to be not much.

So I joined this game too... Looks like fun. The name is Fleugs (same as here) and the locations are 1810.3,1735.2 I think.

Since I love you Fleugs, I'll look for you. Unfortunately I don't think there is anyone near you but you're welcome to pitch a colony next to me and a few others (our co-ords are on the first page of this thread).

As Kai/Vellos might have noticed, I managed to log in and build fleets so I'm still on top of PeterKaan. Hopefully he'll fall soon enough if Vellos is right about his fleets.
Title: Re: Dave's Galaxy
Post by: Vellos on August 16, 2011, 03:33:22 AM
As Kai/Vellos might have noticed, I managed to log in and build fleets so I'm still on top of PeterKaan. Hopefully he'll fall soon enough if Vellos is right about his fleets.

I can't see what fleets he may have garrisoned at his planets, but I can't fathom that he'd be able to reliably hold up against 3 attackers (Masdus, Klingzog, Kai) all at once.

He might be able to keep Kai and Klingzog off... meaning... De-Legro! Send more fleets! You have plenty of resources available to do it.
Title: Re: Dave's Galaxy
Post by: Vellos on August 16, 2011, 03:35:10 AM
Oh and, Kai:

PeterKaan appears to be at war with Oldry. He's sending 2 blackbirds and 4 cruisers to Oldry's western planet. Not enough to really accomplish anything against Oldry, but who knows?
Title: Re: Dave's Galaxy
Post by: Kai on August 16, 2011, 08:12:25 AM
Oh guys, by the way...

Because I am a little bitch protectorate state, I allied PeterKaan.

It looks like most of his fleets are visible to our alliance already, except for a 20 cruiser fleet headed to CarlWolcott.

I'll keep an eye on him.
Now being a spy is perfectly acceptable.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 16, 2011, 01:30:20 PM
I can't see what fleets he may have garrisoned at his planets, but I can't fathom that he'd be able to reliably hold up against 3 attackers (Masdus, Klingzog, Kai) all at once.

He might be able to keep Kai and Klingzog off... meaning... De-Legro! Send more fleets! You have plenty of resources available to do it.

I'm at war with 9 different players right now, my resources have LOTS of demands.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 16, 2011, 02:00:41 PM
I just joined :)
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 02:31:07 PM
I'm at war with 9 different players right now, my resources have LOTS of demands.

Don't worry about it, focus on your other wars and I'll take care of PeterKaan. I out-match his home planet's production and he's busy with other people, so he'll fall eventually. Unfortunately my first fleet overshot his planet and is taking a few turns to come back to it (I have no idea how since I just went from my planet to his, all the others have arrived fine). I've got a steady stream going up so it's not too much of a bother.

I just joined :)

Let us know the co-ordinates of your home planet so we know who your nearest allies are :)
Title: Re: Dave's Galaxy
Post by: Fleugs on August 16, 2011, 02:41:26 PM
Ok, I'm back from my little trip and I've read up on what I missed, which seems to be not much.

Since I love you Fleugs, I'll look for you. Unfortunately I don't think there is anyone near you but you're welcome to pitch a colony next to me and a few others (our co-ords are on the first page of this thread).

I'll send a ship. But won't it take like several weeks?
Title: Re: Dave's Galaxy
Post by: Vellos on August 16, 2011, 02:45:57 PM
I'm at war with 9 different players right now, my resources have LOTS of demands.

Woops, PeterKaan is attacking you.

Your new conquest south of Darklatiz, the planet with the 3 links. PeterKaan has 3 cruisers on their way, maybe 3 or 4 days out.
Title: Re: Dave's Galaxy
Post by: Norrel on August 16, 2011, 02:49:16 PM
How many more colonies should I build before building some military?
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 03:11:18 PM
I'll send a ship. But won't it take like several weeks?

Very likely, yes. Then when it gets there it'll only be society level 1 and so will take a few weeks to be of any use. But it's just a "for the future" thing :P

How many more colonies should I build before building some military?

That depends on if there are any planets nearby that you think "I'd quite like to take that". I took 5 before I started thinking about military properly, then I took another 4 whilst I was at war with PeterKaan. But I wish that instead of taking loads of planets, I'd taken one planet and bolstered it with quite a lot of arcs to get decent population/production out of it. So it really depends on your situation and how you want to play in the future.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 16, 2011, 03:23:10 PM
I love how we are so against ooc clans in battlemaster, but go to another game and bam! You guys form one.
Title: Re: Dave's Galaxy
Post by: Fleugs on August 16, 2011, 03:27:59 PM
Awesome, isn't it? As far as I know though, OOC-clans aren't really forbidden in this game. Besides, I'm surrounded by evil civilizations that want to kill me, so I'd rather get to a place that is safe.
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 03:36:51 PM
I love how we are so against ooc clans in battlemaster, but go to another game and bam! You guys form one.

This isn't an RP game, so it's all fine :P

Besides, we're all so awesome that we'd be allies in game even if we didn't know each other outside of it, right? :D
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 16, 2011, 03:45:34 PM
You can come my way. I'm next to Agiri, so just look back a couple pages to where we listed all our locations and send an arc my way.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 16, 2011, 03:49:02 PM
1671.1,1776.0 !
Title: Re: Dave's Galaxy
Post by: Shizzle on August 16, 2011, 03:54:15 PM
I'm west of a guy named JackDaniels. His empire fills my entire screen on minimal zoom, and it's gold-ish.

Could someone explain tax and tariff, please?
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 04:08:24 PM
1671.1,1776.0 !

Found you. If you look to your south-east you'll see a large-ish purple empire, that'd Lorduck from our forum. To the left of Lorduck is Gnarf (light blue), we don't know him and he looks inactive (level 52 home planet, but a colony quite far away at level 1) so send a large fleet at him and take the home planet :D

I'm west of a guy named JackDaniels. His empire fills my entire screen on minimal zoom, and it's gold-ish.

I don't think anyone has had trouble with him, so he might leave you alone. You could make a small scout/blackbird perimeter and watch out for him attacking you, then ask him kindly not to.

Could someone explain tax and tariff, please?

Tax brings in Quatloos to your planet, but I think it stunts growth (otherwise, why would you have a low tax rate?). Tariff taxes people who trade at your planet, a high tariff means you make a lot from your goods but means it's less likely people will trade there - I'm purposely keeping mine low so that Kai, Vellos, etc can get a decent deal from my planet (still makes me a decent amount of money), but if I was on my own I'd probably have a fairly high tariff rate to abuse everyone around me :P

Speaking of trading, everyone near me are welcome to send merchants to my home planet. Kai is the only one close enough to do it regularly (with maybe the exception of Norrel [I forget who that is on here]), but in the long run it's probably worth it since we're all quite closed in with nobody to properly threaten our merchants.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 16, 2011, 04:24:44 PM
Cool :)
Any idea of what my fleet attacking Gnarf should be composed of? Or how to find out?
If you send a fleet on a piracy mission, will the victims know where the pirates came from?
Title: Re: Dave's Galaxy
Post by: fodder on August 16, 2011, 04:26:19 PM
trading is weird...

i have a planet with around 50 q
i have a merchant who went there and sold 2.5kq worth of stuff and then bought 1 unobtainium for 20kq only thing is that the planet should have none of that stuff and now the planet has 20kq.

eh.. so it's like, the planet has no money to buy the stuff and has no product to sell either... but it traded.. XD (and now everyone who read dave's messages will know)
Title: Re: Dave's Galaxy
Post by: Norrel on August 16, 2011, 04:44:32 PM

Speaking of trading, everyone near me are welcome to send merchants to my home planet. Kai is the only one close enough to do it regularly (with maybe the exception of Norrel [I forget who that is on here]), but in the long run it's probably worth it since we're all quite closed in with nobody to properly threaten our merchants.

hi
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 16, 2011, 04:45:50 PM
Just FYI, I'm allied with sirgumby to take out a player called killallhumans. Anyone attacking sirgumby will be considered as attacking me.
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 05:08:21 PM
Speaking of trading, everyone near me are welcome to send merchants to my home planet. Kai is the only one close enough to do it regularly (with maybe the exception of Norrel [I forget who that is on here]), but in the long run it's probably worth it since we're all quite closed in with nobody to properly threaten our merchants.
hi

Hi! I just noticed you have open trading, so I'll send a few merchants over when I have spare resources - one of my existing ones may even make its way over there automatically. I also noticed Tom has something camped on your home planet (a scout, I think) which makes me think he doesn't realise who you are. You might want to send him an alliance offer mentioning BattleMaster in case he gets the wrong idea :P

Does anyone know the advantages of having large merchant fleets? At the moment I've got 8 single Merchantman fleets, but I'm thinking of making one fleet of 8 Merchantmen. But since there only seems to be the disadvantage of being able to take out 8 of my ships in one go instead of just 1, I'm a little dubious about doing it.
Title: Re: Dave's Galaxy
Post by: fodder on August 16, 2011, 05:13:53 PM
...i only just noticed having merchants is a "good" way of balancing your budget... because the upkeep gives you money.

so every colony now has a couple of merchants heading to the homeworld... what happens after that... beats me.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 16, 2011, 05:36:31 PM
the game could use a good manual :P
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 16, 2011, 05:41:45 PM
It's actually quite simple, once you get the hang of the interface. Build arc, send to planet. Send out fleets. So on and so forth.
Title: Re: Dave's Galaxy
Post by: Nathan on August 16, 2011, 07:33:18 PM
Vellos, I just noticed you've taken someone's home planet, congratulations. But what's with the low population count? 1,059,731 compared to 16,782,600 on a planet of the same level (Oldry's one above you).
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 16, 2011, 07:49:50 PM
Probably from the casualties which resulted from his conquest, especially if there was fleet defending it.
Title: Re: Dave's Galaxy
Post by: Vellos on August 16, 2011, 10:33:18 PM
Adanedhel got there at the same time I did with 10 cruisers.

I killed his cruisers. But I also killed about 40 million civilians apparently.

Oh, also, I built about... 15 arcs and 10 super battleships. Now sure what effect that had on population?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 16, 2011, 11:26:00 PM
Every ship requires population to build, so those might have had a temporary effect.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 17, 2011, 03:14:13 AM
Woops, PeterKaan is attacking you.

Your new conquest south of Darklatiz, the planet with the 3 links. PeterKaan has 3 cruisers on their way, maybe 3 or 4 days out.

Drats and the damn game site is down.
Title: Re: Dave's Galaxy
Post by: Nathan on August 17, 2011, 05:50:44 PM
Drats and the damn game site is down.

Back up now :P

Kai, you might want to try and get PeterKaan's south planet as soon as possible. There's a food scarcity so it'll probably start to lose people very rapidly. I've landed 3 fleets (each with 1 ship though) on his north planet. I'll have 41 Subspacers land there tomorrow with another 23 soon after. He's got 6 Cruisers there so hopefully he won't build any more and I can finally kick him off (although I'm sure I said exactly the same thing about 2 weeks ago...)

Also, congratulations to egamma for being 28th on the "Most Money" ladder :P
Title: Re: Dave's Galaxy
Post by: Kai on August 18, 2011, 11:24:50 AM
I have 64 subspacers going in, with a bit more follow up. If that doesn't kill it I'm really stumped.
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 12:39:27 PM
I have 64 subspacers going in, with a bit more follow up. If that doesn't kill it I'm really stumped.

I think bigger fleets are definitely the way to go when assaulting a home planet. Not quite sure what goes into these large fleets to make the most out of your resources, but I'm going to find out :P
Title: Re: Dave's Galaxy
Post by: D`Este on August 18, 2011, 02:31:41 PM
crap...Jahroen is attacking me already

Do I need any previous upgrade before I can build planetary defense?
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 02:47:01 PM
crap...Jahroen is attacking me already

Ask him nicely not to? He might be one of those guys that listen when someone asks :)

If not, then I'd say either: 1) Pack up and ship out, send everything you have over to where I am (left of you, I think) and try and get yourself a planet over here with a massive military force. 2) Fight back, store all your resources until a day before he arrives and then build the biggest fleet you can to counter him, then keep storing resources until your fleet is almost destroyed and repeat.
1 will be safer, but means you have to wait before being able to properly play again. 2 will be more interesting, but also very risky.

Do I need any previous upgrade before I can build planetary defense?

Level 61 society and then it takes 5/6 days to build (some people said 5, but mine had a halt in the middle where it only did 16%, might depend on how much surplus resources you have when you're building it).

In other news, Merchantmen are awesome. Every one of them that comes back to my home planet brings steel and then heads off with food or consumer goods - they haven't paid for themselves yet, but if this trend keeps up then they will do fairly quickly.
Title: Re: Dave's Galaxy
Post by: D`Este on August 18, 2011, 02:51:13 PM
If I fight back, what type of ships should I build?
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 02:59:10 PM
If I fight back, what type of ships should I build?

What's he sending at you?
Title: Re: Dave's Galaxy
Post by: D`Este on August 18, 2011, 03:01:46 PM
4 cruisers! :P
Title: Re: Dave's Galaxy
Post by: Shizzle on August 18, 2011, 03:03:21 PM
4 cruisers! :P

build 50 cruisers. That should do the trick ;)
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 03:16:02 PM
4 cruisers! :P

Oh, I got it into my head that he was sending a rather large force at you. He's probably just testing if you're active, so just send him a message saying "I'm active, please send the Cruisers elsewhere" and he'll move on. If not, then 5 Cruisers will do, or a few Battleships if you want to save up for 4/5 of them (less likely to lose anything then).
Title: Re: Dave's Galaxy
Post by: Fleugs on August 18, 2011, 03:17:14 PM
Can someone explain to me how I can trade between my own planets? And transfer resources? From what I understand, merchantmen do this pretty much automatic; do I need to keep setting their route? Can I create a fixed route that they keep going on?
Title: Re: Dave's Galaxy
Post by: D`Este on August 18, 2011, 03:21:25 PM
Oh, I got it into my head that he was sending a rather large force at you. He's probably just testing if you're active, so just send him a message saying "I'm active, please send the Cruisers elsewhere" and he'll move on. If not, then 5 Cruisers will do, or a few Battleships if you want to save up for 4/5 of them (less likely to lose anything then).

Problem is that he is 1 turn near my homeplanet. He already destroyed an arc :( So will go for cruisers.
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 03:28:41 PM
Can someone explain to me how I can trade between my own planets? And transfer resources?

Just build a Merchantmen/Bulkfreighter fleet at your home planet and send it to one of your colonies. Transferring resources is done through planetary links that some people have when planets are spaced out a lot, for those you just build as if you had the resources available.

From what I understand, merchantmen do this pretty much automatic; do I need to keep setting their route?

Nope, they'll just pick a profitable planet and move to it next, returning to their home planet after a few stops.

Can I create a fixed route that they keep going on?

Yep, I think if you create a circular route and have it stop at planets they'll follow it, return home, then get back on it again (not sure about non-circular routes).
Title: Re: Dave's Galaxy
Post by: Kai on August 18, 2011, 03:59:59 PM
build 1 scout per turn until you save up a few turns of resources. this should stop your planet from being attacked.

then make a massive fleet and win. or use this time to make planetary defence - instant win.
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 04:13:00 PM
build 1 scout per turn until you save up a few turns of resources. this should stop your planet from being attacked.

Remember to set the scout on Planetary Defence, otherwise it'll sit there and let the fleet take the planet.

then make a massive fleet and win. or use this time to make planetary defence - instant win.

Instant, but ridiculously expensive, win. I struggle to build much of a fleet because of my Planetary Defence since it takes 30% of my income.
Title: Re: Dave's Galaxy
Post by: Vellos on August 18, 2011, 04:18:48 PM
For the curious:

I currently have total forces of 1417/482 deployed against Pi Circax, one of Oldry's planets, that has a defense force of 1582/452.

I should be able to add 100-200 more attack each turn, and my planet's production is significantly more than his.

Based on where my fleets are now, I should have enough forces on hand to make my initial assault in about 3-4 days.
Title: Re: Dave's Galaxy
Post by: Kai on August 18, 2011, 04:21:44 PM
One big fleet kills several smaller fleets so it might be best to delay the attack slightly and join them up at a planet.

http://groups.google.com/group/daves-galaxy/browse_thread/thread/2778f18d78b276f
Title: Re: Dave's Galaxy
Post by: Nathan on August 18, 2011, 04:23:16 PM
I currently have total forces of 1417/482 deployed against Pi Circax, one of Oldry's planets, that has a defense force of 1582/452.

Wouldn't you want to go for Xi Monotes since that has a much larger population? Also, be careful. All his force is in a single fleet, whereas yours is broken up which may reduce your combat effectiveness quite a bit. Not sure by how much, since I'd guess you'll just keep chipping away at his force until it's all dead, but felt I'd warn you just in case. Also, loving the 10 Superbattleships coming up, pretty damn awesome force there :P

EDIT: De-Legro, I just noticed you're sending one of your attack fleets to Adanedhel's planet of New Berlin (surrounded by a Planetary Defence), but you're going through 2 of his planets. Surely that's a silly thing to do since the PD will activate when you get near those planets. You should have them go around those planets so you get as little PD time as you can.
Title: Re: Dave's Galaxy
Post by: Vellos on August 18, 2011, 08:30:46 PM
Wouldn't you want to go for Xi Monotes since that has a much larger population? Also, be careful. All his force is in a single fleet, whereas yours is broken up which may reduce your combat effectiveness quite a bit. Not sure by how much, since I'd guess you'll just keep chipping away at his force until it's all dead, but felt I'd warn you just in case. Also, loving the 10 Superbattleships coming up, pretty damn awesome force there :P

Hmm.... good point about fleet sizes. Hadn't thought of that. That's extremely annoying, because there's no way I'll be building up a fleet of 113 cruisers.

Guess I won't be attacking for 7-10 days then....
Title: Re: Dave's Galaxy
Post by: Kai on August 19, 2011, 04:50:10 AM
If you scrap some of the superbattlecruisers you can bulid a better composition.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 19, 2011, 07:42:58 AM
Wouldn't you want to go for Xi Monotes since that has a much larger population? Also, be careful. All his force is in a single fleet, whereas yours is broken up which may reduce your combat effectiveness quite a bit. Not sure by how much, since I'd guess you'll just keep chipping away at his force until it's all dead, but felt I'd warn you just in case. Also, loving the 10 Superbattleships coming up, pretty damn awesome force there :P

EDIT: De-Legro, I just noticed you're sending one of your attack fleets to Adanedhel's planet of New Berlin (surrounded by a Planetary Defence), but you're going through 2 of his planets. Surely that's a silly thing to do since the PD will activate when you get near those planets. You should have them go around those planets so you get as little PD time as you can.

PD activates as soon as I enter the defence radius, doesn't matter if I get close to planets or not.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 19, 2011, 07:44:52 AM
One big fleet kills several smaller fleets so it might be best to delay the attack slightly and join them up at a planet.

http://groups.google.com/group/daves-galaxy/browse_thread/thread/2778f18d78b276f

This one is difficult. Big fleets repair damage between engagments, so they can face off against smaller fleets and repair between each battle. The other factor is that with Large fleets only part of the force will engage smaller fleets. There is probable some sweat spot where x number of fleet y% smaller are more effective, but I've no interest in figuring out where that is, so I will just make mass fleets of super battleships :)
Title: Re: Dave's Galaxy
Post by: Kai on August 19, 2011, 09:27:17 AM
what are you smoking
Title: Re: Dave's Galaxy
Post by: Nathan on August 19, 2011, 01:34:20 PM
PD activates as soon as I enter the defence radius, doesn't matter if I get close to planets or not.

Nope, they have to be in sensor range, hence part of the description which says "Can accept targeting information from any fleet or planet in it's area of effectiveness." Basically saying "if you can't see it, I can't hit it".

This one is difficult. Big fleets repair damage between engagments, so they can face off against smaller fleets and repair between each battle.

Again, I think you're wrong. They only "repair" because instead of putting up that ship that had been hit last round, they put up a new ship that hasn't been hit yet. This makes it look like you're repairing ships, but fight the fleet enough and eventually they have to put in a damaged ship. I think if you have a turn or two between battles they repair (remove the yellow ring) - or it may have to land on a planet.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 19, 2011, 02:41:59 PM
Again, I think you're wrong. They only "repair" because instead of putting up that ship that had been hit last round, they put up a new ship that hasn't been hit yet. This makes it look like you're repairing ships, but fight the fleet enough and eventually they have to put in a damaged ship. I think if you have a turn or two between battles they repair (remove the yellow ring) - or it may have to land on a planet.

Daves own post pointed out that he doesn't carry over damage between battles.
Title: Re: Dave's Galaxy
Post by: Nathan on August 19, 2011, 03:16:22 PM
Daves own post pointed out that he doesn't carry over damage between battles.

I can't seem to find where he says that, do you mind quoting it for me? >.<

Quote
Fleet #8813, 1 blackbird (8813) Battle! -- Menacing jestures were made, but no
damage was done.

I'm ashamed to say I actually laughed at this :P

I can now finally declare an alliance with Adriddae! I think I'm now allied with every BM player around me :D
Title: Re: Dave's Galaxy
Post by: Kai on August 19, 2011, 03:26:42 PM
I have seen raining death from space so many times but still haven't taken a planet. It's supposed to be 20%
Title: Re: Dave's Galaxy
Post by: Nathan on August 19, 2011, 03:41:25 PM
I have seen raining death from space so many times but still haven't taken a planet. It's supposed to be 20%

Who's that against? Also, you should remember that it's 20% per fleet. Try sending lots of little fleets to the planet and you'll increase your chances dramatically. :D

EDIT: PeterKaan's home planet is finally defeated! Now to mop up his colonies, build a few upgrades and spend the 100k steel he left me.
Title: Re: Dave's Galaxy
Post by: Kai on August 20, 2011, 04:04:08 PM
Should be capturing mine in a few too.

We need to send about 200k steel each to beat one of Oldry's planets. If he gets planetary defence up it's all over though.
Title: Re: Dave's Galaxy
Post by: fodder on August 20, 2011, 04:20:35 PM
... i lost 300 pop at capital for seemingly no reason? it's producing everything... so there's no deficit.. tax is slightly higher than other systems though..
Title: Re: Dave's Galaxy
Post by: Adriddae on August 20, 2011, 05:35:55 PM
Did you build any ships? They take population away as well.
Title: Re: Dave's Galaxy
Post by: Nathan on August 20, 2011, 06:07:13 PM
Are you making any upgrades? They take population each turn until they're finished.
Title: Re: Dave's Galaxy
Post by: fodder on August 20, 2011, 07:03:22 PM
no new upgrades and no new ships in the 2 turns concerned - not in the capital anyway.. no new merchant ships arrived either
Title: Re: Dave's Galaxy
Post by: Kai on August 21, 2011, 08:39:30 AM
has anyone ever successfully assaulted a planetary defence with an active defender?
Title: Re: Dave's Galaxy
Post by: Nathan on August 21, 2011, 01:12:51 PM
has anyone ever successfully assaulted a planetary defence with an active defender?

Wait a few days and De-Legro might be able to say "yes".

I think the only way to assault one is to have some padding on your fleet, so whatever your force is you have an equal or more amount of scouts. That way there is a chance that the scouts are hit instead of your fighting force.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 21, 2011, 01:22:21 PM
Wait a few days and De-Legro might be able to say "yes".

I think the only way to assault one is to have some padding on your fleet, so whatever your force is you have an equal or more amount of scouts. That way there is a chance that the scouts are hit instead of your fighting force.

I've seen Jahoren or whatever his name is take several defended planets, but no idea what fleet he used to do it. I've been advised to build a fleet with a few powerful ships and then tons of cannon fodder, no idea if that will work.
Title: Re: Dave's Galaxy
Post by: Nathan on August 21, 2011, 03:07:52 PM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID
--------------------------------------------------------------------------------------
Adriddae                       Vistuvis                        1667.4 , 1912.8
Adriddae                        Largan                        1682.3 , 1639.7
Cadfan                           cadfan                        1931.8 , 1839.9
Daycryn                         Kazhaar                      1724.1 , 1870.0
De-Legro                      Masdus                        1724.7 , 1654.7
D'Este                            Fulco                          1751.0 , 1716.9
egamma                       egamma                      1661.9 , 1768.6
Fleugs                            Fleugs                        1810.3 , 1735.2
fodder                            fodder                        1920.9 , 1834.9
Gustav Kuriga           GundamMerc                   1833.8 , 1873.1
Huntsmaster                   Agiri                          1823.2 ,  1868.5
Kai                                   Kai                            1660.3 , 1685.2
Lorduck                         Lorduck                       1693.3 , 1798.8
Morningstar               Morningstar                    1734.8 , 1865.5
Nathan                          Klingzog                      1664.2 , 1677.4
psymann                       psymann                     1689.6 , 1820.1
Sacha                            Amaury                       1535.2 , 1979.8
Shizzle                           Shizzle                       1671.1 , 1776.0
Silverfire                     KingDante                     1910.5 , 1811.0
Slapsticks                   Slapsticks                      1765.5 , 1817.1
Slapsticks                      Norrel                         1691.1 , 1679.0
Squishymaster        Squishymaster                 1912.4 , 1801.4
Tom                              Balanuir                      1706.1 , 1678.1
Vellos                             Vellos                        1664.8 , 1709.3

Added Addridae and Slapsticks' new accounts. Added D'Este, Fleugs and Shizzle as new players. Can haz update please, Silverfire? :D

Also, Shizzle, I just noticed you have a link on your planet but you haven't grabbed the planet yet - you should do that, it lets you use the resources from that planet without having to transport them :D

I'm currently playing the waiting game. Taking PeterKaan's planets, waiting for my fleet to arrive back at my planet so I can scrap it, then building a massive lot of arcs from my home planet (I think it'll be 10/11). Got 17 in a single fleet from my newly acquired planet, shame there isn't a link to the one I'm colonising because that's a darn lot of steel that I'd like back - oh well, Merchantmen to the rescue!

EDIT: I set all of my tax rates to 0% on my colonies a few turns back and from what I can tell, I'm getting a bigger increase in population now. Can anyone confirm this? This might be fodder's problem. What tax rate are you running?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 21, 2011, 05:03:56 PM
I'm friends with fodder!
Title: Re: Dave's Galaxy
Post by: fodder on August 21, 2011, 06:29:24 PM
the capital is default 7% the colonies 6.5%

lost another 300 people today in the capital. i imagine the others are all gaining.

4 merchant fleets arrived in the capital.. but since none arrived the turn before.. i doubt it means anything
Title: Re: Dave's Galaxy
Post by: Nathan on August 21, 2011, 07:32:23 PM
lost another 300 people today in the capital. i imagine the others are all gaining.

Got enough food? Running a budget deficit? Both unlikely, but could be the cause.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 21, 2011, 08:25:55 PM
Ah, so that's what those weird lines are for  8)

1000pop on a planet. What now? Increase it before I can do any upgrades?

And also, does the colour of the planets matter? I noticed there's red, yellow and blue planets
Title: Re: Dave's Galaxy
Post by: fodder on August 21, 2011, 08:26:02 PM
food          current  8211196                 produces next turn 60394           

budget surplus: 110638

loren mentioned something about losing pop before....
------
ps... the regional gov is really stupid atm... pulls in 300 odd q and costs 4k q... still too lazy to boot it down, etc.

------
upgrades.... basically outside of the capital, you can't afford the upkeep on any of them.... unless you spam lots of merchants (which would require food as upkeep). that's assuming you have enough soc level/pop to build them in the 1st place.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 21, 2011, 08:26:51 PM
I think that's just to make it look pretty.
Title: Re: Dave's Galaxy
Post by: fodder on August 21, 2011, 08:32:47 PM
if you mean all the lines to my capital? that's 2 merchants in each fleet from each planet to the capital (and then they go wherever)... to give each planet 40 q income per turn... (burning 8 food per turn) just in case budget goes -ve
Title: Re: Dave's Galaxy
Post by: Nathan on August 21, 2011, 09:58:45 PM
1000pop on a planet. What now? Increase it before I can do any upgrades?

Increase it, but you probably don't need any upgrades on it. You might want Matter Synths on it at some point so you can make rare resources, but mostly colonies close to your home planet are just used to send resources to your home planet - either through merchants or the white "auto trade" lines that some planets get.
Title: Re: Dave's Galaxy
Post by: Kai on August 22, 2011, 01:16:17 AM
Wait a few days and De-Legro might be able to say "yes".

I think the only way to assault one is to have some padding on your fleet, so whatever your force is you have an equal or more amount of scouts. That way there is a chance that the scouts are hit instead of your fighting force.

Planetary defence is 20% per ship numbers regardless.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 22, 2011, 01:18:53 AM
Planetary defence is 20% per ship numbers regardless.

Yeah that was my understanding as well, oh well its not like I can't build more fleets at this stage.
Title: Re: Dave's Galaxy
Post by: Nathan on August 22, 2011, 01:27:28 AM
Planetary defence is 20% per ship numbers regardless.

Yep, but if you have padding then they may be destroyed instead of your actual fleet. Since Scouts are cheap and also offer 2 attack, they make pretty decent padding.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 22, 2011, 05:37:12 AM
if you mean all the lines to my capital? that's 2 merchants in each fleet from each planet to the capital (and then they go wherever)... to give each planet 40 q income per turn... (burning 8 food per turn) just in case budget goes -ve

I mean the post that Shizzle made about different colored planets.
Title: Re: Dave's Galaxy
Post by: fodder on August 22, 2011, 07:28:19 AM
Quote
Ah, so that's what those weird lines are for  8)

and that's the bit that i should have quoted...

except i guess he meant connection lines
Title: Re: Dave's Galaxy
Post by: Kai on August 22, 2011, 03:08:59 PM
There's a single cruiser on this planet that my fleets cant seem to target. It's set to garrison. Do I need to choose a fleet attitude other than attack?
Title: Re: Dave's Galaxy
Post by: Nathan on August 22, 2011, 03:34:54 PM
There's a single cruiser on this planet that my fleets cant seem to target. It's set to garrison. Do I need to choose a fleet attitude other than attack?

How big is your fleet? And what's in it? Could be that your fleet is just too small to take it out in 1 turn?

Just as an FYI, in the end I decided not to build those 17 arcs from my newly conquered planet. I've not scouted around yet so I'm not sure if there are any fleets waiting. Once I feel safe, I'm spending all the steel on that planet on arcs and colonising a single planet with them.

Also scrapping all my Merchantmen on my home planet and replacing them with one big fleet of Bulkfreighters. I've been watching Kai's fleets and they seem to bring back steel as much as Merchantmen do (which is all the time), so I may as well build 10 Bulkfrieghters into a single fleet and just ship steel all over the show :P

EDIT: I can suddenly request an alliance with 4 pages of people I previously couldn't, including: vistuvis, KingDante, squishymaster, Amaury, fodder, Cadfan & Morningstar. Oh well, requests sent :P

EDIT EDIT: Now I'm really confused. I refresh and I'm taken back to the main page, log in and you're all gone from my list. So if you all get an alliance request from someone, it was whatever bug happened to me :P
Title: Re: Dave's Galaxy
Post by: Kai on August 22, 2011, 04:26:04 PM
There are over 100 of my ships there plz Nathan it seems you always think im an infant retard.

Bulkfreighters don't ship steel. They are steel.
Title: Re: Dave's Galaxy
Post by: Nathan on August 22, 2011, 05:03:41 PM
There are over 100 of my ships there plz Nathan it seems you always think im an infant retard.

Yeah cool story bro. Don't want my help, don't ask for it.
Title: Re: Dave's Galaxy
Post by: fodder on August 22, 2011, 06:37:19 PM
lost another 300 people. built 2 arcs after that and lower taxes to match other colonies. going to see what happens...
Title: Re: Dave's Galaxy
Post by: Nathan on August 22, 2011, 07:32:14 PM
lost another 300 people.

Very odd that it's exactly 300 people a day. You could try asking on the Google Group? Or on the Facebook page?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 23, 2011, 12:21:01 AM
FYI

Planetary Defenses: Encountered!  Fleet #15360 -- attacked by Planet: New Berlin (3205912) owned by: Adanedhel
Planetary Defenses: before: 30 scouts, 30 frigates, 2 cruisers
Planetary Defenses: after: 23 scouts, 25 frigates, 2 cruisers

Title: Re: Dave's Galaxy
Post by: Nathan on August 23, 2011, 01:50:41 AM
FYI

Planetary Defenses: Encountered!  Fleet #15360 -- attacked by Planet: New Berlin (3205912) owned by: Adanedhel
Planetary Defenses: before: 30 scouts, 30 frigates, 2 cruisers
Planetary Defenses: after: 23 scouts, 25 frigates, 2 cruisers

Inside his sensor range? Or just the defence range?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 23, 2011, 04:35:17 AM
Inside his sensor range? Or just the defence range?

Sensor range, so people were quite correct about that. Makes long range sensors even more useful
Title: Re: Dave's Galaxy
Post by: fodder on August 23, 2011, 07:12:08 AM
Very odd that it's exactly 300 people a day. You could try asking on the Google Group? Or on the Facebook page?

not going to sign up for google/facebook. will see what happens after tax changes

---

oooh.. lvl 26+ = territory? not pop based?

lvl 25 7414 pop = colony
lvl 26 6371 pop = territory
---
is there any point in having trade incentive most planets? or am i just robbing myself to pay myself....
Title: Re: Dave's Galaxy
Post by: Nathan on August 23, 2011, 01:08:37 PM
oooh.. lvl 26+ = territory? not pop based?

Yup, seems a little odd to me, but I guess this way just makes it easy to understand.

is there any point in having trade incentive most planets? or am i just robbing myself to pay myself....

You're robbing yourself. Trade Incentives lower the price of Consumer Goods & Hydrocarbons which you don't need and raises the price of Steel and other usable resources. It means that any trade fleets coming to the planet are more likely to sell you things you can use. So I have one on my home planet so that trade ships bring over Steel/etc and take away Consumer Goods.
Title: Re: Dave's Galaxy
Post by: fodder on August 23, 2011, 03:52:59 PM
ok.. turn change.. at same tax rate (6.5) gained 700 people. or at least it's 300 less than yesterday... but then i built 2 arcs... which should have used 1k people.

going to see what happens tomorrow, perhaps it's just immigration to the colonies.. (which one though?)
Title: Re: Dave's Galaxy
Post by: Nathan on August 23, 2011, 06:29:47 PM
going to see what happens tomorrow, perhaps it's just immigration to the colonies.. (which one though?)

Doubt it, I'm pretty sure this game doesn't have auto-migration in. It could be a balancing of population? Did you scrap a large fleet there a few turns ago? That might have brought in a lot of people and the game is just removing them.
Title: Re: Dave's Galaxy
Post by: fodder on August 23, 2011, 07:55:53 PM
haven't scrapped anything i don't think...
Title: Re: Dave's Galaxy
Post by: Kai on August 24, 2011, 03:38:12 PM
Klingon, if you have nothing else to do, should attack Oldry.
Title: Re: Dave's Galaxy
Post by: fodder on August 24, 2011, 08:42:42 PM
eh... wtf..
lost another 300 pop?! anyone else?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 25, 2011, 12:02:34 AM
Okay I'm starting to get so many planets that I simply don't have time to work out which are where, doing what and manage upgrades. I can't imagine how the top players manage it.
Title: Re: Dave's Galaxy
Post by: Sacha on August 25, 2011, 01:09:11 AM
I'm guessing they just focus on some big planets
Title: Re: Dave's Galaxy
Post by: Nathan on August 25, 2011, 01:58:31 AM
I'm guessing they just focus on some big planets

Yeah, they probably just focus on home planets for fleet building and then keep their empire tightly packed so they only have to look at their perimeter, then just have loads of merchant fleets getting resources from planets not connected by instant-resource-move links.
Title: Re: Dave's Galaxy
Post by: Kai on August 25, 2011, 11:44:04 AM
they have lots of time
Title: Re: Dave's Galaxy
Post by: Kai on August 25, 2011, 04:38:35 PM
good news: 300k steel richer
bad news: carlwolcott seems to be sometimes alive, how long does it take to build planetary defence?
Title: Re: Dave's Galaxy
Post by: Nathan on August 25, 2011, 05:07:14 PM
good news: 300k steel richer
bad news: carlwolcott seems to be sometimes alive, how long does it take to build planetary defence?

If you don't accidentally spend resources that should be used on the PD that turn, 5. If you do, then it depends how much you overspend. So if you don't build anything on that planet, or just leave [cost]/5 resources there each turn, you should be fine.

You should definitely spend all of that steel on a single fleet of arcs and colonise a planet with them. 33/34 arcs in a single fleet would be awesome - instant usable planet :D
Title: Re: Dave's Galaxy
Post by: Sacha on August 25, 2011, 09:32:01 PM
These days I don't build lone arcs anymore. I only send them out in groups of 2-3 so my new planets get a bit of a kickstart.
Title: Re: Dave's Galaxy
Post by: Daycryn on August 25, 2011, 10:01:48 PM
Me and uranus have a mutual non-aggression pact.

I just wanted to say that.
Title: Re: Dave's Galaxy
Post by: Nathan on August 25, 2011, 10:13:08 PM
These days I don't build lone arcs anymore. I only send them out in groups of 2-3 so my new planets get a bit of a kickstart.

Same, I'm thinking of only sending them in groups of 3+, probably 5 at a time. Anything other than that is fairly useless as the planet doesn't produce much for weeks.

Me and uranus have a mutual non-aggression pact.

I just wanted to say that.

Important to note so that we know you're safe :D
Title: Re: Dave's Galaxy
Post by: Kai on August 26, 2011, 03:23:44 AM
If you don't accidentally spend resources that should be used on the PD that turn, 5. If you do, then it depends how much you overspend. So if you don't build anything on that planet, or just leave [cost]/5 resources there each turn, you should be fine.

You should definitely spend all of that steel on a single fleet of arcs and colonise a planet with them. 33/34 arcs in a single fleet would be awesome - instant usable planet :D

Population would still be less than 20k.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 26, 2011, 05:14:36 AM
Me and uranus have a mutual non-aggression pact.

I just wanted to say that.

Welcome to the club!

Where are you and what is your in-game name?
Title: Re: Dave's Galaxy
Post by: Vellos on August 26, 2011, 05:17:30 AM
Haven't said anything for a while; RL has been busy.

Formal Announcement: Oldry is a BITCH. Wasn't paying attention to one of my outlying planets, and he attacked it, so I had to break off production of my big-whomper fleet and built a fleet to push him off my planet. I can't exactly let him sit a 20 cruiser fleet on my border without being challenged.

If anybody wants to send, oh, 60 cruisers down to Pi Circax... I'd give you a hug. In my mind.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 26, 2011, 05:19:00 AM
Anyone notice the additions Dave just put into effect? You can use arrow keys to navigate the map now.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 26, 2011, 05:28:10 AM
Haven't said anything for a while; RL has been busy.

Formal Announcement: Oldry is a BITCH. Wasn't paying attention to one of my outlying planets, and he attacked it, so I had to break off production of my big-whomper fleet and built a fleet to push him off my planet. I can't exactly let him sit a 20 cruiser fleet on my border without being challenged.

If anybody wants to send, oh, 60 cruisers down to Pi Circax... I'd give you a hug. In my mind.

To face his 113 Crusier Fleet? Sounds like fun.
Title: Re: Dave's Galaxy
Post by: Nathan on August 26, 2011, 06:46:31 AM
If anybody wants to send, oh, 60 cruisers down to Pi Circax... I'd give you a hug. In my mind.

Give me a week or so to build a few arcs and expand my empire a little and then I'll start to build a fleet.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 26, 2011, 06:47:38 AM
I can't seem to find where he says that, do you mind quoting it for me? >.<

I'm ashamed to say I actually laughed at this :P

I can now finally declare an alliance with Adriddae! I think I'm now allied with every BM player around me :D

      
Flyingmana     
View profile 
 More options Aug 12, 10:24 pm
i have something irritating in my log today.
Fleet: Fleet #13223, 3 super battleships (13223) Battle! -- Our Ships Lost:
       superbattleships -- 1
Fleet: Fleet #3917, 1 super battleship (3917) Battle! -- Our Ships Lost:
       superbattleships -- 1
Fleet: Fleet #3041, 1 super battleship (3041) Battle! -- Our Ships Lost:
       superbattleships -- 1
its irritating, because i have only one fiendly battleship on t his planet (which got not destroyed)
I mean, one superbattleship ok, but a battleship which kills 3 in one strike is depressing =/
Is it wanted, that a fleet can attack all others in reach with full power?

Dave Case     
View profile 
 More options Aug 14, 5:00 am
Hehe, that was a rather ugly outcome.
Hmmm.  The solution to this problem is to take other combats into account
when doing the current one,
so if a ship is out of defenses from a previous combat, it gets wacked.
 This would fix your current issue at least.
You can always send the fleets to a planet, combine them, then attack again.
Also, add some supporting ships to your 1 big ship, it's much harder for the
other side to hit your 1 big ship if it's surrounded by 20 frigates.
There's no way to keep everyone happy all the time, I just have to keep
reminding myself of that.  :)
Title: Re: Dave's Galaxy
Post by: Kai on August 26, 2011, 07:21:00 AM
no need to stress in defence if you have planetary, just export any resources you might have on the planet and let him take it, retreat into your defence circle
Title: Re: Dave's Galaxy
Post by: De-Legro on August 26, 2011, 07:23:48 AM
My rapid expansion should soon be comming to an end. I've managed to claim some nice 50+ planets around the place which will now be the focus for growth. What does this mean for everyone else? Well my core planets are going to start getting ready for war, Just checked my first planet and it has the resources for 30 super battleships, when I've got the resources to make a screening force for them I will see what aid I can lend against Oldry

Also note, some of my earliest colonies are approaching level 50, but are useless due to a low population still (around 90,000). They still collect very small amounts of steel so they lack the resources to build much. It really might pay to send large arc fleets to distribute population.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 26, 2011, 07:47:14 AM
If you have low populations, try lowering the income tax. Also, don't build any ships from said low-pop. planets as well, that will just deplete the population.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 26, 2011, 07:56:39 AM
If you have low populations, try lowering the income tax. Also, don't build any ships from said low-pop. planets as well, that will just deplete the population.

Low pop makes it almost impossible to build ships, due to the low resource production rates. These are simply planets that I only ever sent 1 arc to, their society level is simple advancing out of proportion to the population growth.
Title: Re: Dave's Galaxy
Post by: Kai on August 26, 2011, 08:00:04 AM
sent 60 cruisers to some poor sod, defending against 2 superbc
Title: Re: Dave's Galaxy
Post by: Kai on August 26, 2011, 03:56:06 PM
oldry has a 3rd planet, im starting planetary defence. nathan should really make a big ass fleet and use it on the right hand side with vellos.
Title: Re: Dave's Galaxy
Post by: Sacha on August 26, 2011, 04:48:33 PM
Well, I've started wars with 2 players. One of them went inactive and had his home planet conquered, but he still has half a dozen or so planets in my area, all with between 20,000 and 80,000 people. Shame to let those get to waste.

The other player is slightly smaller than me, but he lacks fleets and his home planet looks ripe for the picking.
Title: Re: Dave's Galaxy
Post by: Nathan on August 26, 2011, 07:57:22 PM
Also note, some of my earliest colonies are approaching level 50, but are useless due to a low population still (around 90,000). They still collect very small amounts of steel so they lack the resources to build much. It really might pay to send large arc fleets to distribute population.

How much steel are they making? My shoddy maths says about 90 steel a day? This took my home planet, divided population by steel produced to give 1025 pop to 1 steel, then divide 90k by 1025 to give me theoretical steel production on your planet. If I'm right, then that means you need 10/11 arcs to make it useful at level 50 (1 frigate a day).

Nathan should really make a big ass fleet and use it on the right hand side with vellos.

Planning on doing after a bit of expansion. I slowed that to a halt when I was at war with PeterKaan, so it's time to catch up. Once I've colonised a few more planets around my home planet, I'll start stocking for war with Oldry.
Title: Re: Dave's Galaxy
Post by: fodder on August 26, 2011, 11:10:54 PM
i think my pop loss problem might not be a problem.. i read somewhere that high soc lvl planets are supposed to lose pop... but the thing is, no idea whether it's obsolete and more importantly, it just doesn't make sense if it is applied to any planet of any pop.
Title: Re: Dave's Galaxy
Post by: Kai on August 27, 2011, 01:42:45 AM
How much steel are they making? My shoddy maths says about 90 steel a day? This took my home planet, divided population by steel produced to give 1025 pop to 1 steel, then divide 90k by 1025 to give me theoretical steel production on your planet. If I'm right, then that means you need 10/11 arcs to make it useful at level 50 (1 frigate a day).

Planning on doing after a bit of expansion. I slowed that to a halt when I was at war with PeterKaan, so it's time to catch up. Once I've colonised a few more planets around my home planet, I'll start stocking for war with Oldry.

I hope this doesn't result in 100k+ worth of steel lying around doing nothing.
Title: Re: Dave's Galaxy
Post by: Vellos on August 27, 2011, 07:02:07 AM

You can always send the fleets to a planet, combine them, then attack again.


How is this done? This would help my situation quite a bit.
Title: Re: Dave's Galaxy
Post by: Adriddae on August 27, 2011, 08:00:22 AM
Scrap that at a planet and then rebuild them. I don't believe you lose anything. If you don't want to risk losing a super battleship test it out on a cheap ship.
Title: Re: Dave's Galaxy
Post by: Kai on August 27, 2011, 08:01:16 AM
Vellos is missing the idea that you have to do it on a planet you own.
Title: Re: Dave's Galaxy
Post by: Nathan on August 27, 2011, 03:09:10 PM
i think my pop loss problem might not be a problem.. i read somewhere that high soc lvl planets are supposed to lose pop... but the thing is, no idea whether it's obsolete and more importantly, it just doesn't make sense if it is applied to any planet of any pop.

My home planet went from 16771700 to 16773900, increase of 2200. Captured home planet went from 16777735 to 16777500, decrease of 235. What's your population? Maybe it's just levelling out?

EDIT: My Merchantmen can create steel, apparently. I had 15k steel and built 20 Merchantmen, which costs 15k steel. In their holds is 5k steel. Also, my damn Bulkfrieghters decided to come back with food, despite steel being the most profitable purchase they could have made - seems I didn't watch Kai/Vellos' Bulkfreighters enough before making my decision :P
Title: Re: Dave's Galaxy
Post by: Vellos on August 27, 2011, 04:05:14 PM
EDIT: My Merchantmen can create steel, apparently. I had 15k steel and built 20 Merchantmen, which costs 15k steel. In their holds is 5k steel. Also, my damn Bulkfrieghters decided to come back with food, despite steel being the most profitable purchase they could have made - seems I didn't watch Kai/Vellos' Bulkfreighters enough before making my decision :P

My merchantmen probably aren't doing anything actually profitable. I don't much care. I just like having lots of trade ships scurrying around. Makes me feel all mercantile and !@#$.
Title: Re: Dave's Galaxy
Post by: Vellos on August 27, 2011, 04:14:34 PM
Vellos is missing the idea that you have to do it on a planet you own.

Damnit.

I've calculated it'll take me 22 days to build up enough resources to build a fleet large enough to have a sure-fire chance of crushing Oldry's fleet. So, instead, I'm going to bring my whole current attack fleet home, scrap it all, and, with all its resources and everything I'll have in my home planet (should have about 130k steel on hand by the time my fleets get back) build a new fleet, which SHOULD be big enough to do the trick.
Title: Re: Dave's Galaxy
Post by: Nathan on August 27, 2011, 04:26:07 PM
My merchantmen probably aren't doing anything actually profitable. I don't much care. I just like having lots of trade ships scurrying around. Makes me feel all mercantile and !@#$.

Lol'd. Mine bring back steel from my other colonies, slowly recovering the steel used to set them up. It's fairly useful when they return, hence why I scrapped them into fewer bigger fleets, so that when they do return I can put that into a few ships instead of "oh, 250 steel, cool... I can do nothing with it". They also buy up all the useless stuff on my home planet, making me more money for use on Subspacers. I've no doubt that eventually they'll be useless as the colonies will either run out of money (to buy the home planet's goods) or steel (to make themselves money from sales), but until then I'll keep mine too :P

I've calculated it'll take me 22 days to build up enough resources to build a fleet large enough to have a sure-fire chance of crushing Oldry's fleet. So, instead, I'm going to bring my whole current attack fleet home, scrap it all, and, with all its resources and everything I'll have in my home planet (should have about 130k steel on hand by the time my fleets get back) build a new fleet, which SHOULD be big enough to do the trick.

Sounds like a good plan and it might work, as long as Oldry doesn't just build a bigger fleet as soon as he sees you :P
Title: Re: Dave's Galaxy
Post by: D`Este on August 27, 2011, 06:18:06 PM
How large trade fleets do you have?
Title: Re: Dave's Galaxy
Post by: Kai on August 27, 2011, 06:41:34 PM
Sounds like a good plan and it might work, as long as Oldry doesn't just build a bigger fleet as soon as he sees you :P

The real risk is if he constructs planetary defence, then you may as well give up.

Another is if he managed to get this fourth planet on my left. I think I can stop it but if he does get it it'll be 6v4 planets which can be a long war.
Title: Re: Dave's Galaxy
Post by: Vellos on August 27, 2011, 07:00:20 PM
Sounds like a good plan and it might work, as long as Oldry doesn't just build a bigger fleet as soon as he sees you :P

My objective is to have 1.5x his fleet size to attack him.

Plus, he's building attack fleets. He sent 20 cruisers a few turns ago to attack one of my planets; he just launched 40 frigates from Pi Circax, my target. It seems to me his strategy is to repeatedly attack my outlying planets in the hope of distracting me from producing a large attack fleet. I'm gambling that I can shift resources around enough that I can hit him with a huge attack fleet before he is able to beat my main attack.

The real risk is if he constructs planetary defence, then you may as well give up.

I've considered that. However, I think he actually might not do it. His planet has fairly low population, thus low GDP. He's already got a major disadvantage in terms of productive output on that front, I think he may not want to sacrifice the resources needed to build fleets. If he gets PD, it's easier for me to overwhelm him with numbers of ships. Plus, now that my fleets are withdrawing, he may be wondering if I'm going to attack his other planet.

SPeaking of: do we know the garrison on his other planet?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 27, 2011, 07:04:27 PM
An enemy home planet I just took had enough resources to build, and I quote: 6 Superbattleships, 10 Battleships, 10 Cruisers, 20 Destroyers, 25 Frigates, and 40 Subspacers. Task Force Pheonix is to complete the destruction of Friedthelt, and then await further instructions.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 27, 2011, 07:26:59 PM
I find the game not very interesting anymore, it's simply too shallow. If anyone wants to continue my account, let me know :)
Title: Re: Dave's Galaxy
Post by: Nathan on August 27, 2011, 07:34:00 PM
How large trade fleets do you have?

2 lots of 10 Merchantmen, and 1 lot of 10 Bulkfreighters. That's at my home planet. Also got 1 lot of 10 Bulkfrieghters at PeterKaan's old home planet. Once I've got all of his colonies, plus taken a few of my own up there I'll probably get 2 lots of 10 Merchantmen too.

I find the game not very interesting anymore, it's simply too shallow. If anyone wants to continue my account, let me know :)

De-Legro has a few fleets down there, if you're sure about quitting then you might want to let him take over your planet so we can keep it with us BMers :D

Just as an FYI, the 20 arc fleet I sent out landed today. Producing: 9 steel, 889 food, 128 hydrocarbon. 0 of everything else.
Title: Re: Dave's Galaxy
Post by: fodder on August 27, 2011, 08:19:00 PM
heh.. i sent out a 1x10 yesterday and another one today.. the latter is linked (though not to capital... doh!)

--
you know.. just noticed that this is fundamentally unfair.

any capital planet that starts with a bunch of connections would have a massive head start.. they can just spam arcs to the same linked location to up pop and as soon as they arrive, reuse the steel to spam more arcs immediately until it starts to produce enough resources on its own.
Title: Re: Dave's Galaxy
Post by: Nathan on August 27, 2011, 11:28:44 PM
you know.. just noticed that this is fundamentally unfair.

any capital planet that starts with a bunch of connections would have a massive head start.. they can just spam arcs to the same linked location to up pop and as soon as they arrive, reuse the steel to spam more arcs immediately until it starts to produce enough resources on its own.

Yup. However it's supposed to balance out eventually because links are only between distant planets. So whereas I have 22 planets in my Planetary Defence radius, those with links might only have 10, maybe even less. That means that I can produce more resources, it just takes longer to them them to my home planet to be useful. Once they reach a decent population, the amount of resources I have in such a small radius means that I can easily outmatch my opponents as long as I have a decent merchant fleet transferring everything around.
Title: Re: Dave's Galaxy
Post by: Kai on August 28, 2011, 04:53:36 AM
My objective is to have 1.5x his fleet size to attack him.
Good idea.

Quote
Plus, he's building attack fleets. He sent 20 cruisers a few turns ago to attack one of my planets; he just launched 40 frigates from Pi Circax, my target. It seems to me his strategy is to repeatedly attack my outlying planets in the hope of distracting me from producing a large attack fleet. I'm gambling that I can shift resources around enough that I can hit him with a huge attack fleet before he is able to beat my main attack.
Attack fleets are a waste of money against planetary defence. You should ignore anything outside its range, and why you would colonise outside it baffles me.

Quote
I've considered that. However, I think he actually might not do it. His planet has fairly low population, thus low GDP. He's already got a major disadvantage in terms of productive output on that front, I think he may not want to sacrifice the resources needed to build fleets.
You're wrong, the planet has 11 million and will hit full population in less than a week. It's certainly not stopping you is it.

Quote
If he gets PD, it's easier for me to overwhelm him with numbers of ships.
The force multiplier for PD on a direct planet assault is something like 2.5, it will definitely not make things easier.

Quote
Plus, now that my fleets are withdrawing, he may be wondering if I'm going to attack his other planet.
Cool.

Quote
SPeaking of: do we know the garrison on his other planet?
Send 1 blackbird there and it will stay alive for ages.

Right planet: 113 cruisers, 40 frigates aimed right.
Centre planet: 140 ish cruisers last time I saw it, the blackbird died.
Left planet: probably about 100 cruisers, blackbird en route.
Title: Re: Dave's Galaxy
Post by: Nathan on August 29, 2011, 03:18:54 PM
Darn, my planets are starting to drop in population now too - only my two largest ones. Dropping by 300 population a turn. Also, my home planet has stopped producing food. Luckily it has a large reserve, but with the amount it's eating it won't be long before it runs out. I'm going to have to build more Bulkfrieghters so that I can bring back food from my other planets and I'll convert a couple of colonies into farming planets in a few weeks time (or whenever they start being able to support farming subsidies).
Title: Re: Dave's Galaxy
Post by: D`Este on August 29, 2011, 04:56:46 PM
btw....to transport steel easily use scouts. the pop/steel ration is better then for arc's
Title: Re: Dave's Galaxy
Post by: fodder on August 29, 2011, 06:13:08 PM
can always build freighters to up your budget surplus to afford the farming stuff...

the other thing is.. whether mind control should be used to keep soc lvl down and pop up?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 29, 2011, 06:31:02 PM
There is a soc lvl at which your production of steel and other things will maximise. That is where you'll want to put in mind control, because after that the production of resources goes down. There is an example of the chart somewhere in the help.

Oh, fodder, it seems I'm allied to you but I'm no longer your neighbor. So I can't send messages to you in-game. I have some merchantships headed your way, though. Is there anything you need help with up there?
Title: Re: Dave's Galaxy
Post by: fodder on August 29, 2011, 07:33:34 PM
um.. you sure i'm not hiding in page 2 or 3? (ok... so.. no.. not page 2/3.. just checked mine)

everything is quiet with me. that said.. amazoneon does look heading this way a bit, doesn't it.

kingdante is still fighting with pussey


----
recalling the long ranged arcs x2... obviously pointless doing it with just 2 arcs...

----
i might quit at some point... as the game is not making much sense to me... in which case, i'll see if cadfan doesn't want my planets.

in the meanwhile, i'll just send out biggish arc fleets out every few days...
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 29, 2011, 07:44:22 PM
What do you need help with? It seems to me the game is really simple, once you get the basics down. Send out arcs, colonize new planets, make war with other players as needed. You seem to be doing things right, as far as I can tell from looking at your empire.
Title: Re: Dave's Galaxy
Post by: fodder on August 29, 2011, 08:36:04 PM
it's not help.. it's the fundamental way the game works.
Title: Re: Dave's Galaxy
Post by: Nathan on August 29, 2011, 10:24:40 PM
btw....to transport steel easily use scouts. the pop/steel ration is better then for arc's

Do you mean transport population easily? Sorry, you're right. Subspacers are nice for transferring population around as they cost less steel per population. If so, then I had thought about that but didn't really put much effort into it. I might give it a go at some point. The only problem is that scouts don't bring any food/etc so that might mess up the local economy.

the other thing is.. whether mind control should be used to keep soc lvl down and pop up?
There is a soc lvl at which your production of steel and other things will maximise.

Start building Mind Control at 80-83 I think. My food production disappeared at 89 (may have been before that, if it was, I didn't notice) so you want to stop before that, since Mind Control will take 5 turns 83 seems good. The only problem is that to have Mind Control and all the other upgrades on my planet it takes 91.5% of my budget, which doesn't leave much for a fleet. I can get that down to 87.5% without Sensors and Trade Incentives, but TI brings in a lot of income so really only 88.5% (22.5k cash a turn).

Long term I think that I'll have to get rid of PD and put it on another planet (maybe a few overlapping ones to cover an ever expanding empire). Spread out Matter Synths and Military Bases too so I can spread the burden.
Title: Re: Dave's Galaxy
Post by: fodder on August 30, 2011, 03:45:47 PM
eh... so who's taking up kingdante's planets? big net around dave if they take mine too at a later date.. XD
Title: Re: Dave's Galaxy
Post by: egamma on August 30, 2011, 03:50:51 PM
Let's all attack jackdaniels, one last hurrah for battlemaster!
Title: Re: Dave's Galaxy
Post by: Adriddae on August 30, 2011, 06:24:18 PM
Anyone know anything about Norrel(the purple empire right beside Tom)? Does he have any allies, how many warships and trading fleets? Stuff like that. I'd like to attack him.
Title: Re: Dave's Galaxy
Post by: Norrel on August 30, 2011, 07:36:49 PM
Anyone know anything about Norrel(the purple empire right beside Tom)? Does he have any allies, how many warships and trading fleets? Stuff like that. I'd like to attack him.
That's me.
Title: Re: Dave's Galaxy
Post by: Tom on August 30, 2011, 09:01:11 PM
jahroen is making me nervous. Attacked my home planet, just 12 cruisers, probably a test, but still. Too big for me to be entirely comfortable with him nearby.

Title: Re: Dave's Galaxy
Post by: Fleugs on August 30, 2011, 09:12:29 PM
He's close to me too, the jahroen. But I haven't been playing so long so I'm  not that powerful (have 12 cruisers myself, JAH declared he was going to conquer me...).

By the way, I'm making a lot of merchants because I think trade will speed up my expansion. True or not?
Title: Re: Dave's Galaxy
Post by: Nathan on August 30, 2011, 10:25:27 PM
jahroen is making me nervous. Attacked my home planet, just 12 cruisers, probably a test, but still. Too big for me to be entirely comfortable with him nearby.

Do you want me to send over a few ships in case he turns up with something bigger? I can send over 3 Super Battleships and sit them inside your Planetary Defence radius. Not a great help against a big force, but it will be able to mop up most smaller fleets he sends in.

He's close to me too, the jahroen. But I haven't been playing so long so I'm  not that powerful (have 12 cruisers myself, JAH declared he was going to conquer me...).

You could try asking other larger empires near you if they want an alliance. It means they don't have to worry about you attacking them and they'll probably help you if jahroen, JAH or anyone else tries to attack you. They'll probably want open trade and some help with who ever they're attacking, but it'll keep you alive long enough to become bigger.

By the way, I'm making a lot of merchants because I think trade will speed up my expansion. True or not?

Probably true, it'll help you recover steel from your colonies so it can be put into other arcs.


Decided I'm not going to get Mind Control on my planets. Food production may disappear, but everything else rises so it's worth it. Also, according to the resource graph, food production bounces back - looking at it I seem to be in the dip, so hopefully it won't be an issue in a few weeks. I'm still getting Farming Subsidies on a few planets just in case though :P
Title: Re: Dave's Galaxy
Post by: Fleugs on August 30, 2011, 10:36:53 PM
I'm kinda stuck between two large empires, so at a given point I will just have to breakthrough and conquer one...  or I could go totally linear, but I don't like an Inca-style empire.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 30, 2011, 11:34:50 PM
Could someone put up an updated list of Battlemaster players? Oh, and you guys are free to send arcs to the huge empty space to my east. Lots and lots of room to expand. I need some balancing power for Uranus as well, I have sirgumby as an ally but he isn't as big as uranus.
Title: Re: Dave's Galaxy
Post by: Nathan on August 31, 2011, 01:08:54 AM
Could someone put up an updated list of Battlemaster players?

I made one a while back but I think SilverFire has stopped playing (or reading this thread) so it wasn't updated :(

I need some balancing power for Uranus as well, I have sirgumby as an ally but he isn't as big as uranus.

Nobody is, that's what you get for being the top of every high score table :P
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 31, 2011, 02:46:56 AM
sirgumby is as well, or nearly so. He still isn't as big.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 31, 2011, 03:39:25 AM
jahroen is making me nervous. Attacked my home planet, just 12 cruisers, probably a test, but still. Too big for me to be entirely comfortable with him nearby.

He has gone to war with me as well. I've messaged him waiting on a reply. I Think he is annoyed that we took some planets he was hoping for.
Title: Re: Dave's Galaxy
Post by: Adriddae on August 31, 2011, 07:00:36 AM
That's me.

Oops! Redirecting my fleets somewhere else.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 31, 2011, 08:01:07 AM
seems that a few of the big players might be multies. I was watching a few of my neighbours that have 200+ planets. 4 of them showed no activity since 23 August. Today all four came online.
Title: Re: Dave's Galaxy
Post by: Shizzle on August 31, 2011, 03:50:00 PM
Or they went out camping together :P
Title: Re: Dave's Galaxy
Post by: Sacha on August 31, 2011, 05:13:40 PM
Yay I conquered my first planet! Raining death from space on 2 others.
Title: Re: Dave's Galaxy
Post by: Nathan on August 31, 2011, 05:28:57 PM
seems that a few of the big players might be multies. I was watching a few of my neighbours that have 200+ planets. 4 of them showed no activity since 23 August. Today all four came online.
Or they went out camping together :P

Shizzle's reason is actually more likely to me :P The game is fairly new, so it's likely the largest player just wanted his friends to play with him - like we're all playing with each other and got big-ish. If it is the same player, then someone really has a lot of time on their hands :P

I just realised how useless some of my colonies are. Getting on to level 40 and they've only got a few tens of thousand people there, hardly producing much steel each day - best they produce is food at just under 2k a turn. Can't do much about it either, to bolster them enough to become useful would take a ridiculous amount of resources. In the long run it might not be too bad because population seems to peek, so they'll just peek a lot later than other planets do, but right now it's holding me back >.<

Yay I conquered my first planet! Raining death from space on 2 others.

Yay! Congratulations! Are they just outlaying planets? Or someone's former home planet?
Title: Re: Dave's Galaxy
Post by: Sacha on August 31, 2011, 05:35:56 PM
Outlying, quite far from his home base. I was gonna take that too, but someone beat me to it, so I'm snapping up any planet I still can. They all have population in the 5-digit range, so yay.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 31, 2011, 10:48:39 PM
I already own someone's home planet, and will soon have swallowed up the rest of his planets into the Earth Federation. I'm going to have to renegotiate terms with uranus. He's colonizing in my colonization zone, so I proposed either an alliance with me, or a stop to the colonization. Luckily I am in alliance with sirgumby, who is quite a large player. Not quite as large as uranus, but large enough to make any war too costly to fight without risking a third party coming in and taking some of Uranus' less well defended planets.
Title: Re: Dave's Galaxy
Post by: fodder on September 01, 2011, 02:57:14 PM
EDIT: My Merchantmen can create steel, apparently. I had 15k steel and built 20 Merchantmen, which costs 15k steel. In their holds is 5k steel. Also, my damn Bulkfrieghters decided to come back with food, despite steel being the most profitable purchase they could have made - seems I didn't watch Kai/Vellos' Bulkfreighters enough before making my decision :P

i would imagine part of the price in steel for merchant ships is that they sell some of that crap.

in any case, trade is bugged to hell and back. you literally create money out of thin air. proof? send a merchant ship to a planet with not much money and it'll sell its crap, zeroing all the money in that planet and then give money to that planet by buying stuff. .. ie.. it doesn't go -ve

i saw a bunch of merchants sold 90k q worth of steel (1k).. to a planet that didn't really have much money, certainly not 90k q... the planet had pretty much no steel and now has 1k+

it's linked, but i don't think other planets linked had that much money around either... i'm sure it happens in non-linked planet too..
Title: Re: Dave's Galaxy
Post by: Nathan on September 01, 2011, 03:17:12 PM
My guys just created Unobtanium. They bought 2 from a planet with no Matter Synths on it and no fleets had been scrapped there that could have given it some. Not that I'm complaining, I'll take my free resources, thanks :D It definitely gives a minor resource advantage to those people able to build a large fleet of Merchantmen/Bulkfreighters, but probably not enough to win a war.

I noticed Oldry created himself a little backup planet in the middle of nowhere. My arc just flew near it which is how I managed to see it. I'm going to send over 35 Subspacers to take the planet. I probably won't need that many, but since it'll take a long time to get there (about a month), I want to make sure I definitely take it upon arrival. It'll be a fairly useless planet, but since we're at war with him anyway, I may as well snag it :P

Kai, you might want to send a fleet to intercept that arc Oldry's sending away. A couple of Subspacers set to Piracy sent to it's destination should be enough to get it for yourself :D
Title: Re: Dave's Galaxy
Post by: fodder on September 01, 2011, 03:20:40 PM
well.. i think it's a case of there's no unobtanium... it just appeared out of thin air and the ships bought them at extra high prices to sell at low price .. or at least that's what happened to me

mind you, i've seen planets making antimatter where there's no synth either...
Title: Re: Dave's Galaxy
Post by: Nathan on September 01, 2011, 03:28:04 PM
well.. i think it's a case of there's no unobtanium... it just appeared out of thin air and the ships bought them at extra high prices to sell at low price .. or at least that's what happened to me

Yeah, might just make things so that your ships don't waste their journey. They did go with 50k Quatloos and since it was a new planet I doubt they could have bought enough stuff to use all their cash.

mind you, i've seen planets making antimatter where there's no synth either...

You don't need a Synth for anti-matter, only for Krell Metal and Unobtanium. Anti-matter just comes in very slowly once you reach a certain society level.
Title: Re: Dave's Galaxy
Post by: Kai on September 01, 2011, 04:10:32 PM
I noticed Oldry created himself a little backup planet in the middle of nowhere. My arc just flew near it which is how I managed to see it. I'm going to send over 35 Subspacers to take the planet. I probably won't need that many, but since it'll take a long time to get there (about a month), I want to make sure I definitely take it upon arrival. It'll be a fairly useless planet, but since we're at war with him anyway, I may as well snag it :P
Why don't you send it somewhere useful instead; go help out Vellos.

Quote
Kai, you might want to send a fleet to intercept that arc Oldry's sending away. A couple of Subspacers set to Piracy sent to it's destination should be enough to get it for yourself :D
1 arc can't do anything.

Oldry has 60 cruisers left,152 cruisers centre, 113 cruisers right
Title: Re: Dave's Galaxy
Post by: fodder on September 01, 2011, 04:26:31 PM
um.. i just saw one of my planets make krel too.. albeit 1 in the next turn
Title: Re: Dave's Galaxy
Post by: Fleugs on September 01, 2011, 05:38:52 PM
Don't homeplanets make everything anyway?
Title: Re: Dave's Galaxy
Post by: fodder on September 01, 2011, 06:01:05 PM
that wasn't the home one.. it's my 1st colony.. the one with 2 arcs (now 40k pop?)

----
i'm thinking the home planet has way too much pop artificially.. so something happens without waiting months. presumably why it's so different from anything else..
Title: Re: Dave's Galaxy
Post by: Vellos on September 02, 2011, 05:03:30 PM
So, I've thought of something odd.

Society only goes up if you're active, right? It stops if you go inactive?

But... does population growth stop if you go inactive?

If not, then there are major advantages to periods of inactivity, as it seems like low-pop colonies reach their society-level downside before they get big in terms of population. You could do the equivalent of "mind control" to society level, but at lower cost and better population effects.

Thoughts?
Title: Re: Dave's Galaxy
Post by: Nathan on September 02, 2011, 05:29:13 PM
Society only goes up if you're active, right? It stops if you go inactive?

But... does population growth stop if you go inactive?

To answer your questions in order: Yes. Yes. Yes.

Hence why I'm fairly jealous of Kai conquering carlwolcott's planets, they have ridiculous population levels for their society level because he seems to only log in once a week :P

I got some half decent planets when I got PeterKaan's planets, but he'd only been inactive for a few days so they weren't that inflated.

Growth depends on the society level though. So if you leave a level 10 planet for 5 days, it might not be as good as a level 11 planet left for 4 days. There's also the problem of people noticing you go offline and seizing on it.

What you do depends on how long term you want to play the game. "Eventually" planets will max out no matter how many arcs you send, or time-outs you have. Planets start to lose population when they hit high 80s, but only if you're at max population (just try building loads of fleets and watch your population increase again next turn). So if you send 5 arcs to a planet, you might hit your limit at level 100 instead of level 120 if you sent 1 arc (guesses on numbers, btw).

Personally, I'd rather see planets be useful sooner so that I can expand quicker and have a safety net in case someone attacks me. But if you plan on spending a lot of time away from the game or not being overly aggressive right now, then slower population maxing is fine.
Title: Re: Dave's Galaxy
Post by: Kai on September 02, 2011, 07:13:30 PM
To answer your questions in order: Yes. Yes. Yes.

Hence why I'm fairly jealous of Kai conquering carlwolcott's planets, they have ridiculous population levels for their society level because he seems to only log in once a week :P

Trust me there is no difference between 1000 and 20000. !@#$, I make 28 steel a turn. Damn. Home planets are the only important ones.

Quote
Personally, I'd rather see planets be useful sooner so that I can expand quicker and have a safety net in case someone attacks me. But if you plan on spending a lot of time away from the game or not being overly aggressive right now, then slower population maxing is fine.

Wrong, !@#$ty colonies makes being aggressive the best thing to do, to capture home planets.
Title: Re: Dave's Galaxy
Post by: Nathan on September 02, 2011, 08:08:57 PM
Trust me there is no difference between 1000 and 20000.

Then you're doing it wrong ;)

Wrong, !@#$ty colonies makes being aggressive the best thing to do, to capture home planets.

There is no "wrong", only "different", with regards to play styles. If you want to play aggressively, like Oldry is doing, then you don't build arcs (or maybe the odd one as a back-up) and just pump everything into a massive fleet to take someone else's home planet, rinse, repeat. If you want to take it slowly, then you build arcs and build yourself a big empire. Depending on what you want to do further down the line depends on how many arcs you send out to each planet.
Title: Re: Dave's Galaxy
Post by: Kai on September 03, 2011, 03:17:05 AM
Then you're doing it wrong ;)

Sweet 30 steel per turn. Pls give me break. Especially from condescending smiley faces.

Quote
There is no "wrong", only "different", with regards to play styles. If you want to play aggressively, like Oldry is doing, then you don't build arcs (or maybe the odd one as a back-up) and just pump everything into a massive fleet to take someone else's home planet, rinse, repeat. If you want to take it slowly, then you build arcs and build yourself a big empire. Depending on what you want to do further down the line depends on how many arcs you send out to each planet.

Wrong. You build fleets of 5 cruisers and go kill inactive players. Every time you get a home planet you get 16 million population in one shot. This is equivalent to 30000 arcs.


Great news, I took the 3rd planet.
Btw carlwolcotts planet has 40 battlecruisers guarding it.
Title: Re: Dave's Galaxy
Post by: Vellos on September 03, 2011, 04:54:18 PM
Oldry now has 4 home planets in a line between Kai and me.

I may still have enough productive power on hand to take Pi Circax. Maybe. Though he has 40 frigates and 40 cruisers perched in orbit as well.

I'm going to need help to take out Oldry. Alone, he is going to destroy me.
Title: Re: Dave's Galaxy
Post by: Tom on September 03, 2011, 05:06:00 PM
I've just put everything into traders, but I have come to the point where I can't build enough Arcs anyways to cover my needs. So I will be building offensive fleets for a while.

Is there a way to merge fleets? I'd hate to have hundreds of small fleets scattered around. I want to build distributed, then meet and merge.

Title: Re: Dave's Galaxy
Post by: Nathan on September 03, 2011, 05:26:47 PM
I'm going to need help to take out Oldry. Alone, he is going to destroy me.

I think Addridae is looking for a fight, he's currently sending fleets against De-Legro (probably knowingly), so you've probably got help there. Slapsticks might want in too. I'll help out in a bit, I feel like expanding for now. If it gets desperate then I can pump some resources into fleets and send them off to defend your planets, but I'd rather stay playing the colonising game for now.

Is there a way to merge fleets? I'd hate to have hundreds of small fleets scattered around. I want to build distributed, then meet and merge.

Nope, the only way to merge fleets is to scrap them and rebuild them. Scrapping gives you all your resources back, so you don't lose anything, but it's just inconvenient. Only problem is that this means you have to do it on a planet with a Military Base. Dave is working on it though.


In other news, my home planet is now trading rare resources. I've got a massive stock of them and I'm now producing way more than I can ever use (I'd need to build 4 Super Battleships a day). It's not worth any of you turning off your Matter Synths and relying on me, the cost is just too great for you (unless you're running a ridiculously high tax rate), but figured I'd let you all know anyway :)
Title: Re: Dave's Galaxy
Post by: Adriddae on September 03, 2011, 05:26:56 PM


Is there a way to merge fleets? I'd hate to have hundreds of small fleets scattered around. I want to build distributed, then meet and merge.




You have to scrap them at a planet and then rebuild them together into one fleet. Hopefully a new way of merging fleets will be added soon though.
Title: Re: Dave's Galaxy
Post by: fodder on September 03, 2011, 06:19:42 PM
funny thing about capital planets... mine uses 100000 food a day, roughly..... i guess if you take one with loads of resources, you do need to use all that to build arc to colonise something nearby (or linked) to give you food that you'll need a month or 2 down the line.
Title: Re: Dave's Galaxy
Post by: Norrel on September 04, 2011, 06:17:28 AM
I think Addridae is looking for a fight, he's currently sending fleets against De-Legro (probably knowingly), so you've probably got help there. Slapsticks might want in too. I'll help out in a bit, I feel like expanding for now. If it gets desperate then I can pump some resources into fleets and send them off to defend your planets, but I'd rather stay playing the colonising game for now.
Who should I be attacking, and what kind of fleets should I be building? So far, all I've been building are arcs.
Title: Re: Dave's Galaxy
Post by: Kai on September 04, 2011, 09:26:03 AM
Haha Vellos remember when you were all like, love and peace. Hilarious.

Anyway, make a big fleet, and set out towards Nu Fornpeia. I'll be incoming shortly.
Title: Re: Dave's Galaxy
Post by: Vellos on September 04, 2011, 04:49:51 PM
Haha Vellos remember when you were all like, love and peace. Hilarious.

Anyway, make a big fleet, and set out towards Nu Fornpeia. I'll be incoming shortly.

No Fornpeia? Why? Oldry's big fleets are at Pi Circax. I can handle his main defense fleet (I think). If I can get maybe 60 or 80 cruisers of allied support there, that should be enough to address all the forces at Pi Circax, which is Oldry's biggest concentration of forces it looks like.
Title: Re: Dave's Galaxy
Post by: Vellos on September 04, 2011, 04:50:06 PM
Also... did the turn not run properly?
Title: Re: Dave's Galaxy
Post by: Sacha on September 04, 2011, 04:52:34 PM
It did not... which sucks cause I'm raining death on a few planets :P
Title: Re: Dave's Galaxy
Post by: Kai on September 04, 2011, 05:51:49 PM
No Fornpeia? Why? Oldry's big fleets are at Pi Circax. I can handle his main defense fleet (I think). If I can get maybe 60 or 80 cruisers of allied support there, that should be enough to address all the forces at Pi Circax, which is Oldry's biggest concentration of forces it looks like.

Why would you want to go after the hardest target? There's only 60 cruisers at Nu Fornpeia.
Title: Re: Dave's Galaxy
Post by: Nathan on September 04, 2011, 07:26:34 PM
Why would you want to go after the hardest target? There's only 60 cruisers at Nu Fornpeia.

I've got to agree with Kai on this one, you should pick off his weaker targets first. He won't want to move the Cruisers at Pi Circax because they take so long to get anywhere, which leaves him vulnerable on both planets. If you keep some light pressure on Pi Circax meaning he can't move those Cruisers, then hit heavy on the other planets, you'll wear him down.

I'm going to colonise one more planet around my home ring and then start building Super Battleships. I'll get a few (5/6 probably) and then send them down to Omega Octansbae 3 - I'm guessing he won't have much there as it's his newest conquest.

What does "above average climate" mean? That's the one planet I want to colonise because I'm rather curious about it.

EDIT: Also, I'm sending a few fleets over to one of the new players (darthbenjamin at Omicron Monotes). If he's still active by the time I get there, I'll leave him be. Otherwise, I'll take the planet. I'll leave AntiMatter (at Sigma Delphus 6) to Addridae since I noticed you've already got a fleet heading over there and it's closer to your home planet than it is to mine :)
Title: Re: Dave's Galaxy
Post by: Vellos on September 04, 2011, 07:27:09 PM
Truly?

Well then, Nu it is. As soon as my fleets get home so I can scrap and rebuild, I'll send'em off to Nu Fornpeia. ANd then I will hope to dear God Oldry does not attack me directly from Pi Circax.
Title: Re: Dave's Galaxy
Post by: Nathan on September 04, 2011, 07:36:53 PM
Well then, Nu it is. As soon as my fleets get home so I can scrap and rebuild, I'll send'em off to Nu Fornpeia. ANd then I will hope to dear God Oldry does not attack me directly from Pi Circax.

Keep some pressure on Pi Circax so that he doesn't start sending fleets off to other planets. You might also want to make a little scout ring around him so he can't slip anything by you.

Also, hello Addridae's other account! Just noticed your scout has finally reached us :P
Title: Re: Dave's Galaxy
Post by: Vellos on September 04, 2011, 07:48:54 PM
Keep some pressure on Pi Circax so that he doesn't start sending fleets off to other planets. You might also want to make a little scout ring around him so he can't slip anything by you.

Also, hello Addridae's other account! Just noticed your scout has finally reached us :P

I'm keeping blackbirds and scouts flying around Pi Circax, but I can't afford to send a real military detachment. I want to take Nu Fornpeia without any margin of uncertainty. He has 50 cruisers. I will attack him with 150. Nu Fornpeia being captured, I will begin building another fleet and, with it, I will take whichever planet seems best to attack next.
Title: Re: Dave's Galaxy
Post by: Vellos on September 04, 2011, 07:51:56 PM
Haha Vellos remember when you were all like, love and peace. Hilarious.

Anyway, make a big fleet, and set out towards Nu Fornpeia. I'll be incoming shortly.

I was never a peacenik. I just didn't have the resources to fight everyone as you are doing. I still am looking for allies. Valakun to my south has an alliance with me. I ally as many neighbors as possible to build as broad a coalition as possible against as small a target as possible, thereby maximizing the chance of victory. If Oldry contacted me asking for an alliance and could supply some kind of rational for it, I would still definitely consider it.
Title: Re: Dave's Galaxy
Post by: Nathan on September 04, 2011, 07:58:02 PM
If Oldry contacted me asking for an alliance and could supply some kind of rational for it, I would still definitely consider it.

But then who would you go to war with? Need to have some decent competition... Unless you were thinking about conquering everyone and then having a Nathan vs Kai vs Vellos showdown? :D
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 04, 2011, 11:06:56 PM
Blitzkrieg him, hitting his weak points and leaving the strongholds for your follow fleets to take care of.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 05, 2011, 01:09:07 AM
I've sent a small super battleship fleet at Oldry's planet of    Omega Octansbae 3. Might be enough to distract him from awhile. Jahroen is hammering me bad, and I don't have the production planets near him to do much, trying to reinforce my few stronghold area's in case he comes after those once he has finished on our frontier.

Also spotted an Oldry planet out in the middle of no where. Might try and send a fleet out there, but it will take WEEKS to arrive.
Title: Re: Dave's Galaxy
Post by: Kai on September 05, 2011, 05:29:24 AM
Vellos just send 60 there immediately, soften it up and make him show his hand. I'm already en route with 120 cruiser. Keep the rest of your army for defence since you're paranoid.

Nathan you should be sending sizeable fleets as well.
Title: Re: Dave's Galaxy
Post by: Norrel on September 05, 2011, 05:36:22 AM
I'm norrel ingame, who are some enemies close to me that I could !@#$ up?
Title: Re: Dave's Galaxy
Post by: Nathan on September 05, 2011, 02:00:56 PM
I'm norrel ingame, who are some enemies close to me that I could !@#$ up?

Sorry, I should have mentioned you too with Addridae (Largan), but I thought you were still busy expanding.

Oldry is our current target. He has 4 home planets, but nothing else. He's swallowing up any new players he can find and he's also targeting Kai and Vellos. You can find his planets to the south of you, he's light pink.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 05, 2011, 07:41:56 PM
I would be happy to help, since my fight with another player is wrapping up nicely. I'll now have two home planets with which to create fleet.
Title: Re: Dave's Galaxy
Post by: Nathan on September 05, 2011, 08:42:06 PM
I would be happy to help, since my fight with another player is wrapping up nicely. I'll now have two home planets with which to create fleet.

Thanks, but I think you're a little too far away :P

Feel free to send something if you want, might give you a chance to grab a planet near us :D It'll probably take you a while to get here though.

Btw Kai, mind if I have Omicron Monotes (darthbenjamin)? I noticed you've got a fleet on the way. Plenty of inactive newbies to share out though :D
Title: Re: Dave's Galaxy
Post by: Sacha on September 05, 2011, 08:49:19 PM
2 more new players popped up close to me. I'm gonna send some fleets towards them, hopefully they will prove to be inactive and I can take their home planets off their hands.
Title: Re: Dave's Galaxy
Post by: Nathan on September 05, 2011, 08:58:27 PM
2 more new players popped up close to me. I'm gonna send some fleets towards them, hopefully they will prove to be inactive and I can take their home planets off their hands.

And if they turn out to both be active, you can encourage them to fight each other. Then, when one of them is dead, you swoop in guilt free and take out the guy left over (because now he has 2 planets, he's a veteran player! :P)
Title: Re: Dave's Galaxy
Post by: Vellos on September 06, 2011, 04:02:06 PM
Vellos just send 60 there immediately, soften it up and make him show his hand. I'm already en route with 120 cruiser. Keep the rest of your army for defence since you're paranoid.

Nathan you should be sending sizeable fleets as well.

I believe you are actually en route with 98 cruisers. I am en route with 96.

I feel pretty confident Nu Fornpeia will be conquered by one of us, I just don't know which.

That should leave me enough resources on hand to build about 100 cruisers at my home planet, which I will hold at the ready for defense.
Title: Re: Dave's Galaxy
Post by: Sacha on September 06, 2011, 05:30:49 PM
Quote
Hey There!

Dave's Galaxy is currently running the turn, which takes approximately 1/2 hour. The game will be back up soon, this is nothing to worry about.

It used to be that the turn could run in the background, but unfortunately the game has grown too large for this to work properly with the current software. I will be fixing this issue soon, but for now you get this charming message.

This message will go away when the game is back up.

Thank you for your patience!

-- mgmt.

I wonder if this is because of the massive influx of BM players :o
Title: Re: Dave's Galaxy
Post by: Fleugs on September 06, 2011, 05:39:37 PM
MGMT? http://www.youtube.com/watch?v=MmZexg8sxyk&feature=artistob&playnext=1&list=TLuPrPRsIeUW4 (http://www.youtube.com/watch?v=MmZexg8sxyk&feature=artistob&playnext=1&list=TLuPrPRsIeUW4)
Title: Re: Dave's Galaxy
Post by: Sacha on September 06, 2011, 05:43:57 PM
No, Fleugs.

Just... no.
Title: Re: Dave's Galaxy
Post by: Sacha on September 06, 2011, 06:32:01 PM
Also, yay! One of my new neighbors hasn't logged in since starting the game. Free home planet!
Title: Re: Dave's Galaxy
Post by: De-Legro on September 07, 2011, 01:52:45 AM
Jahoren hasn't logged in for 5 days, I've stopped most of his assaults and am working on taking some of his planets now.
Title: Re: Dave's Galaxy
Post by: Vellos on September 07, 2011, 03:41:56 AM
Oldry is still active... and is making me laugh a bit. He's strong, but not actually extremely bright.

He has 40 cruisers leaving Nu Fornpeia... going the opposite direction as me. He just a built the fleet he needed for defense, and is sending it far away. Should make taking Nu Fornpeia a bit easier.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 07, 2011, 03:55:30 AM
Oldry is still active... and is making me laugh a bit. He's strong, but not actually extremely bright.

He has 40 cruisers leaving Nu Fornpeia... going the opposite direction as me. He just a built the fleet he needed for defense, and is sending it far away. Should make taking Nu Fornpeia a bit easier.

Can you see what direction they are headed? He might have noticed that I've got raiding fleets out after him.
Title: Re: Dave's Galaxy
Post by: Kai on September 07, 2011, 06:27:13 AM
Oldry is still active... and is making me laugh a bit. He's strong, but not actually extremely bright.

He has 40 cruisers leaving Nu Fornpeia... going the opposite direction as me. He just a built the fleet he needed for defense, and is sending it far away. Should make taking Nu Fornpeia a bit easier.

You're not very bright either. The ships are heading for a new player planet. But because I am brighter than you I'll get there first.
Title: Re: Dave's Galaxy
Post by: Kai on September 07, 2011, 09:29:00 AM
Thanks, but I think you're a little too far away :P

Feel free to send something if you want, might give you a chance to grab a planet near us :D It'll probably take you a while to get here though.

Btw Kai, mind if I have Omicron Monotes (darthbenjamin)? I noticed you've got a fleet on the way. Plenty of inactive newbies to share out though :D

Scroll up theres another one nearer to you divert your fleet.
Title: Re: Dave's Galaxy
Post by: Sacha on September 07, 2011, 03:07:22 PM
Does anyone know the required society level for a Matter Synth/Military Base?
Title: Re: Dave's Galaxy
Post by: De-Legro on September 07, 2011, 03:31:40 PM
Does anyone know the required society level for a Matter Synth/Military Base?

Sort of, I can build Matter Synth at my level 50 planets. Haven't been able to construct a matter synth 2 or military base yet.
Title: Re: Dave's Galaxy
Post by: Vellos on September 07, 2011, 03:31:58 PM
Can you see what direction they are headed? He might have noticed that I've got raiding fleets out after him.

A new player planet.

You're not very bright either. The ships are heading for a new player planet. But because I am brighter than you I'll get there first.

And you're a pretentious !@#$%^&.

I did see where they were headed, and observed you would get there first. And Oldry, realizing you are pretty aggressive (not a hard realization to arrive at), is foolish to be sending a fleet on that long-distance trek when there is an aggressive player in between.

Does anyone know the required society level for a Matter Synth/Military Base?
Been wondering that myself; I would assume 50.
Title: Re: Dave's Galaxy
Post by: Nathan on September 07, 2011, 03:57:14 PM
Scroll up theres another one nearer to you divert your fleet.

Yeah, but Addridae is after that one and I figured because we're all cosy and lovely friends, we could share the new bounty - especially since Addridae is yet to feel the lovely embrace of capturing his first home planet. If Addridae doesn't mind diverting to copla201's planet (Archona), or one of the other new guys, then I'd much prefer to have AntiMatter's planet as it's nearer to my empire. But we don't always get what we want :P

Are you still after carlwolcott? If I had his home planet then I could make a nice little triangle of planets and keep my empire close together instead of spreading out like I would be with darthbenjamin's planet. Also, do your captured planets near there have to pay tax to his home planet? The description on Regional Government makes it sound like you might do, but then that'd just be silly.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 07, 2011, 06:13:36 PM
Hehe, greetings gentlemen.

I was googling for references to the game this morning, and I finally came across this thread.  44 pages of messages!

I'm going to go back and read everything in a bit -- but a couple things did stick out from my browsing...

It seems like new players are too easy to pick off, would you all agree with that?  I should probably make it a little more difficult to do.

Combining and splitting fleets is definitely on my agenda, but it tends to get pushed back for whatever the 'crisis of the week' is.

With regards to moving fleets around, and routing to points off the screen -- I've recently put in support for using the arrow keys to pan, and +/- to zoom, which makes this very easy to do.

--
Dave of Dave's Galaxy
Title: Re: Dave's Galaxy
Post by: Sacha on September 07, 2011, 06:38:32 PM
Some newbie protection would indeed be useful I think. I wouldn't want to start playing and end up smack in the middle of a field of aggressive veterans waiting to pick off anyone unfortunate enough to be too close.

Also, I'm pretty close to your Embassy 2 planet, and have contemplated attacking it... would this earn me the fury of the creator? :p

edit: and since you are here now, could we interest you in joining BattleMaster? ;D
Title: Re: Dave's Galaxy
Post by: Vellos on September 07, 2011, 07:03:05 PM
Hehe, greetings gentlemen.

I was googling for references to the game this morning, and I finally came across this thread.  44 pages of messages!

I'm going to go back and read everything in a bit -- but a couple things did stick out from my browsing...

It seems like new players are too easy to pick off, would you all agree with that?  I should probably make it a little more difficult to do.

Combining and splitting fleets is definitely on my agenda, but it tends to get pushed back for whatever the 'crisis of the week' is.

With regards to moving fleets around, and routing to points off the screen -- I've recently put in support for using the arrow keys to pan, and +/- to zoom, which makes this very easy to do.

--
Dave of Dave's Galaxy

Glad to have you here!

New players are definitely too vulnerable. A simple expedient would be to start home planets with planetary defense. This would make them effectively invulnerable to all but a very determined attacker.

Or just make them unable to lose their home planet for, say, 30 days.
Title: Re: Dave's Galaxy
Post by: Sacha on September 07, 2011, 07:18:45 PM
Hm.. not sure if home planet invulnerability is the way to go. Nothing would stop a big player from simply taking over the other planets, and parking a huge armada near the home planet, waiting out the 30 days and then taking it anyway.

The planetary defense would work, I think. It's expensive, though, so perhaps make it free for a period of 14-30 days, or make the cost gradually increase over that time?
Title: Re: Dave's Galaxy
Post by: Nathan on September 07, 2011, 07:25:17 PM
Hey Dave, we're honoured to have you with us! :P

I was googling for references to the game this morning, and I finally came across this thread.  44 pages of messages!

How many other references did you find? I can't imagine the game has taken off that quickly that there'd be a lot.

It seems like new players are too easy to pick off, would you all agree with that?  I should probably make it a little more difficult to do.

Agreed. You already have access to a few stats (those on the Scoreboard), perhaps you can base things off that? Maybe an "hitting above your weight" bonus to attack power and accuracy? If I'm battling for my life, I'm going to make damn sure that missile hits its target. Or what about utterly decimating populations if you outclass them too much? So if uranus and his few thousand society levelled empire goes to attack a new player and their society level 50 planet, his fleet would bring the population down to 500 if he succeeded in capturing it (maybe even knocking the society level down a bit). That would encourage people to fight with empires of their own strength.

If your empire is decimated, how about being able to start again with a bit of a bonus? Perhaps a few turns worth of resources/society level/etc for how many times you've been destroyed? That way if a new player is destroyed within their first few turns, they won't be put off starting again because they can bounce back fairly quickly.

Another idea I had was asking people to wait before joining. Once you have X people waiting they all spawn in the same part of the galaxy, meaning they're less likely to be put near someone who can squish them. If they don't want to wait, then make it clear they might be slotted in between two big guys who just want another planet.
Title: Re: Dave's Galaxy
Post by: fodder on September 07, 2011, 08:38:47 PM
It seems like new players are too easy to pick off, would you all agree with that?  I should probably make it a little more difficult to do.
--
Dave of Dave's Galaxy

i think the trouble is that the home planet is so out of whack with everything else. it seems to have artificially high number of pop (and hence resources) whereas other planets, if colonised with just the 1 arc, will pretty much unlikely ever to attain such pop.

i can only presume that's the case so that testing can be done.. no one will sit around waiting for months for something to happen to test stuff.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 07, 2011, 10:26:49 PM
i think the trouble is that the home planet is so out of whack with everything else. it seems to have artificially high number of pop (and hence resources) whereas other planets, if colonised with just the 1 arc, will pretty much unlikely ever to attain such pop.

i can only presume that's the case so that testing can be done.. no one will sit around waiting for months for something to happen to test stuff.

I reset the game a few months back, and I did make the home planets bigger, and increased the price of arcs.  Balance is really hard to get right.  Increasing the number of people per arc would probably be really helpful (I'm happy with the number of arcs you can produce in a turn), that would speed up the population curve quite a bit.  Maybe up it to...  2000 people?

Trading -- I need to do some spring cleaning, there might be some problems.  Also, the amount of resources you see on a planet is the surplus that's just sitting around, trade can occur without a surplus.  It shouldn't occur if there's no way to make the commodity, and none has been left there (say by a previous trade).  I want to allow purchasing of resources on the local market if you have the quatloos (i.e. you'd be able to build as many ships as you have quatloos to pay for the stuff to build them), but I haven't done this yet.

I keep wanting to add more stuff to the game, there's huge amounts of new technologies I want to put in, etc.  Stand off weapons, more stuff for trading/piracy/diplomacy... 
Title: Re: Dave's Galaxy
Post by: squishymaster on September 07, 2011, 11:46:50 PM
I can't believe you found us, let alone made an account to chat.  Epic.

P.S. 45 pages :)

P.P.S. Check out Battlemaster  ;D
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 08, 2011, 12:18:19 AM
I can't believe you found us, let alone made an account to chat.  Epic.

P.S. 45 pages :)

P.P.S. Check out Battlemaster  ;D

It's what I get for vanity googling.

Oh!  another thing -- Opera support.  It used to work, now I'm going to have to figure out why it's broken.
Title: Re: Dave's Galaxy
Post by: Nathan on September 08, 2011, 12:26:08 AM
Balance is really hard to get right.

Agreed, and it depends what you want for your game. If you want people to be able to play just as well as a trader, a colonist or an aggressor then you need to balance things out for that (I have some ideas, but I'd need to properly sit down and work through them for all the effects they might have). If you'd prefer there to be more wars, then keep things as they are as it encourages people to fight each other (however do something about new player protection). If you'd prefer less wars and more colonisation, then increase the price of ships and number of people per arcs.

I think you might also need to do something about player retention. I've seen loads of planets sitting at level 52 and then get conquered by someone big. Without figures, I'm only going off what I see which may or may not be close to the truth.

I want to allow purchasing of resources on the local market if you have the quatloos (i.e. you'd be able to build as many ships as you have quatloos to pay for the stuff to build them), but I haven't done this yet.

That sounds very nice and I look forward to it. It'll definitely encourage more people to trade (however probably a low impact).

It's what I get for vanity googling.

Have we massaged your ego enough yet? :P
Title: Re: Dave's Galaxy
Post by: De-Legro on September 08, 2011, 02:25:03 AM
I'm not sure if this goes against the spirit of the game, but some sort of limitation on just how many planets you can control might make the balance for new/smaller players a bit easier. Starting right next to a player with 500+ planets is very intimidating, and also limits your choices for expansion close by.
Title: Re: Dave's Galaxy
Post by: squishymaster on September 08, 2011, 02:49:33 AM
I played in a game where there was a waste rate for every planet over a certain amount.  So your first X planets produce normally and then every 1 past X they produced Y% less.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 08, 2011, 03:07:19 AM
Deltra Quadrant : Horizons does something like this. There are two mechanics, the first is a restriction on how many planets you can colonise via non-violent means. Once you hit this limit you can conquer planets from other players, but it affects the efficiency of your empire to do so.
Title: Re: Dave's Galaxy
Post by: egamma on September 08, 2011, 04:49:34 AM
It's what I get for vanity googling.

Oh!  another thing -- Opera support.  It used to work, now I'm going to have to figure out why it's broken.

Ha--we're #8 on Google for "Dave's Galaxy." There must be something wrong with us.

Dave, are you interested in playing BM? Actually, there's Battlemaster, War Islands, and Spell Master. I bet you will like War Islands.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 08, 2011, 05:30:15 AM
We won't stop bugging you until you do, so you might as well give in and join us. Join us, Dave, Join us. Become one with the Battlemaster Hivemind.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 08, 2011, 06:35:30 AM
We won't stop bugging you until you do, so you might as well give in and join us. Join us, Dave, Join us. Become one with the Battlemaster Hivemind.

Haha, I've been posting enough on their forum, they'll probably start accusing me of poaching.  So maybe I should.

I'm not a huge fan of arbitrary imposed limitations, having a maximum amount of planets you can have isn't my way.  I do like the 'damping factor with more planets' idea though, the more planets you have, the larger the bureaucracy would be, the less surplus you'd have on each planet.
Title: Re: Dave's Galaxy
Post by: Shizzle on September 08, 2011, 08:37:21 AM
I'm not familiar enough with the game, but how about rebellions? Forcing even large players to keep an eye on their own territory will also limit expansion. Maybe a factor like in Total War, where distance from the capital reduces control?
Title: Re: Dave's Galaxy
Post by: Tom on September 08, 2011, 09:34:40 AM
I was googling for references to the game this morning, and I finally came across this thread.  44 pages of messages!

From one game creator to the other: Welcome to our forums, hope you like it. I hope your surprise was a pleasant one. You've written a game I've wanted to write for quite some time, and much better than I would've. It's quite fun to play, and if the BM players can help you out in any way, I'm sure everyone here would be happy to do so.


Increasing the number of people per arc would probably be really helpful (I'm happy with the number of arcs you can produce in a turn), that would speed up the population curve quite a bit.  Maybe up it to...  2000 people?

Definitely. I have a couple colonies that are in the 30s in civilization, but in the low five digits in population, because I started them with 1-3 arcs and never boosted them.
Title: Re: Dave's Galaxy
Post by: Tom on September 08, 2011, 03:55:02 PM
I could use some help against this jahroen guy, he's sending 50 cruisers at my home planet. My planetary defenses will take most of them down, but I'm not certain I can kill them all.
Title: Re: Dave's Galaxy
Post by: Sacha on September 08, 2011, 04:04:54 PM
Mmm.. another peeve I have is that you don't have much control over what your trade fleets buy and sell. Most of the time I find myself re-routing fleets, because they'll snatch steel from my home planet, or take food away from my colonies. Perhaps giving them a basic buy order could help? As in, sending out a fleet to procure steel from your colonies and transporting it to your home planets, for example.
Title: Re: Dave's Galaxy
Post by: D`Este on September 08, 2011, 04:07:40 PM
I could use some help against this jahroen guy, he's sending 50 cruisers at my home planet. My planetary defenses will take most of them down, but I'm not certain I can kill them all.

A few of my merchant ships went poof...just can't see the attacking fleet...so rather curious what will happen..
Title: Re: Dave's Galaxy
Post by: Nathan on September 08, 2011, 05:05:04 PM
I do like the 'damping factor with more planets' idea though, the more planets you have, the larger the bureaucracy would be, the less surplus you'd have on each planet.

Be careful you don't put players off expanding completely. They might get to a point where they think "why expand?" in which case, that means there's no need for war or colonisation.

I could use some help against this jahroen guy, he's sending 50 cruisers at my home planet. My planetary defenses will take most of them down, but I'm not certain I can kill them all.

Not having any ships out and about right now, I can't do anything, sorry :( I think the best thing you can do is stock up resources on your home planet for a couple of turns and then build a big fleet when he gets close. Hopefully your Planetary Defences will destroy enough that your ships can cover the rest.

Slapsticks might be able to send some over, he's only a few day's travel away.
Title: Re: Dave's Galaxy
Post by: Kai on September 08, 2011, 07:01:57 PM
Hehe, greetings gentlemen.

I was googling for references to the game this morning, and I finally came across this thread.  44 pages of messages!

I'm going to go back and read everything in a bit -- but a couple things did stick out from my browsing...

It seems like new players are too easy to pick off, would you all agree with that?  I should probably make it a little more difficult to do.

Sort of. It's not the active new players - defender bonus is enormous because the minimum travel time is weeks. It's that inactive ones get picked off by 1 cruiser from the insane players who scan the map every day. Since planets are very easy to defend you get enormous power wedges formed from 1 cruiser or 1 frigate and luck.

There are a few ways you could go about this. One is giving planets combat stats based on population or society level. Another is basing capture time on the size of the capturing fleet. But I'm sure you can think of something better.

Yeah, but Addridae is after that one and I figured because we're all cosy and lovely friends, we could share the new bounty - especially since Addridae is yet to feel the lovely embrace of capturing his first home planet. If Addridae doesn't mind diverting to copla201's planet (Archona), or one of the other new guys, then I'd much prefer to have AntiMatter's planet as it's nearer to my empire. But we don't always get what we want :P

Are you still after carlwolcott? If I had his home planet then I could make a nice little triangle of planets and keep my empire close together instead of spreading out like I would be with darthbenjamin's planet. Also, do your captured planets near there have to pay tax to his home planet? The description on Regional Government makes it sound like you might do, but then that'd just be silly.

I don't know what an Addridae is. Honestly the first person to arrive should just take it, and if you want we can redistribute after. It's not worth the chance an Oldry might get it.

Carlwolcott has 50 battlecruiser on his main, you can try to kill it if you want.
Title: Re: Dave's Galaxy
Post by: fodder on September 08, 2011, 08:53:03 PM
Addridae is a bm player i believe... appeared somewhere in this thread..
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 09, 2011, 12:31:02 AM
Yes, I do need to improve the planetary assault algorithm, it's way too naive currently.  Population/Society should be taken into account, and there should be a random chance for taking out upgrades/stockpiles.  It should also take a pretty big fleet to take out an established planet.

Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 12:42:19 AM
I don't know what an Addridae is.
Addridae is a bm player i believe...

Indeed. I'm sure he'll be glad to know he's well known... :P

It's not worth the chance an Oldry might get it.

Very true. It wouldn't surprise me if he's after them all. We'll redistribute once he's gone then - should make future wars easier to fight if we have tighter empires instead of having them spread all over the show.

Yes, I do need to improve the planetary assault algorithm, it's way too naive currently.  Population/Society should be taken into account, and there should be a random chance for taking out upgrades/stockpiles.  It should also take a pretty big fleet to take out an established planet.

I agree with all of this. This will definitely help keep new players alive instead of having older players send a handful of cruisers to take a planet. It'll also make sending more arcs when colonising better for future wars.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 09, 2011, 12:46:02 AM
I could use some help against this jahroen guy, he's sending 50 cruisers at my home planet. My planetary defenses will take most of them down, but I'm not certain I can kill them all.

Damn I guess he is playing again. I will start stepping up my attacks on his territory, time to make him think more carefully about attacking us.
Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 12:56:31 AM
Damn I guess he is playing again. I will start stepping up my attacks on his territory, time to make him think more carefully about attacking us.

Not necessarily, he could have sent the Cruisers out before he went inactive. Can you see him on the neighbours list? That will tell you for certain.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 09, 2011, 12:58:23 AM
I have a theory on how to fix the population and society level problem. Make the population increase faster while making society increase slower.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 09, 2011, 12:58:53 AM
Not necessarily, he could have sent the Cruisers out before he went inactive. Can you see him on the neighbours list? That will tell you for certain.

Yeah he is listed as being online again on the 8th. Before that he hadn't been active since the 2nd. Oh well so far he has been aggressive, but nothing indicates he is a great player, so hopefully if I apply some pressure in area's where I can see he isn't that well defended he might decide peace with us is easier.

Which reminds me, we probably need an official spokesmen for the BM alliance to contact players we are having issues with :)
Title: Re: Dave's Galaxy
Post by: Tom on September 09, 2011, 01:00:29 AM
Which reminds me, we probably need an official spokesmen for the BM alliance to contact players we are having issues with :)

Yeah, he may not even realize how many enemies he is making.
Title: Re: Dave's Galaxy
Post by: Sacha on September 09, 2011, 01:17:44 AM
I'll be attacking 3 home planets over the coming weeks... so excited!
Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 01:19:21 AM
Which reminds me, we probably need an official spokesmen for the BM alliance to contact players we are having issues with :)

I vote for De-Legro. He's been around the longest (I think) and has the most experience. Plus he's well placed to deal with the outside world.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 09, 2011, 01:24:38 AM
I vote for De-Legro. He's been around the longest (I think) and has the most experience. Plus he's well placed to deal with the outside world.

hmm you've obviously never encountered my characters in BM, I tend to make things worse diplomatically :)
Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 01:30:21 AM
hmm you've obviously never encountered my characters in BM, I tend to make things worse diplomatically :)

Then we'll have a lot of lovely wars ;)
Title: Re: Dave's Galaxy
Post by: Sacha on September 09, 2011, 01:37:02 AM
For the Facebook users among us:

http://www.facebook.com/pages/Daves-Galaxy/241444185890122
Title: Re: Dave's Galaxy
Post by: Vellos on September 09, 2011, 05:04:48 AM
I vote for De-Legro. He's been around the longest (I think) and has the most experience. Plus he's well placed to deal with the outside world.

Personally, I think we're better off with our alliance kept quiet. It makes it easier for us to sneak in spy-allies (like what I tried with PeterKaan).
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 07:43:10 AM
Yeah, he may not even realize how many enemies he is making.

enemies or victims? XD
Title: Re: Dave's Galaxy
Post by: Kai on September 09, 2011, 10:40:28 AM
I could use some help against this jahroen guy, he's sending 50 cruisers at my home planet. My planetary defenses will take most of them down, but I'm not certain I can kill them all.

Planetary defence is very very strong. Wait as long as you can while he takes damage from it, after 3 or so turns the fleet will be about halved. Then just build a cleanup fleet.
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 12:18:49 PM
has cadfan quitted? off for a week +
Title: Re: Dave's Galaxy
Post by: Sacha on September 09, 2011, 12:24:08 PM
Quick, take his planets!
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 12:48:35 PM
i saw an inactive newbie homeplanet with 1?2? links.. going to see what happens..

or rather if i take it, what would happen if i spam out all arcs from that home planet to the linked ones.
Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 01:35:50 PM
or rather if i take it, what would happen if i spam out all arcs from that home planet to the linked ones.

The arcs take the same amount of time to get there, but then you can reclaim all the resources immediately. So I'd say build the maximum number of arcs possible on the planet, send them to 1 of those planets, then once the arcs gets there just build loads of arcs again and send them to another planet.
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 01:49:49 PM
i know that.. but i want to know how much that "new" planet will be producing

i think my 5k pop planet was producing steel right off the bat.
Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 02:12:36 PM
i know that.. but i want to know how much that "new" planet will be producing

For steel it's about population/1000. I think other resources aren't as linear: for example, my krellmetal production has gone up with society level and not population (at least, that's how it seems).
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 03:48:08 PM
just noticed lorduck as a neighbour.. but he's quit more than a month ago and surprisingly no one has taken his inactive planets.. (or has he started anew?) XD
Title: Re: Dave's Galaxy
Post by: Nathan on September 09, 2011, 04:35:39 PM
just noticed lorduck as a neighbour.. but he's quit more than a month ago and surprisingly no one has taken his inactive planets.. (or has he started anew?) XD

He must have quit. I don't remember him saying he's started fresh. I'm sure he won't mind you taking his planets since you're keeping them in the BattleMaster cartel :P
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 05:21:54 PM
no thanks... he's surrounded by big boys i think... well crowded area
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 09, 2011, 10:25:13 PM
Who are these big boys in question?
Title: Re: Dave's Galaxy
Post by: fodder on September 09, 2011, 10:41:15 PM
jack daniels
drugsmrgarrison

that place is really cramped..

oh... apparently the neighbour info thing is lagging.. he's lost his home planet already. (it still says 2 planets, 50 odd soc lvl)

--
nowhere near me either... not sure why he's my neighbour... maybe a ship or something flying in my direction? just saw one of his ships near kingdante

---
just noticed.. connected planets only share resources with the ones directly connected.. .and not the whole network?
Title: Re: Dave's Galaxy
Post by: Chenier on September 10, 2011, 10:16:01 PM
No, Fleugs.

Just... no.

Didn't anyone tell you to just ignore Fleugs?  ;)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 11, 2011, 12:58:22 AM
just noticed.. connected planets only share resources with the ones directly connected.. .and not the whole network?

Correct, only immediate connections are used.
Title: Re: Dave's Galaxy
Post by: egamma on September 11, 2011, 05:44:22 AM
jack daniels
drugsmrgarrison

I just sent out about 20 fleets of 5 cruisers each to the western end of jackdaniels empire. I'll declare war on him in a few days, and hopefully I snatch them all up. I have a follow-up fleet coming behind, I'm sure he'll notice eventually.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 11, 2011, 07:30:59 AM
I'm coming up north towards fodder with two huge fleets. Superbattleships head each fleet, so we should be rocking and rolling soon enough.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 11, 2011, 07:36:46 AM
One fleet consisting of 6 Superbattleships, 10 Battleships, 10 Cruisers, 20 destroyers, 25 frigates, and 40 subspacers. The other consisting of 3 Superbattleships, 6 cruisers, 10 destroyers, 14 frigates, and 26 subspacers. As you can see, I'm pretty set for any fleet that gets in my path. I'll be declaring war on one of the empires near fodder soon, hopefully with his and others to help me we can destroy them easily.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 11, 2011, 09:15:41 AM
I've just made the start of a large scale political map of the galaxy, you can see it at:

http://www.davesgalaxy.com/galaxy/

Thought ya'll might be interested.
Title: Re: Dave's Galaxy
Post by: Kai on September 11, 2011, 11:48:00 AM
Holy !@#$ Nathan, come help us against Oldry you fat piece of lard.
Title: Re: Dave's Galaxy
Post by: Nathan on September 11, 2011, 01:23:08 PM
Holy !@#$ Nathan, come help us against Oldry you fat piece of lard.

No.
Title: Re: Dave's Galaxy
Post by: squishymaster on September 11, 2011, 02:28:18 PM
Great image Dave, I love it.  It does bring up an interesting question though.  How does your game handle spawning new players?
Title: Re: Dave's Galaxy
Post by: Nathan on September 11, 2011, 04:43:34 PM
Great image Dave, I love it.  It does bring up an interesting question though.  How does your game handle spawning new players?

I've noticed they seem to spawn around each other on the edges of currently taken territory - like when Addridae and Slapsticks (along with a few non-BMers) spawned near me/Kai/etc. I'd guess there's also a distance-from-others check to make sure they don't spawn too close or too far away from existing players.
Title: Re: Dave's Galaxy
Post by: fodder on September 11, 2011, 06:57:28 PM
i can't believe i can see myself in that map...
Title: Re: Dave's Galaxy
Post by: Sacha on September 11, 2011, 07:08:02 PM
I'm pretty easy to spot, I appear to relatively isolated compared to everyone else (that red blob in the bottom left pocket of colonized space)
Title: Re: Dave's Galaxy
Post by: squishymaster on September 11, 2011, 07:15:57 PM
Great image Dave, I love it.  It does bring up an interesting question though.  How does your game handle spawning new players?

Also, how are new connections made between planets?  Would you ever consider making connections between planets something you could buy or an upgrade to make?  Or making a new ship that would act as a cargo container to move supplies around?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 11, 2011, 07:21:54 PM
Ok, you guys see that huge drab green colossus? That's uranus. You see that little red thing to his right, and the little light blue thing right above the red one? That's me and Agiri respectively. Not a very comfortable position.
Title: Re: Dave's Galaxy
Post by: Nathan on September 11, 2011, 08:23:18 PM
I'm pretty easy to spot, I appear to relatively isolated compared to everyone else (that red blob in the bottom left pocket of colonized space)

Aww, poor you, so far away from everyone :P

See the yellow blob in the north of colonised space? The green to the left, that's Addridae. Dark Purple below him is Slapsticks. Grey to the right is Tom. De-Legro is the light blue that mixes in with Tom. The L shaped pink bit to the left of Slapsticks is me. Grey below me is Kai. Blue below Kai is Vellos. We don't own as much of the universe as I thought we did :P
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 11, 2011, 08:53:07 PM
I completely underestimated how big uranus is. Could we have half his planets go rebel just to make it fair for everyone else?
Title: Re: Dave's Galaxy
Post by: Sacha on September 11, 2011, 08:55:32 PM
Oh, I don't really mind, actually. It's given me the opportunity to grab a bunch of planets without worrying about neighbors. Once I grab a few more abandoned planets with high population, and hopefully snag up a home planet or two, I'm going to start building up an armada. Zootcat is creeping ever closer, and I have an uncanny feeling I might start seeing his warships on my turf soon.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 11, 2011, 09:12:25 PM
I was joking. Uranus isn't particularly aggressive, just expansionist. He's more into colonizing empty planets the attacking other empires.
Title: Re: Dave's Galaxy
Post by: Nathan on September 11, 2011, 09:13:59 PM
I was joking. Uranus isn't particularly aggressive, just expansionist. He's more into colonizing empty planets the attacking other empires.

That may be so, but probably has the fleet to back up any attacks on his territory :P
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 11, 2011, 09:16:46 PM
Great image Dave, I love it.  It does bring up an interesting question though.  How does your game handle spawning new players?

Well, the old algorithm picked a random star, and then tried to find a star fairly close to it that didn't have a lot of neighbors, and had a certain minimum distance from any inhabited neighbors, and that was basically it.

The new algorithm makes a set of all inhabited sectors, and then grows that set by 2 sectors, then makes a ring of sectors around that, and picks a planet from that ring, and then does some of the checks above.  It's drastically faster than the old algorithm (because it basically picks planets in sectors that are already fairly close to inhabited planets, but far enough away to provide a good start...)

Now to fix all this new player griefing...
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 12, 2011, 06:16:08 PM
I say we all gang up on JAH. He's attacking new players and swallowing up all their home planets, basically being an aggressive dickhead. I'll reroute my fleets headed towards fodder, if fodder doesn't have anything needing to be attacked. Unlike uranus, who'll only get involved if you mess around with his planets, I have information from a friend who recently created a new empire that he is getting attacked by JAH.
Title: Re: Dave's Galaxy
Post by: fodder on September 12, 2011, 06:23:34 PM
i'm not hitting anything (aside from 1+ week inactives) nor getting hit
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 12, 2011, 07:00:28 PM
Righto, rerouting fleets.
Title: Re: Dave's Galaxy
Post by: Vellos on September 12, 2011, 07:04:09 PM
Kai:

Oldry has 64 cruisers in a fleet near his second planet (the one between Pi Circax and Nu Fornpeia). After we take Nu Fornpeia, I will probably shift all of its resources down to my home planet Airstrip one (assuming I take the planet; maybe you will take it; if you do, I'll return my fleet home, scrap, and build bigger), then we what do you think about a next target? Pi Circax still looks the most lightly defended, but it's pretty far from your fleets.
Title: Re: Dave's Galaxy
Post by: egamma on September 12, 2011, 07:25:11 PM
ha ha, I'm sending 3 arcs to
          (2038.3,2037.6). Anyone want to come?
Title: Re: Dave's Galaxy
Post by: fodder on September 12, 2011, 07:50:15 PM
only 3?
Title: Re: Dave's Galaxy
Post by: Kai on September 14, 2011, 03:49:47 AM
Kai:

Oldry has 64 cruisers in a fleet near his second planet (the one between Pi Circax and Nu Fornpeia). After we take Nu Fornpeia, I will probably shift all of its resources down to my home planet Airstrip one (assuming I take the planet; maybe you will take it; if you do, I'll return my fleet home, scrap, and build bigger), then we what do you think about a next target? Pi Circax still looks the most lightly defended, but it's pretty far from your fleets.

The capturer scraps and rebuilds at the captured planet, roll up the line. Ez.

I know there is 140 cruiser at Xi Monotes but I cant see Pi Circax right now. Put a blackbird on the planet and get a unit count, set up a scout wall between his planets. Plan probably won't change though.

Hey Dave, is any optimsation possible with the interface? It's nice but still a bit slow and laggy if you want to manage more stuff.
Title: Re: Dave's Galaxy
Post by: Norrel on September 14, 2011, 04:38:43 AM
When is the best time to get mind control for a home planet?
Title: Re: Dave's Galaxy
Post by: Kai on September 14, 2011, 05:39:29 AM
When is the best time to get mind control for a home planet?

I've heard it's about 75, so it finished at 80 which is near maximum while still being self sufficient w.r.t food etc.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 14, 2011, 07:55:25 AM

Hey Dave, is any optimsation possible with the interface? It's nice but still a bit slow and laggy if you want to manage more stuff.

I'd like to do multiple selection of fleets/planets, but haven't gotten to it yet.  If you could select multiple fleets, and put them on a route and they keep their relative positions to each other, I think that'd be pretty cool.
Title: Re: Dave's Galaxy
Post by: Kai on September 14, 2011, 02:54:44 PM
Fleet: Fleet #23648, 98 cruisers (23648) Battle! -- Our Ships Lost:
               cruisers -- 3
Fleet: Fleet #25062, 10 cruisers (25062) Battle! -- Their Ships Lost:
               cruisers -- 7
Fleet: Fleet #23648, 95 cruisers (23648) Battle! -- Our Ships Lost:
               cruisers -- 10
Fleet: Fleet #20677, 60 cruisers (20677) Battle! -- Their Ships Lost:
               cruisers -- 44

Very cost efficient so far.

Does anyone know what the attack range of ships are and are they the same?
Title: Re: Dave's Galaxy
Post by: Nathan on September 14, 2011, 03:08:17 PM
Does anyone know what the attack range of ships are and are they the same?

I'd presume they're the larger of the two meeting fleet's sensor range. So if two fleets met and one had a range of 0.5, the other with a range of 1.0, the attack range of both would be 1.0. Otherwise the other fleet wouldn't be able to fire back, which is a little harsh.
Title: Re: Dave's Galaxy
Post by: egamma on September 14, 2011, 10:20:11 PM
I wish I could see what the other person lost.
Title: Re: Dave's Galaxy
Post by: Vellos on September 14, 2011, 10:54:17 PM
Fleet: Fleet #23648, 98 cruisers (23648) Battle! -- Our Ships Lost:
               cruisers -- 3
Fleet: Fleet #25062, 10 cruisers (25062) Battle! -- Their Ships Lost:
               cruisers -- 7
Fleet: Fleet #23648, 95 cruisers (23648) Battle! -- Our Ships Lost:
               cruisers -- 10
Fleet: Fleet #20677, 60 cruisers (20677) Battle! -- Their Ships Lost:
               cruisers -- 44

I wish I could see what the other person lost.

You can. See above.

That was two battles: the first two sections were the casualties on each side of one fight. Kai lost 3, Oldry lost 7. The second 2 sections were each side of a second fight, wherein Kai lost 10, and Oldry lost 44.

Numerical advantage apparently reaps huge benefits when both fleets are large.

It occurs to me that, if you are outnumbered by the enemy by any meaningful amount, you might prosper by using smaller fleets. Oldry's small fleet did leaps and bounds better than his big fleet did. If he had send 7 fleets of 10 instead of 1 of 10 and 1 of 60, he could have inflicted 21 casualties, and lost 49. As it is, he inflicted 13, and suffered 51.

So... if you are outnumbered, you might optimize by swarming smallish fleets? I guess coming out at, like, 49% of the enemy's fleet size would be optimal, as it would activate the "small fleet" mechanics that help you, but not be quite so massively overwhelmed.
Title: Re: Dave's Galaxy
Post by: Kai on September 15, 2011, 11:17:03 AM
Against outnumbering use fleets of 1.
Title: Re: Dave's Galaxy
Post by: Nathan on September 15, 2011, 01:15:43 PM
Against outnumbering use fleets of 1.

Actually, if your opponent isn't using Super Battleships, this is a good idea. I think the "lower ship count" mechanic is *1.5, so 1*1.5 still rounds to 1. It'll take you a darn long time to kill any large fleets, but since it's very likely that any other ship won't get enough hits to kill you in 1 turn, you should be able to keep all your ships alive.
Title: Re: Dave's Galaxy
Post by: squishymaster on September 15, 2011, 01:53:05 PM
So would a Super Battleship by himself do really well roaming space taking out hordes of ships?
Title: Re: Dave's Galaxy
Post by: Nathan on September 15, 2011, 02:34:15 PM
So would a Super Battleship by himself do really well roaming space taking out hordes of ships?

Probably. You might want to try sending one on a pirate run around players' planets, see if you can pick up anything nice - a shipment of steel, other ships for your pirating fleet, etc :D
Title: Re: Dave's Galaxy
Post by: Kai on September 15, 2011, 03:14:29 PM
I'm not sure if there is a reliable method of killing superbattleships. It may actually be easier when they are in a larger fleet.
Title: Re: Dave's Galaxy
Post by: Nathan on September 15, 2011, 03:57:00 PM
I'm not sure if there is a reliable method of killing superbattleships.

Best bet is probably Battleships. They have enough fire power to kill them in 1 turn, but they can only have 6/20 misses. Since accuracy is only 30% (I'm sure that's what I read somewhere), you have to get very lucky to take out a SBS with a Battleship.

It may actually be easier when they are in a larger fleet.

Definitely. Mixing SBS with anything weakens their effectiveness. It's just a toss up between killing something quickly (larger fleet with SBS mixed in), or slowly but with less losses (small, SBS only fleet).
Title: Re: Dave's Galaxy
Post by: Kai on September 16, 2011, 04:21:09 AM
lol Nathan come back when you've had at least one decent combat.
Title: Re: Dave's Galaxy
Post by: Nathan on September 16, 2011, 10:01:53 AM
lol Nathan come back when you've had at least one decent combat.

Psst, I conquered PeterKaan whilst he was active and had a few battles with other players. Come back when your memory of this thread hasn't failed ;)
Title: Re: Dave's Galaxy
Post by: Kai on September 16, 2011, 12:27:39 PM
PeterKaan gave up instantly.

When you say 'definitely' with single SBS, have you even tested that?
Title: Re: Dave's Galaxy
Post by: Nathan on September 16, 2011, 03:05:49 PM
PeterKaan gave up instantly.

Nah, he gave up at your place instantly because he couldn't be arsed to play any more. The one I was attacking, he was sending Cruisers (mostly, he did throw a few other things) at me quite often and I managed to try out a few tactics so:

When you say 'definitely' with single SBS, have you even tested that?

Yes, was one of the things I tried against PK. He took it out with his own SBS eventually, which then disappeared because I'm sure I didn't take it out (maybe it's that one fleet he has left).

EDIT: Anyone else having their planets say that Unobtanium/Krellmetal is being produced, but not actually getting any? I've got a few planets like this :S
Title: Re: Dave's Galaxy
Post by: Vellos on September 16, 2011, 07:03:32 PM
EDIT: Anyone else having their planets say that Unobtanium/Krellmetal is being produced, but not actually getting any? I've got a few planets like this :S

I've got Krellmetal supposedly being produced on a few planets that don't have matter synths.
Title: Re: Dave's Galaxy
Post by: fodder on September 16, 2011, 07:48:49 PM
think cadfan has quit.. i'm invading his home... and then going to stick a mind control in that place to get me some food!

i just killed his 10 bulkfreighters... pity

---

oddly, there's someone's color on a planet that i sent arcs to. which means there's someone's ship, but i don't know whose because when there's a planet and ship in the same spot, only planet can be seen?
Title: Re: Dave's Galaxy
Post by: Nathan on September 16, 2011, 08:05:21 PM
think cadfan has quit.. i'm invading his home... and then going to stick a mind control in that place to get me some food!

I'm sure we mentioned that a week or so ago, but when I suggested someone take him over, it was mentioned he's near some big players and therefore not the best target to take over.

oddly, there's someone's color on a planet that i sent arcs to. which means there's someone's ship, but i don't know whose because when there's a planet and ship in the same spot, only planet can be seen?

It's a little buggy. Sometimes you can see the fleet, other times you can't.
Title: Re: Dave's Galaxy
Post by: fodder on September 16, 2011, 08:15:08 PM
I'm sure we mentioned that a week or so ago, but when I suggested someone take him over, it was mentioned he's near some big players and therefore not the best target to take over.

It's a little buggy. Sometimes you can see the fleet, other times you can't.

he's right next to me and dave...  i was trying to make sure he's definitely quitted before taking his place over.

then again, i was thinking of asking kingdante to take over my bit, but he was asking if i was interested in taking his bits...

unless squishy wants to take all of us? XD



amazoneon is to the left.. so that might be his ship. or it could be cadfan's. both colors are ... shades of green and can't tell. could have sworn i didn't notice that yesterday or the day before.

Title: Re: Dave's Galaxy
Post by: Sacha on September 16, 2011, 09:28:21 PM
Do stronger warships have a better shot at taking planets than weaker one? I just had a SBS take a planet in the same turn it arrived, whereas when I send cruisers/destroyers it usually takes me 4-5 turns at least.
Title: Re: Dave's Galaxy
Post by: egamma on September 16, 2011, 11:36:57 PM
Do stronger warships have a better shot at taking planets than weaker one? I just had a SBS take a planet in the same turn it arrived, whereas when I send cruisers/destroyers it usually takes me 4-5 turns at least.

It's a 20% chance--so if you send 100 ships to 100 planets, and all 100 are undefended, then you should take over 20 planets per turn, on average. Well, actually, it would be:
20
16
12
10
8
etc.
Title: Re: Dave's Galaxy
Post by: Kai on September 17, 2011, 01:47:40 AM
I'm sure we mentioned that a week or so ago, but when I suggested someone take him over, it was mentioned he's near some big players and therefore not the best target to take over.

It's a little buggy. Sometimes you can see the fleet, other times you can't.

No. It's consistent. You can see the ship composition on a planet only when you also have a fleet on the planet.

Do stronger warships have a better shot at taking planets than weaker one? I just had a SBS take a planet in the same turn it arrived, whereas when I send cruisers/destroyers it usually takes me 4-5 turns at least.

Just luck.
Title: Re: Dave's Galaxy
Post by: Nathan on September 17, 2011, 02:30:02 AM
No. It's consistent. You can see the ship composition on a planet only when you also have a fleet on the planet.

I can sometimes see Oldry's fleets when you/Vellos has a ship nearby (the one that had a lot of Cruisers on, I forget the name), but then sometimes I can't even when you have someone nearby/on the planet.

What browser are you using? Could just be a draw order issue for the browser messing things up.
Title: Re: Dave's Galaxy
Post by: Vellos on September 17, 2011, 07:04:22 AM
I can sometimes see Oldry's fleets when you/Vellos has a ship nearby (the one that had a lot of Cruisers on, I forget the name), but then sometimes I can't even when you have someone nearby/on the planet.

What browser are you using? Could just be a draw order issue for the browser messing things up.

Same issue for me.
Title: Re: Dave's Galaxy
Post by: Nathan on September 17, 2011, 03:09:06 PM
Interesting. I just colonised two planets in the same turn, both with the same amount of arcs, both of which have "Above Average" iron deposits. But they don't produce the same amount of steel. One of them is producing 12 steel next turn, the other 9 steel next turn. Both have 5k population. Not really much use to that knowledge, but figured I'd share anyway :P

EDIT: I just realised that means one of my planets will produce around 50k steel a turn once it reaches max population, with the other producing around 37k. Presuming the ratio of ~400 and ~550 people to 1 steel stays the same.
Title: Re: Dave's Galaxy
Post by: Sacha on September 17, 2011, 05:06:44 PM
Alrighty... I have a bunch of fleets approaching orbit on 3 different home planets, and a 4th will follow soon. Hopefully by the end of next week, I'll have at least one additional home planet 8)
Title: Re: Dave's Galaxy
Post by: Kai on September 17, 2011, 05:09:12 PM
I have 4
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 18, 2011, 07:55:39 PM
I can sometimes see Oldry's fleets when you/Vellos has a ship nearby (the one that had a lot of Cruisers on, I forget the name), but then sometimes I can't even when you have someone nearby/on the planet.

What browser are you using? Could just be a draw order issue for the browser messing things up.

Hmmm, it shouldn't be a draw order issue, the sensor rings are drawn with alpha, so you should be able to see both rings.  Hmmmm...

I wrote quite a few tests to make sure this worked properly, but weird things can happen.  Just to make sure what's going on -- if the 2 fleets aren't moving, does the Oldry fleet show up on some turns, but not others, or?  And it's fleets seen by a friendly power, not your own fleets, right?
Title: Re: Dave's Galaxy
Post by: fodder on September 18, 2011, 08:06:38 PM
will it be possible to see those planet traits somewhere other than in turn report on that turn? (tons of iron, rubbish iron, etc)

why does matter synth 1 say upkeep = 2.5% gdp (what's gdp of the planet? looks like plain old income/credit) min upkeep = 250 and then show 2000 in deficit big of the budget?

compared to slingshot 10% gdp, min 200 and show as the 10% (200 odd) in budget... that's on the same planet. eg.. kappa aquanis, (1921.7,1834.7) and Iota Circtes (1920.4,1832.9 ).. ps.. income on those planets are around 2k (had to up them to 2k to retain budget credit.)
Title: Re: Dave's Galaxy
Post by: Nathan on September 18, 2011, 08:37:06 PM
Just to make sure what's going on -- if the 2 fleets aren't moving, does the Oldry fleet show up on some turns, but not others, or? 

Oldry's fleet is sat on his planet. Sometimes I can see it on the planet, other times I can't. I've not paid much attention to whether the fleet that's sensor range showed me Oldry's fleet was moving or not. Kai should have a Blackbird in range in a turn or two, so I'll keep an eye on it to see when I can view Oldry's fleet.

And it's fleets seen by a friendly power, not your own fleets, right?

That's right.

EDIT: I just noticed I've stopped getting turn change emails. Anyone else have this problem?
Title: Re: Dave's Galaxy
Post by: fodder on September 18, 2011, 08:40:34 PM
don't know.. i turned that off ages ago.
Title: Re: Dave's Galaxy
Post by: Sacha on September 18, 2011, 08:43:36 PM
I still get them, though today's turn mail came about 4 hours late.
Title: Re: Dave's Galaxy
Post by: Nathan on September 18, 2011, 10:45:42 PM
I still get them, though today's turn mail came about 4 hours late.

Just got today's, but I don't have yesterday's :(
Title: Re: Dave's Galaxy
Post by: De-Legro on September 19, 2011, 12:28:09 AM
Super Battleships die, I've lost a few in a fleet of about 5 when assaulting Oldry's planet against about 100 cruisers split into two fleets. Seems he now also has planetary defences, but so far they are missing. Hope this has given you guys a chance to make some headway against him. Jahoren seems to have gone MIA again, so Tom I suggest you take his planets near you, I would be happy if you took the ones near you that I claimed as well. I'm going to build some fleets and try to grab some of his other sectors before flyingmamma does.
Title: Re: Dave's Galaxy
Post by: Nathan on September 19, 2011, 04:22:15 PM
Oldry is trying to escape with an arc through my territory (he seems to be sending a lot off in random directions lately). I've sent a Blackbird to follow him and some Cruisers to intercept so I can capture an arc for myself - free 9k steel? Sure! :D

Can anyone remember what's at Pi Circax? I just wanted to crunch a few numbers to try and figure out what the outcome might be.

Btw, I'm thinking I might write a little battle calculator, would anyone be interested in it? Probably won't be anything fancy at first, just put in numbers of ships on both sides and it'll work out what ships take part and give you a casualty report based on 30% of shots hitting. Some things will obviously be guess work, like whether arcs are classed as more or less important than scouts when in a battle, but I'm hoping it won't be completely unusable.
Title: Re: Dave's Galaxy
Post by: Kai on September 19, 2011, 04:39:54 PM
Oldry is trying to escape with an arc through my territory (he seems to be sending a lot off in random directions lately). I've sent a Blackbird to follow him and some Cruisers to intercept so I can capture an arc for myself - free 9k steel? Sure! :D

Can anyone remember what's at Pi Circax? I just wanted to crunch a few numbers to try and figure out what the outcome might be.
It's about 150 cruisers.

Quote
Btw, I'm thinking I might write a little battle calculator, would anyone be interested in it? Probably won't be anything fancy at first, just put in numbers of ships on both sides and it'll work out what ships take part and give you a casualty report based on 30% of shots hitting. Some things will obviously be guess work, like whether arcs are classed as more or less important than scouts when in a battle, but I'm hoping it won't be completely unusable.
Sure, the first step would be to set up a wiki page for people to contribute data.
Title: Re: Dave's Galaxy
Post by: Sacha on September 19, 2011, 06:54:33 PM
WHOOO! Nabbed my first additional home planet, with a 300k steel reserve  ;D
Title: Re: Dave's Galaxy
Post by: Nathan on September 19, 2011, 07:05:16 PM
WHOOO! Nabbed my first additional home planet, with a 300k steel reserve  ;D

YAY! What are you going to spend your steel on? :D
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 19, 2011, 07:08:41 PM
Lot's of SBS.
Title: Re: Dave's Galaxy
Post by: fodder on September 19, 2011, 07:48:29 PM
@Psi Pictoris Minoris, (1910.8,1837.8 )

there should be 2 fleets at or near that planet... 1 of mine (which hasn't arrived) and 1 of someone else. i can't click on my fleet as it's probably inside the planet's dot. can click on planet but can't see ship there... will see what shows up when my ships arrive
Title: Re: Dave's Galaxy
Post by: Sacha on September 19, 2011, 08:08:01 PM
YAY! What are you going to spend your steel on? :D

Not sure... on one hand, I wanna send out a bunch of arcs to colonize the planets around it, but since I wanna start building up an armada, I think I will just create a !@#$load of cruisers instead... New planets take ages to build up to something useful anyway.
Title: Re: Dave's Galaxy
Post by: Nathan on September 19, 2011, 08:40:06 PM
New planets take ages to build up to something useful anyway.

Indeed, but DG strikes me as a long-term game, so colonising is definitely useful. How about a balance between them? 100k on arcs, 200k on fleet? Colonise 6 planets with 2 arcs each (108k), then spend the rest on a fleet? That way you get a semi-useful planet by Christmas which will hopefully help to bolster your now growing empire :D
Title: Re: Dave's Galaxy
Post by: fodder on September 19, 2011, 08:42:32 PM
well, colonising linked system is a no brainer.

funny thing about links.. you have tons of stuff in A, build stuff in B, scrap it immediately (any loss? not materials i don't think), then build stuff in C, etc to move resources around linked system.
Title: Re: Dave's Galaxy
Post by: Nathan on September 19, 2011, 09:14:28 PM
funny thing about links.. you have tons of stuff in A, build stuff in B, scrap it immediately (any loss? not materials i don't think), then build stuff in C, etc to move resources around linked system.

Y'know, I was thinking exactly the same thing this morning - not even sure why, I don't have any linked systems :S

Most sensible thing I can think of is having 1 turn movement for resources on linked planets. Stops abuses like that but keeps trading between linked planets fairly rapid. Unless it was just a quick-fix for "oh god, this is so slow" when having to search through all the links in larger empires to show the true amount of resources available to a planet, in which case, yay quick-fix!
Title: Re: Dave's Galaxy
Post by: fodder on September 19, 2011, 09:19:12 PM
i thought of that last night and used it to built 10 merchants in a few planets to support slingshot.

then found out about the mat synth 1 costs 2k+ upkeep instead of 250+

----
which also means home linked colony chains are even more viable.
Title: Re: Dave's Galaxy
Post by: Sacha on September 19, 2011, 09:38:21 PM
Indeed, but DG strikes me as a long-term game, so colonising is definitely useful. How about a balance between them? 100k on arcs, 200k on fleet? Colonise 6 planets with 2 arcs each (108k), then spend the rest on a fleet? That way you get a semi-useful planet by Christmas which will hopefully help to bolster your now growing empire :D

Aye... but if I can spend that 108k on warships instead of arcs, then I can attack more colonized planets instead of having to build them up myself!
Title: Re: Dave's Galaxy
Post by: Nathan on September 19, 2011, 09:56:47 PM
Aye... but if I can spend that 108k on warships instead of arcs, then I can attack more colonized planets instead of having to build them up myself!

True, but look at Oldry, he did exactly that and now he's cornered and probably going to be destroyed, save the couple of arcs he'll manage to sneak out.
Title: Re: Dave's Galaxy
Post by: Kai on September 20, 2011, 02:37:07 PM
True, but look at Oldry, he did exactly that and now he's cornered and probably going to be destroyed, save the couple of arcs he'll manage to sneak out.

It is atrociously premature to say that someone with four planets is about to be destroyed. In his worst case he still gets to keep the planet with planetary defence. More likely he will lose none at all.
Title: Re: Dave's Galaxy
Post by: Nathan on September 20, 2011, 04:06:58 PM
More likely he will lose none at all.

Hmm, I'm sure he'll lose one eventually. Norrel (Slapsticks) and Largan (Addridae) are still growing, so they'll be able to contribute to the war effort in a little bit (unless they find their own war between now and then). I'm about to stop growing once I get the remaining planets around my home planet (only a couple more planets need arcs sending to them), so I'll be pumping a lot more into aggressive ships.

So short term, he might not lose a planet unless he really messes up. But longer term, I think he's really going to suffer for not expanding a little. We just need to keep a lid on him, try and make sure he doesn't sneak anything past us.
Title: Re: Dave's Galaxy
Post by: Kai on September 20, 2011, 04:29:46 PM
while there is an enemy fleet on your planet
 make one frigate
 make planetary defence
Title: Re: Dave's Galaxy
Post by: Nathan on September 20, 2011, 04:49:45 PM
while there is an enemy fleet on your planet
 make one frigate
 make planetary defence

Ahh yes, forgot about that >.<

Which makes me think, is one fleet good enough? Surely to be safe you should split your fleet into a few groups so you can rapidly conquer a planet?
Title: Re: Dave's Galaxy
Post by: Kai on September 20, 2011, 05:13:06 PM
Which makes me think, is one fleet good enough?

yes
Title: Re: Dave's Galaxy
Post by: fodder on September 20, 2011, 05:18:10 PM
my ship arrived in planet with enemy ship. clicking on planet shows both fleet in menu. still, doesn't explain why fleet on route can't be clicked on the map because the planet dot covered the fleet
Title: Re: Dave's Galaxy
Post by: Sacha on September 20, 2011, 06:10:16 PM
Nailed me another home planet, snatching it right out from underneath another guy's nose. He was attacking the planet, and I swooped in and took it 8)

Also, it has 103 million food on it O.o
Title: Re: Dave's Galaxy
Post by: Nathan on September 20, 2011, 06:47:16 PM
Nailed me another home planet, snatching it right out from underneath another guy's nose. He was attacking the planet, and I swooped in and took it 8)

Also, it has 103 million food on it O.o

Congratulations!

Did it have Farming Subsidies? That makes a planet produce a ridiculous amount of food. I have one planet with FS that's producing 222624 food next turn and it's only at Society Level 39. If that planet had the same population as my my home planet, it would be producing 12 million a turn.

Not entirely sure what I'm going to do with all that food because it was originally going to keep my home planet alive whilst I keep it levelling, but it will produce way more than necessary for that.
Title: Re: Dave's Galaxy
Post by: egamma on September 20, 2011, 07:40:04 PM
Enable trading on those planets and let merchants come and buy the excess food off you.
Title: Re: Dave's Galaxy
Post by: Nathan on September 20, 2011, 07:49:22 PM
Enable trading on those planets and let merchants come and buy the excess food off you.

Exactly what I've already done, but with only Kai close enough, it doesn't seem to be working :P
Title: Re: Dave's Galaxy
Post by: Sacha on September 20, 2011, 08:56:21 PM
It did have farming subsidies. Scrapped now. I'll use the food to supply my original home, which is losing food now.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 21, 2011, 12:34:37 AM
True, but look at Oldry, he did exactly that and now he's cornered and probably going to be destroyed, save the couple of arcs he'll manage to sneak out.

Just encountered another smallish fleet of Oldry trying to take over a newb. I very much doubt we will kill this guy, at best we will move him out of our area.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 21, 2011, 12:36:14 AM
It is atrociously premature to say that someone with four planets is about to be destroyed. In his worst case he still gets to keep the planet with planetary defence. More likely he will lose none at all.

I've got some experience taking on planetary defence systems now. You have to be prepared to lose a good part of your fleet, but it is certainly not has hard as I would have though. Jahoren consistently took over planetary defence with 20-30 cruiser fleets. I've not had that kind of luck, but then most my targets had fleets defending them as well.
Title: Re: Dave's Galaxy
Post by: Nathan on September 21, 2011, 12:41:30 AM
I've got some experience taking on planetary defence systems now.

Did adding padding help at all? Like having the same number of scouts (or other low cost ship) as the rest of your fleet?
Title: Re: Dave's Galaxy
Post by: egamma on September 21, 2011, 01:54:17 AM
Did adding padding help at all? Like having the same number of scouts (or other low cost ship) as the rest of your fleet?

Yes, could you simply send, say, 300 scouts to take over a planet?
Title: Re: Dave's Galaxy
Post by: De-Legro on September 21, 2011, 02:27:34 AM
Did adding padding help at all? Like having the same number of scouts (or other low cost ship) as the rest of your fleet?

Padding doesn't really seem to help, since each ship has the same percentage chance of destruction, you have just as much chance to lose the real fleet as you do the padding.Oddly enough small fleets often work better, since they have a good chance of taking no loses. My single SB has survived 8 turns within Oldry's planetary defence. Pity it  doesn't seem to engage the 100+ cruisers he has in orbit.

Yes, could you simply send, say, 300 scouts to take over a planet?

So long as you know the target won't try and defend, sending scout fleets works well. On another note, anyone know what the "screen" command does with scouts?
Title: Re: Dave's Galaxy
Post by: Kai on September 21, 2011, 04:19:34 AM
I still think its impossible to lose an actively defended planetary defence planet.

Is that single SBS set to attack?
Title: Re: Dave's Galaxy
Post by: Nathan on September 21, 2011, 12:15:42 PM
So long as you know the target won't try and defend, sending scout fleets works well. On another note, anyone know what the "screen" command does with scouts?

I think it makes them attack other scouts.
Title: Re: Dave's Galaxy
Post by: Tom on September 21, 2011, 12:35:11 PM
I've not been reading here much, but I've been playing and I think I'm doing pretty well. My planets list is now 4 screens long, and I have 4 of them as provinces (culture > 50). For some reason, the production capacity of my home planet is ridiculously low, though. About 2-3 arcs a turn and that's it. I wonder if there's any way to boost it?

Also, I've started setting up my 2nd Regional Government planet and will try to boost that one up to be a major place.
Title: Re: Dave's Galaxy
Post by: Nathan on September 21, 2011, 02:18:46 PM
For some reason, the production capacity of my home planet is ridiculously low, though. About 2-3 arcs a turn and that's it. I wonder if there's any way to boost it?

Where we are, I don't think so. The only way to boost production there reliably is to have it connected to other planets. But since connections only appear when planets are far apart, we're at a bit of a loss. You can try expanding your merchant fleet to bring in all the resources from your colonies, that seems to be working well for me - I get an extra 3/4 thousands steel a week coming back from my colonies, which can only go up as they start to produce more. You should also note that your production is only going to drop as your home planet gets more advanced, it loses 300 people a turn after level 90, which means steel production drops.

Other than that, you can increase the production of your empire by conquering other peoples' home planets.
Title: Re: Dave's Galaxy
Post by: D`Este on September 21, 2011, 02:47:19 PM
Cool, 54 cruisers attacking my home planet, gotta love jahroen...
Title: Re: Dave's Galaxy
Post by: Sacha on September 21, 2011, 02:57:57 PM
All upgrades on my newly conquered homeworlds are marked as inactive, does that mean I have to scrap them and upgrade again?
Title: Re: Dave's Galaxy
Post by: Nathan on September 21, 2011, 04:53:49 PM
Cool, 54 cruisers attacking my home planet, gotta love jahroen...

Boo! Can you defend against it?

All upgrades on my newly conquered homeworlds are marked as inactive, does that mean I have to scrap them and upgrade again?

Nope, it means you ran out of money to keep them active. You must have ended last turn with little to no Quatloos. As long as your budget wasn't negative at the turn change and you've not built anything that takes up too many Quatloos this turn, they'll all be active again after the next turn change.
Title: Re: Dave's Galaxy
Post by: D`Este on September 21, 2011, 05:05:18 PM
Boo! Can you defend against it?


We shall see.... lets hope my defense kills a lot..
Title: Re: Dave's Galaxy
Post by: Kai on September 21, 2011, 05:57:25 PM
while there is an enemy fleet on your planet
 make one frigate
 make planetary defence
Title: Re: Dave's Galaxy
Post by: fodder on September 21, 2011, 08:58:25 PM
kingdante's planets are getting picked off.

For some reason, the production capacity of my home planet is ridiculously low, though. About 2-3 arcs a turn and that's it. I wonder if there's any way to boost it?

i think my home is 16k steel a turn.. so yours might well be better than mine.
Title: Re: Dave's Galaxy
Post by: Vellos on September 21, 2011, 10:43:24 PM
Kai's point is correct.

It is impossible to take a reasonably productive planet with an active player behind it as far as I can tell.

Reason is because the game FIRST processes planetary bombardments, THEN processes fights.

As far as I can tell, as long as Oldry keeps building scouts and frigates on Nu Fornpeia, we will never be able to take it.
Title: Re: Dave's Galaxy
Post by: Vellos on September 21, 2011, 10:51:45 PM
Maybe one option would be a sort of galactic trench warfare.

I have a planet called Aleron HQ that has 46 society level, 30k people. Not the absolute best ratio, but could certainly be worse.

Whatever the case, it is fairly close to one of Oldry's planets. I'll be able to build PD on it within 2-3 weeks. Meaning within 4 weeks, I'll have PD stretching into Oldry's regional government zone.

I wonder what would happen if I colonized a planet close enough that, when it eventually got PD, it would be able to have an enemy planet within its range?

I think I may just try it. Send an arc and 50 subspacers (most efficient means of population transfer, for anyone who is curious) to some closer planet, as well as maybe 40 cruisers (I have another 40 in reserve at Aleron HQ). If I log every day, within 70-80 days we should have a PD covering Xi Monotes. Might not accomplish anything, but who knows?
Title: Re: Dave's Galaxy
Post by: Vellos on September 21, 2011, 10:58:28 PM
Meh, well, my capital is too short on quatloos to provide 100 subspacers. By luckily the surrounding planets should be enough to boost population be a thousand or two. My target planet should be just in PD range. Hopefully I get it colonized before Oldry gets PD.
Title: Re: Dave's Galaxy
Post by: Nathan on September 21, 2011, 11:47:53 PM
Maybe one option would be a sort of galactic trench warfare.

Or, we all hit the same planet at the same time with multiple large fleets (3/4 fleets each). Once we've wiped out his fleet stationed there, we then send in lots of fleets of single Cruisers. Since he only gets 16k Steel a day, which means 17 Frigates a day, we don't have to send in that many fleets. If he goes for Scouts (which he may or may not realise also works) then that's 66 fleets a day. Between the three of us I'm sure we can get up enough ships to counteract 66 fleets a day, whilst still keeping a large enough force on the planet to attack any large fleets he sends. It'll take some work (and a lot of co-ordination), but he can definitely be beaten. Once we get the first planet down, the rest should follow more swiftly because we'll have access to another source of Steel.

I think I may just try it. Send an arc and 50 subspacers (most efficient means of population transfer, for anyone who is curious)

Actually, on total resource count, Arcs are cheaper. It's just on Steel that Subspacers are cheaper, but then you rapidly start to run out of Quatloos. So in the beginning it's a great idea to use Subspacers because you start with a large reserve of Quatloos, but later on your reserves dwindle and you need them for fleets, meaning they're probably not the best thing to use.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 21, 2011, 11:49:27 PM
I find JAH, frankly, to be rather frightening. Unlike uranus, who only attacks when you get on his bad side, it appears JAH is gobbling up everyone in his area of control.
Title: Re: Dave's Galaxy
Post by: Kai on September 22, 2011, 03:14:23 PM
Or, we all hit the same planet at the same time with multiple large fleets (3/4 fleets each). Once we've wiped out his fleet stationed there, we then send in lots of fleets of single Cruisers. Since he only gets 16k Steel a day, which means 17 Frigates a day, we don't have to send in that many fleets. If he goes for Scouts (which he may or may not realise also works) then that's 66 fleets a day. Between the three of us I'm sure we can get up enough ships to counteract 66 fleets a day, whilst still keeping a large enough force on the planet to attack any large fleets he sends. It'll take some work (and a lot of co-ordination), but he can definitely be beaten. Once we get the first planet down, the rest should follow more swiftly because we'll have access to another source of Steel.

Actually, on total resource count, Arcs are cheaper. It's just on Steel that Subspacers are cheaper, but then you rapidly start to run out of Quatloos. So in the beginning it's a great idea to use Subspacers because you start with a large reserve of Quatloos, but later on your reserves dwindle and you need them for fleets, meaning they're probably not the best thing to use.

Kai's point is correct.

It is impossible to take a reasonably productive planet with an active player behind it as far as I can tell.

Reason is because the game FIRST processes planetary bombardments, THEN processes fights.

As far as I can tell, as long as Oldry keeps building scouts and frigates on Nu Fornpeia, we will never be able to take it.
Title: Re: Dave's Galaxy
Post by: Nathan on September 22, 2011, 03:34:57 PM
(quotes)

Ahh, I misread and thought he said Planetary Defences. That's fairly ridiculous then.

I read somewhere that attacking forces remove surplus resources from the planet, does anyone know many they remove? And if you have a large enough fleet, is it enough to remove enough resources so your opponent can't create anything in their next turn?
Title: Re: Dave's Galaxy
Post by: Vellos on September 22, 2011, 03:51:23 PM
Anybody feel like suggesting to dave that the order of events be changed?
Title: Re: Dave's Galaxy
Post by: Nathan on September 22, 2011, 04:17:53 PM
Anybody feel like suggesting to dave that the order of events be changed?

Most definitely.

Kai, what the heck happened to your fleet going to carlwolcott? I'm sure the last time I looked it was fairly big and now it's got only a handful of ships in it :S Surely those 32 Battleships can't have done that much damage, can they? >.<

I'd be interested in seeing that battle report, btw. When I start to work on that calculator properly it'll make a nice test case.
Title: Re: Dave's Galaxy
Post by: Kai on September 22, 2011, 05:37:51 PM
Most definitely.

Kai, what the heck happened to your fleet going to carlwolcott? I'm sure the last time I looked it was fairly big and now it's got only a handful of ships in it :S Surely those 32 Battleships can't have done that much damage, can they? >.<

I'd be interested in seeing that battle report, btw. When I start to work on that calculator properly it'll make a nice test case.

I traded steel efficiently and quatloo inefficiently as follows:

Fleet: Fleet #26435, 77 (26435) Battle! -- Our Ships Lost:
               cruisers -- 9
             subspacers -- 45
             destroyers -- 5
Fleet: Fleet #19960, 40 battleships (19960) Battle! -- Their Ships Lost:
            battleships -- 8

Remaining:
cruisers:6
superbattleships:2
subspacers:5
destroyers:5

vs 32 battleships

Resources lost:
steel / quatloos
59250   722500
100000   200000

Original fleet resources:
500000   1000000
130625   1050000

So I traded very efficiently considering original costs as long as I leave now.
Title: Re: Dave's Galaxy
Post by: Sacha on September 22, 2011, 05:51:24 PM
Got me a fourth home planet, a fifth is to be added soon. It's almost unbelievable how much potential might I've gained in the last several days. I currently have roughly 700k steel to spend on war fleets on my home planets, and I am starting to build a merchant fleet to get steel from my colonies to my original home. If any one of you is relatively close to me and needs some military assistance, I'll be happy to send out an armada.
Title: Re: Dave's Galaxy
Post by: Nathan on September 22, 2011, 06:10:41 PM
Got me a fourth home planet, a fifth is to be added soon. It's almost unbelievable how much potential might I've gained in the last several days. I currently have roughly 700k steel to spend on war fleets on my home planets, and I am starting to build a merchant fleet to get steel from my colonies to my original home. If any one of you is relatively close to me and needs some military assistance, I'll be happy to send out an armada.

That's pretty awesome, you'll soon be rivalling Kai and De-Legro for largest BM empire :D

Are you spending all of your steel on a war fleet? Or is any of it going on colonisation?
Title: Re: Dave's Galaxy
Post by: Kai on September 22, 2011, 06:23:38 PM
Masdus is still largest.

Colonies are glorified permanent vision fields I wouldn't prioritise them.
Title: Re: Dave's Galaxy
Post by: Sacha on September 22, 2011, 06:32:10 PM
All my conquered home planets are abandoned newbie worlds with not a single colonized planet. I'm not going to waste too much steel colonizing them at this point... instead I'll just spam a few 50 cruiser fleets. And I think I'll use them to take revenge on a neighbor for wasting a few of my fleets on a botched invasion >_>
Title: Re: Dave's Galaxy
Post by: De-Legro on September 23, 2011, 12:24:28 AM
Masdus is still largest.

Colonies are glorified permanent vision fields I wouldn't prioritise them.

My first colonies are getting Matter Synths and getting good, just had to visit them every now and then with a population boost.
Title: Re: Dave's Galaxy
Post by: Vellos on September 23, 2011, 07:50:24 AM
All my conquered home planets are abandoned newbie worlds with not a single colonized planet. I'm not going to waste too much steel colonizing them at this point... instead I'll just spam a few 50 cruiser fleets. And I think I'll use them to take revenge on a neighbor for wasting a few of my fleets on a botched invasion >_>

Is your name.... Oldry, by any chance?

My first colonies are getting Matter Synths and getting good, just had to visit them every now and then with a population boost.

Same; some of my colonies are now producing meaningful amounts of resources. And I've already started scrapping some upgrades on home worlds, shifting tax burdens to the periphery. Within a few weeks, I'll be able to scrap my home planet PD and put PDs in peripheries, which will free up tons of gold at home.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 23, 2011, 09:51:38 AM
I read somewhere that attacking forces remove surplus resources from the planet, does anyone know many they remove? And if you have a large enough fleet, is it enough to remove enough resources so your opponent can't create anything in their next turn?

I'm in the middle of fixing this right now.  I'm revamping the assault system -- it now reports what's been removed, I'm also adding in damage to upgrades, and using fleet attack strength to change the chance of winning (it'll also be dependent on planet society level and population).  This change shouldn't take forever, maybe another week.

I'm also going to give all capitals a small planetary defense (probably about 1/2 the diameter of the one you buy).  This should help the new player griefing.
Title: Re: Dave's Galaxy
Post by: Nathan on September 23, 2011, 10:01:38 AM
I'm also going to give all capitals a small planetary defense (probably about 1/2 the diameter of the one you buy).  This should help the new player griefing.

Will it be temporary? Or will this be permanent. Because I see the problem of having lots of little PDs littered around the galaxy when people haven decided not to come back, which might be harmful to new players who are out exploring the galaxy.
Title: Re: Dave's Galaxy
Post by: fodder on September 23, 2011, 11:56:50 AM
deactivated (not scrapped!) after 1 month inactive?
Title: Re: Dave's Galaxy
Post by: Sacha on September 23, 2011, 04:16:29 PM
Is your name.... Oldry, by any chance?


!@#$, my secret is out! >_>
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 23, 2011, 05:10:14 PM
deactivated (not scrapped!) after 1 month inactive?

Well..  Hmmm.  Yes, that would probably be best.  I'm still not sure if I should totally remove new players if they don't play.  On one hand, it's a tasty treat to find one, on the other, it's a potentially destabilizing thing.  Also, if you aren't at war with the PD owning player, it won't attack you.

PD Can be defeated, it's not impossible.
Title: Re: Dave's Galaxy
Post by: Kai on September 23, 2011, 06:10:13 PM
Well..  Hmmm.  Yes, that would probably be best.  I'm still not sure if I should totally remove new players if they don't play.  On one hand, it's a tasty treat to find one, on the other, it's a potentially destabilizing thing.  Also, if you aren't at war with the PD owning player, it won't attack you.

PD Can be defeated, it's not impossible.

Can building 1 frigate every turn be defeated?
Title: Re: Dave's Galaxy
Post by: Vellos on September 23, 2011, 07:13:09 PM
Can building 1 frigate every turn be defeated?

Answer: No.
Title: Re: Dave's Galaxy
Post by: Vellos on September 23, 2011, 07:14:11 PM
In other news...

Oldry WOULD pick THIS time to attack my frontline planets, just as I'm trying to colonize close to him. Bah! I'll have to reroute my ships through a different path to avoid his cruisers.
Title: Re: Dave's Galaxy
Post by: fodder on September 24, 2011, 07:45:16 PM
interesting...

mat synth1 costs 2k q upkeep when being built but only 250 when built
Title: Re: Dave's Galaxy
Post by: D`Este on September 24, 2011, 09:41:23 PM
Cool....more and more cruisers from that jahroen fella inbound... Good thing I'm saving a lot of steel now every turn..... II just hope I wont forget to log in for one day ;p
Title: Re: Dave's Galaxy
Post by: Adriddae on September 25, 2011, 12:56:05 AM
Need some help? Right now I'm not doing very much other than colonizing. Copla201 seems to be attacking me, but he is quite small and is likely being taken care of by kai.
Title: Re: Dave's Galaxy
Post by: Vellos on September 25, 2011, 07:31:24 AM
Cool....more and more cruisers from that jahroen fella inbound... Good thing I'm saving a lot of steel now every turn..... II just hope I wont forget to log in for one day ;p

Facing a similar issue. Oldry is launching several attacks at me.
Title: Re: Dave's Galaxy
Post by: D`Este on September 25, 2011, 11:03:05 AM
How many people of us are around jahroen? Else we can try to attack him on all fronts at the same time
Title: Re: Dave's Galaxy
Post by: squishymaster on September 25, 2011, 03:36:57 PM
I haven't done anything for quite some time besides building attack fleets.  I've got about 3.5 pages of planets in a nice close cluster and decided to fortify.  It takes quite awhile to build up a good amount of steel for a good sized fleet.  For those of you who have been expanding a lot how many planets do you have and how much steel does your home planet make?
Title: Re: Dave's Galaxy
Post by: Kai on September 25, 2011, 04:01:22 PM
I think I have about 6 home planets, 60ish planets and about 2 million steel in circulation.
Title: Re: Dave's Galaxy
Post by: Vellos on September 25, 2011, 04:27:23 PM
Ya know what?

!@#$ Nu Fornpeia.

You can have it, Kai. I'm going to pull my fleet back to somewhere it will be more useful. Oldry is attacking my colonies, and I need to cruisers available to deal with that.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 26, 2011, 12:39:15 AM
How many people of us are around jahroen? Else we can try to attack him on all fronts at the same time


I am taking almost 3 planets of Jahoren ever turn now, pity they aren't his best ones though.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 26, 2011, 06:07:54 AM
Can building 1 frigate every turn be defeated?

Hehe, I am working on that too.  I'm going to run through the fleets, do the fleet-fleet battles, then do planetary assaults after the battles are finished.  There will still be a mechanism that can prevent assaults, but it won't be as harsh.  I'll probably switch it so that if the assaulting fleet is damaged, it can't assault. 

There will be much more nuance to Planetary assault after this upgrade, I think you will all appreciate it.  You'll be able to damage upgrades on the planets, which means you can take out PD, Military Bases, etc...
Title: Re: Dave's Galaxy
Post by: fodder on September 26, 2011, 07:36:09 AM
... um.. i'm in the middle of grabbing cadfan's 2nd planet with 5 cruisers and not getting anywhere yet (compared to the speed of taking his capital XD)... and heading to his 3rd with 2 scouts... heh..
Title: Re: Dave's Galaxy
Post by: De-Legro on September 26, 2011, 07:46:43 AM
... um.. i'm in the middle of grabbing cadfan's 2nd planet with 5 cruisers and not getting anywhere yet (compared to the speed of taking his capital XD)... and heading to his 3rd with 2 scouts... heh..

When planets are undefended, I send 10 fleets of 1 scout each. Seems to speed things up, but that could be observer bias.
Title: Re: Dave's Galaxy
Post by: fodder on September 26, 2011, 03:31:23 PM
well.. i'll try that for almost all of cadfan's planets and see what'll happen. after that.. some other idler (roughly idled for 3 weeks?)

any idea who ariana is? she's grabbing kingdante's idle stuff.
Title: Re: Dave's Galaxy
Post by: Nathan on September 26, 2011, 06:50:36 PM
Well, that battle went well >.<

Fleet: Fleet #25951, 10 super battleships (25951) Battle! -- Our Ships Lost:
       superbattleships -- 3
Fleet: Fleet #10808, 113 cruisers (10808) Battle! -- Their Ships Lost:
               cruisers -- 1
Fleet: Fleet #20679, 40 frigates (20679) Battle! -- Their Ships Lost:
               frigates -- 10
Fleet: Fleet #25951, 7 super battleships (25951) Battle! -- Our Ships Lost:
       superbattleships -- 2
Fleet: Fleet #30213, 152 subspacers (30213) Battle! -- Their Ships Lost:
             subspacers -- 1

152 hidden Subspacers on Pi Circax, but at least they didn't do any damage. Superbattleships are obviously not as strong as I figured they were - probably lose the rest of them this turn.

That's about 26 days worth of steel in those fleets, btw. The Frigates are heading away, but that's still a lot of ships we have to get passed on Pi Circax.

Also, there are a few fleets coming up from a guy called maverick. He's a friend of mine who started playing not long after we did, but didn't get the nice position we have. He's going to grab a few colonies near my planet so that, when his planets are profitable, we can co-ordinate attacks together.

Finally, I'm in trouble on my home planet. I've got 36k food left. I had 800k left on Friday, which means the food there probably won't last very long. I'm going to have to pump all of my steel into Bulkfrieghters so that I can try and stop the starvation that will definitely hit in a few days.
Title: Re: Dave's Galaxy
Post by: fodder on September 26, 2011, 06:59:14 PM
a few days? too damn late i expect due to slow travel time.. might as well build farm for a few days...

mind you.. my home planet is going to starve real soon too (probably? 9k food today!).. and i did send bulks out a few days ago.. and have built some farms in nearby planets.. far too slow i expect!

Title: Re: Dave's Galaxy
Post by: Nathan on September 26, 2011, 07:11:03 PM
might as well build farm for a few days...

Problem is that it'll starve for those 5 days and then I'll be getting sod all Steel once it's done. The planet can only starve down to a certain point, after that it'll be making enough food to keep its population from dying (maybe) whilst the food is brought in from the Bulkfreighters.

But I'll give it another think and see how to keep my Steel production up a little.
Title: Re: Dave's Galaxy
Post by: fodder on September 26, 2011, 08:09:28 PM
not linked, is it? does it eat linked food?
Title: Re: Dave's Galaxy
Post by: Nathan on September 26, 2011, 08:15:29 PM
not linked, is it?

Nope >.<

does it eat linked food?

I'd presume so, resources are shared in ship production so I don't see why it wouldn't be for other things.
Title: Re: Dave's Galaxy
Post by: fodder on September 26, 2011, 08:33:50 PM
difference is... building ship happens not at turn change.. but food eating does.

so.. nowt clue.
Title: Re: Dave's Galaxy
Post by: Sacha on September 26, 2011, 09:17:00 PM
WTF... my steel production on my first homeworld dropped from 16k+ to 3.3k overnight >:(
Title: Re: Dave's Galaxy
Post by: Nathan on September 26, 2011, 09:21:54 PM
WTF... my steel production on my first homeworld dropped from 16k+ to 3.3k overnight >:(

Did you just finish Farming/Drilling Subsidies?
Title: Re: Dave's Galaxy
Post by: Sacha on September 26, 2011, 11:04:44 PM
Yes... silly me -_- It was necessary though, my planet was bleeding food and would have starved before too long. Good thing I have those extra home planets to cover for the reduced steel production.
Title: Re: Dave's Galaxy
Post by: Vellos on September 26, 2011, 11:40:41 PM
I'm afraid I may soon be forced to do this on my home planet too. I'm building more and more bulk freighters all the time and making more farming colonies... but it doesn't seem to help.
Title: Re: Dave's Galaxy
Post by: Sacha on September 26, 2011, 11:47:18 PM
Apparently the trick is to activate Mind Control before your society level gets so high it ends food production. I will be trying this on my other homeworlds, hope it works.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 27, 2011, 12:32:35 AM
Apparently the trick is to activate Mind Control before your society level gets so high it ends food production. I will be trying this on my other homeworlds, hope it works.

You will want to have it built before they hit level 93 then, cause I'm getting no food from that level. I'm tempted to set up one of my core areas with a central planet that just keeps going up and up in society level just to see the effects.
Title: Re: Dave's Galaxy
Post by: Nathan on September 27, 2011, 12:34:43 AM
Apparently the trick is to activate Mind Control before your society level gets so high it ends food production. I will be trying this on my other homeworlds, hope it works.

Should do. I started building Mind Control on my home planet on Friday, but I think it's going to be much too late to stop the epic starvation that'll occur. I'll see how I go with Bulkfrieghters. Got 100 of them now so hopefully that will do the trick for a bit. Also, I completely forgot to build MC on my other main planet, which means that too will have ridiculous food costs ¬¬

I think I might have to struggle until my colonies get to a decent level, then I'll just turn my home planet into a planet for making food & rare resources (I'll take off Mind Control and just go until it makes almost 0 food with FS).

I'm tempted to set up one of my core areas with a central planet that just keeps going up and up in society level just to see the effects.

That's what I was doing. Might still do it once the others are producing, I'll have to see (1 out of 23 planets isn't exactly going to be missed).

My friend just posed an interesting question: does your society level drop when you starve? If not, it'd be a nice thing to add in. Means that you can recover (eventually) from not having any food. But if you want to take advantage of having ridiculous amounts of rare resources then you can keep your society level higher.
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 27, 2011, 01:03:31 AM
When food production goes negative, the government will automatically start pumping money into food production, but that eats into your quatloos of course...  The real problem is if you run out of quatloos, then you get starvation.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 27, 2011, 01:09:00 AM
When food production goes negative, the government will automatically start pumping money into food production, but that eats into your quatloos of course...  The real problem is if you run out of quatloos, then you get starvation.

What society level should we aim for if we want a colony to be self sustaining?
Title: Re: Dave's Galaxy
Post by: Vellos on September 27, 2011, 04:59:27 AM
Well, I should be able to scrap my PD within a few weeks as I build new PDs on cheap colonies a bit further out of my core.... hopefully I can do so before starvation kicks in. When that happens, I'll have piles of cash to sit on.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 27, 2011, 05:05:30 AM
Well, I should be able to scrap my PD within a few weeks as I build new PDs on cheap colonies a bit further out of my core.... hopefully I can do so before starvation kicks in. When that happens, I'll have piles of cash to sit on.

I've just started on my new ring of PD. My plan is to build them along the rim of the regional government, close enough together to have two PD covering most angles. Then the interior planets will be production focused.
Title: Re: Dave's Galaxy
Post by: Sacha on September 27, 2011, 05:20:33 AM
What society level should we aim for if we want a colony to be self sustaining?
IIRC someone suggested in this topic to aim for about level 80.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 27, 2011, 06:06:44 AM
IIRC someone suggested in this topic to aim for about level 80.

AWWW damn, I need a way to lower society levels.
Title: Re: Dave's Galaxy
Post by: fodder on September 27, 2011, 07:43:56 AM
question is... do "normal" planets ever reach the ultra high pop of the homeplanets.. ever? i've stuck a mind control over cadfan's home planet that i captured (70 odd)
Title: Re: Dave's Galaxy
Post by: Sacha on September 27, 2011, 07:54:32 AM
Given enough time they will. My 1st colony is nearing 1 million, and two planets I conquered when they had around 100k have gone over 1 million already.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 27, 2011, 08:00:52 AM
Given enough time they will. My 1st colony is nearing 1 million, and two planets I conquered when they had around 100k have gone over 1 million already.

My largest colony is now 3321720. I would assume that so long as I keep it fed, it will continue to grow.
Title: Re: Dave's Galaxy
Post by: fodder on September 27, 2011, 08:05:36 AM
which brings the question if one shouldn't just mind control basically all non food producers.. or leave a link nexus uncontrolled and have all linked ones controlled/farm.


---
incidentally.

is there a good size for merchant fleets? i'm in the process of scrapping my 1-2 merchants and leaving it all as 10 bulk or 10 merchants.. from every single planet.

or is that just overkill/inefficient? and should have split to 5 or so?

(reason for 10... 200q to budget)

---
sticking 20% tax on my home planet. and see what happens.
Title: Re: Dave's Galaxy
Post by: Nathan on September 27, 2011, 03:42:17 PM
is there a good size for merchant fleets? i'm in the process of scrapping my 1-2 merchants and leaving it all as 10 bulk or 10 merchants.. from every single planet.

I just pick a number and build fleets of that size. When I get too many of them I scrap them and merge the fleets. So I started at fleets of 5. Then 10. Then 25. Next will be fleets of 50.

As long as it's inside your territory, I don't think it really matters because it's very unlikely that they'll be attacked. If you're sending outside your territory, then keeping them small is probably best as if they are attacked then you won't lose much.
Title: Re: Dave's Galaxy
Post by: fodder on September 27, 2011, 04:04:15 PM
that's sort of not what i meant. when you have a fleet of 10 or 25.. are their holds full?
Title: Re: Dave's Galaxy
Post by: Nathan on September 27, 2011, 04:45:48 PM
when you have a fleet of 10 or 25.. are their holds full?

It depends what they're buying. If it's Food then yes, they can usually get a full load no matter what the size of the fleet is (unless you get silly and have thousands of merchants). Consumer Goods, Hydrocarbons and Steel depends on the production of the planet. Steel will probably cap at a few 50 ship fleets (depending on distance from your home planet) as it can only reach just shy of 17k on a regular planet. Rare resources (Unobtanium and Krell Metal) will never get full loads simply because of the price to buy them. You may get lucky and fill 1/2 ships, but you're very unlikely to have enough Quatloos on board to buy over 500 of those in a single go.

EDIT: Lost over a million people (1,634,668) on my home planet that turn. Realised that my Quatloos had disappeared so it couldn't have bought food like Dave said it would, likely from all the buying of Food and Steel that it's been doing lately. Put tax rate up to 20% so I can get some cash in. That also means means Long Range Sensors are much too expensive for what they do so I've scrapped them. Next turn I'll build loads of Blackbirds to cover the rest of my PD range around my home planet (like I've done with my secondary main planet).
Title: Re: Dave's Galaxy
Post by: Vellos on September 27, 2011, 10:31:53 PM
EDIT: Lost over a million people (1,634,668) on my home planet that turn. Realised that my Quatloos had disappeared so it couldn't have bought food like Dave said it would, likely from all the buying of Food and Steel that it's been doing lately. Put tax rate up to 20% so I can get some cash in. That also means means Long Range Sensors are much too expensive for what they do so I've scrapped them. Next turn I'll build loads of Blackbirds to cover the rest of my PD range around my home planet (like I've done with my secondary main planet).

I scrapped sensors on my home planet a long time ago. They're useless once you have a ring of planets around you that are lower population and therefore cheaper to build sensors on.

Rule of thumb: sensors and PDs should, ideally, be built on low-population planets, as that causes their actual expense to remain low, while their benefits are the same. Ultimately, such upgrades on home planets are maximally inefficient if any other option is available. Building a colony right beside your home planet then mind controlling it at 30 society just to build sensors on it is probably more efficient than building them on your home planet.
Title: Re: Dave's Galaxy
Post by: Vellos on September 27, 2011, 10:33:59 PM
Oh and, Kai... you noticed Oldry has 64 cruisers approaching your newly captured home planet Iota Circnae 7, on your northwest fringe?
Title: Re: Dave's Galaxy
Post by: Nathan on September 27, 2011, 10:57:35 PM
Building a colony right beside your home planet then mind controlling it at 30 society just to build sensors on it is probably more efficient than building them on your home planet.

Hmm, interesting experiment to be had there. I wonder how much steel/etc you can get from a level 35 planet with maximum population - basically, when does max population stop growing and start shrinking? If it's quite early on, then getting MC at 75-85 like we've been thinking might actually be way off.

Also, I just noticed we (the forum) got a shout out on Dave's mailing list. Thanks very much Dave, if even none of those players decides to play BM because of it I'm sure Tom will thank you :D
Title: Re: Dave's Galaxy
Post by: Vellos on September 28, 2011, 12:14:14 AM
Hmm, interesting experiment to be had there. I wonder how much steel/etc you can get from a level 35 planet with maximum population - basically, when does max population stop growing and start shrinking? If it's quite early on, then getting MC at 75-85 like we've been thinking might actually be way off.

Population maxes at about 90-95 somewhere. Not early on.

Food production maxes at about 50-60.
Title: Re: Dave's Galaxy
Post by: Nathan on September 28, 2011, 12:40:48 AM
Population maxes at about 90-95 somewhere. Not early on.

I'm sure mine started falling much earlier than that. If I could be bothered to go back through this thread, I know I mentioned it somewhere when I noticed mine starting to drop.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 28, 2011, 03:36:38 AM
I'm sure mine started falling much earlier than that. If I could be bothered to go back through this thread, I know I mentioned it somewhere when I noticed mine starting to drop.

So I just noticed my first planet has no food, would be nice if things like that were mentioned in the turn report. Guess I need more bulk freighters, my problem is the ones I built for that planet have decided to go off trading somewhere distant.
Title: Re: Dave's Galaxy
Post by: Vellos on September 28, 2011, 06:11:28 AM
I'm sure mine started falling much earlier than that. If I could be bothered to go back through this thread, I know I mentioned it somewhere when I noticed mine starting to drop.

Then you either built a huge fleet, or accidentally sold all of your food, or got attacked, or had some weird bug. Because mine are still growing and, moreover, the resource graph indicates population growth until 90ish society.
Title: Re: Dave's Galaxy
Post by: psymann on September 28, 2011, 12:59:11 PM
Okay I'm starting to get so many planets that I simply don't have time to work out which are where, doing what and manage upgrades. I can't imagine how the top players manage it.

it looks as if the longer you play, the more colonies you get, and the longer it takes to manage them all, making the game seem lightweight to start, and then take ages in, say, six months' time.  And that feels rather like Tribal Wars, which scares me.

I guess that just confirms my earlier suspicions... which is why I dropped out of playing some time ago, I'm afraid.  And you're not even up to six months yet ;-)
Title: Re: Dave's Galaxy
Post by: De-Legro on September 28, 2011, 02:40:43 PM
I guess that just confirms my earlier suspicions... which is why I dropped out of playing some time ago, I'm afraid.  And you're not even up to six months yet ;-)

Nothing forces you to have as many colonies as I do, I just can't resist it. The game has few goals, really if you wanted you could just build yourself a nice heavily defended little core, and go raiding your allies if that floats your boat. It is also pathetically easy to defend yourself right now.
Title: Re: Dave's Galaxy
Post by: Sacha on September 28, 2011, 02:58:12 PM
I'm considering a big gamble... one of my neighbors has been inactive for a week now. Right near one of my conquered homeworlds he has a cluster of huge planets, with half a dozen having 10 million people or more, and active matter synths on most of them. No planetary defense systems are in place, so I will send a bunch of blackbirds to figure out if and how many war fleets he has in the area. If it proves to be a viable endeavor, I will build war fleets and conquer a bunch of these big worlds. If I succeed, I would become a regional superpower...
Title: Re: Dave's Galaxy
Post by: Nathan on September 28, 2011, 03:02:35 PM
I'm considering a big gamble... one of my neighbors has been inactive for a week now. Right near one of my conquered homeworlds he has a cluster of huge planets, with half a dozen having 10 million people or more, and active matter synths on most of them. No planetary defense systems are in place, so I will send a bunch of blackbirds to figure out if and how many war fleets he has in the area. If it proves to be a viable endeavor, I will build war fleets and conquer a bunch of these big worlds. If I succeed, I would become a regional superpower...

Build the war fleet as well and sit it outside his planets. If your Blackbirds confirm they're empty, swoop in immediately and take them.

You'll want to do this fairly quickly as I'm sure other players have noticed this too.

EDIT: Ouch, Military Base, Planetary Defence and Slingshot all went inactive today. Mind Control has just finished so I'll stay at this amount of food loss for now. Population has gone back up so I'm getting the cash in that I need. I just wish it told me how much cash goes on food so that I could plan out my upgrades a little better >.<
Title: Re: Dave's Galaxy
Post by: egamma on September 28, 2011, 03:26:48 PM
I'm considering a big gamble... one of my neighbors has been inactive for a week now. Right near one of my conquered homeworlds he has a cluster of huge planets, with half a dozen having 10 million people or more, and active matter synths on most of them. No planetary defense systems are in place, so I will send a bunch of blackbirds to figure out if and how many war fleets he has in the area. If it proves to be a viable endeavor, I will build war fleets and conquer a bunch of these big worlds. If I succeed, I would become a regional superpower...

why not let us share? let us help tear apart the corpse!
Title: Re: Dave's Galaxy
Post by: Sacha on September 28, 2011, 03:55:50 PM
My idea is the following:

Two or three big fleets made up of several dozen cruisers, to deal with any fleets of his in the area.
A fair number of smaller fleets, say 4-5 cruisers a piece, to assist in battles or planetary assaults depending on the necessity.
A boatload of small, expendable fleets, say 1-2 frigates/destroyers each, to pick off planets, using around 5 fleets per planet to increase success rate.

My problem is that my two homeworlds closest to this guy (dreadlock, if you want to look him up) are not producing much steel. Alpha Luriae has too little population and produces only about 2.5k a day. Alpha Capetiae has farm subsidies that reduce steel production but I can scrap it long enough to boost production again for a while.
 

Title: Re: Dave's Galaxy
Post by: Sacha on September 28, 2011, 03:57:10 PM
why not let us share? let us help tear apart the corpse!

You're welcome to join, plenty of huge planets to go around. You'll have to go a long distance to get there though, I'm one of the southernmost players in the galaxy right now.

Title: Re: Dave's Galaxy
Post by: Adriddae on September 28, 2011, 05:09:17 PM
I like having a lot of planets. It makes it hard for people to invade me. I'll have so many crappy planets on the outer rims of my empire it wouldn't be worth it very much to invade those planets. Meanwhile my core planets will have greater capacity to build fleets for a counter attack.
Title: Re: Dave's Galaxy
Post by: Sacha on September 28, 2011, 05:25:08 PM
Adriddae, you're still somewhat close to me, and closer to dreadlock. Wanna help me take this guy apart?
Title: Re: Dave's Galaxy
Post by: Nathan on September 28, 2011, 06:15:31 PM
Adriddae, you're still somewhat close to me, and closer to dreadlock. Wanna help me take this guy apart?

My friend (maverick) is also after dreadlock. Dreadlock took mav's main planet so he wants it back (plus anything in the way). He's coming from the right side (just above Dave's Embassy 4).
Title: Re: Dave's Galaxy
Post by: fodder on September 28, 2011, 06:55:20 PM
they can go inactive? interesting.
Title: Re: Dave's Galaxy
Post by: Vellos on September 28, 2011, 07:10:11 PM
Does anyone know what taxes do, exactly?

I know higher taxes bring in more quatloos for the budget.... but do they have any negative side effects?
Title: Re: Dave's Galaxy
Post by: Sacha on September 28, 2011, 07:13:02 PM
Nathan, that's interesting, I was thinking of offering maverick an alliance against dreadlock since I assumed he was snatching up planets as well

Vellos, I never noticed much other effect besides income. I jack up my taxes to 20% pretty quickly after establishing colonies, and it doesn't seem to do any harm.
Title: Re: Dave's Galaxy
Post by: Vellos on September 28, 2011, 07:16:23 PM
hm, my PD just went inactive on my second home planet, along with slingshot and mind control.

Which is weird... because my budget was plenty big enough to handle them... and I still have hundreds of thousands of food stockpiled...

Oh well. Scrapped Matter Synth 1 and 2. They're useless for now. I have huge reserves of krellmetal and unobtanium compared to my demand, and I'm beginning to favor destroyers over cruisers anyways.
Title: Re: Dave's Galaxy
Post by: Nathan on September 28, 2011, 09:05:20 PM
hm, my PD just went inactive on my second home planet, along with slingshot and mind control.

Which is weird... because my budget was plenty big enough to handle them... and I still have hundreds of thousands of food stockpiled...

It takes money before giving you what you earn. Meaning if you don't have enough to pay your debts before the turn change, some things are going to go offline.

I also noticed that Mind Control is finished before Society Level is upgraded, so it takes 5 turns to finish, but freezes 4 levels after what you start it on.
Title: Re: Dave's Galaxy
Post by: De-Legro on September 29, 2011, 01:55:04 AM
My idea is the following:

Two or three big fleets made up of several dozen cruisers, to deal with any fleets of his in the area.
A fair number of smaller fleets, say 4-5 cruisers a piece, to assist in battles or planetary assaults depending on the necessity.
A boatload of small, expendable fleets, say 1-2 frigates/destroyers each, to pick off planets, using around 5 fleets per planet to increase success rate.

My problem is that my two homeworlds closest to this guy (dreadlock, if you want to look him up) are not producing much steel. Alpha Luriae has too little population and produces only about 2.5k a day. Alpha Capetiae has farm subsidies that reduce steel production but I can scrap it long enough to boost production again for a while.

Dreadlock is inactive? I was wondering he has some planets near me that I want, but not close enough that he counts as a nieghbour.
Title: Re: Dave's Galaxy
Post by: fodder on September 29, 2011, 08:12:20 AM
you don't need synth to build ship? from reading help, it sounds as if you need a synth to build things as opposed to just mining the stuff to build things.
Title: Re: Dave's Galaxy
Post by: Sacha on September 29, 2011, 09:53:31 AM
Dreadlock is inactive? I was wondering he has some planets near me that I want, but not close enough that he counts as a nieghbour.
He hasn't logged in for a week now.
Title: Re: Dave's Galaxy
Post by: Sacha on September 29, 2011, 10:30:12 AM
you don't need synth to build ship? from reading help, it sounds as if you need a synth to build things as opposed to just mining the stuff to build things.
You don't absolutely need it, but some ships require rare metals that you either need to buy/conquer from others, or create yourself with matter synths. No rare metals = no blackbirds, battleships or super battleships.
Title: Re: Dave's Galaxy
Post by: fodder on September 29, 2011, 10:38:23 AM
yeah.. i know that bit. just thought from reading the thing that you need both the facility and the resources. XD
Title: Re: Dave's Galaxy
Post by: Vellos on September 29, 2011, 04:20:38 PM
Nope.

I THINK you might need it to build the upgrades themselves; like, no MS2 unless MS1, no Military Base unless MS2, no PD unless MB... But I'm not even sure about that.
Title: Re: Dave's Galaxy
Post by: Vellos on September 29, 2011, 04:21:25 PM
Anybody remember at what point PD is supposed to appear?

And on the topic of PD... Oldry finally built one... right on the planet I was going to lay siege to.
Title: Re: Dave's Galaxy
Post by: Nathan on September 29, 2011, 04:35:31 PM
I just realised that a few of my older planets can now send out a some arcs... So I built 28 arcs (14 fleets of 2).

From the look of my first colony, if you send 2 arcs then you'll only have to wait a few turns (maybe a week) once you reach level 85 before you have maximum population. More arcs simply reduces the turns you have to wait before maxing your population. 10 arcs and you should be maxed by level 72/3. 20 arcs and you'll be maxed by 65/66.

So really, my strategy a few weeks back of sending 5-10 arcs to each planet was a complete waste. Oh well, at least I managed to use a few of them to send out arcs (most of them have had their steel removed though).

My home planet didn't shut down any upgrades this turn, let's hope it stays like that for a bit long until I can start shifting ship production over to my colonies.

I THINK you might need it to build the upgrades themselves; like, no MS2 unless MS1, no Military Base unless MS2, no PD unless MB... But I'm not even sure about that.

I bloody hope not, that's going to really set me back quite a bit. I'll go back through this thread to see if I mentioned what level I was at when I built PD. I remember noting I was building it.

EDIT:

So I got planetary defenses available on my home planet and my society level is 61, so perhaps it shows at 60?

There we go, PD turns up at level 61. So I think Vellos might be right about needing other upgrades before being able to build a PD.
Title: Re: Dave's Galaxy
Post by: Kai on September 29, 2011, 04:43:51 PM
Did you know that a fleet can be so close to a planet as to be completely obscured by the planet circle, yet not actually landed on the planet itself? Really annoying.
Title: Re: Dave's Galaxy
Post by: Adriddae on September 29, 2011, 04:53:14 PM
My friend (maverick) is also after dreadlock. Dreadlock took mav's main planet so he wants it back (plus anything in the way). He's coming from the right side (just above Dave's Embassy 4).

Sadly I don't play that that account on the bottom anymore. Dreadlock is way down there now. My empire is the green one above Nathan's.

Speaking of which, does anyone know who kenwillard is? He seems to be sending a few cruisers into my territory.
Title: Re: Dave's Galaxy
Post by: fodder on September 29, 2011, 05:33:40 PM
So really, my strategy a few weeks back of sending 5-10 arcs to each planet was a complete waste. Oh well, at least I managed to use a few of them to send out arcs (most of them have had their steel removed though).
is it a waste though? if you send out lots of arcs.. it means you can build upgrades and ships from that planet earlier (or at least allows you to build a fleet of 10 merchants! right from the get go)

or for that matter.. if it's linked, recycle resources.

mind you... i guess that only matters if low tax rate increase pop growth,  because the 10 merchant fleet is really there to give 200 income for a "free" slingshot. (and potential for merchants to ship food to the right places, if lucky.) obviously you can use tax for the 200 income instead.

Quote
There we go, PD turns up at level 61. So I think Vellos might be right about needing other upgrades before being able to build a PD.
well...

lvl 63 - no ms1 - no mb or pd in build list
lvl 64 - has ms1 - has mb and pd in build list
lvl 58 - has ms1 - no mb or pd in build list
lvl 67 - has ms1 - has md and pd in build list

so.. maybe i should build ms1 in my high lvl farm sub planets just to build pd there?


------
incidentally, is there a need to mind control planets that have farm sub?
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 29, 2011, 06:14:41 PM
EDIT: Ouch, Military Base, Planetary Defence and Slingshot all went inactive today. Mind Control has just finished so I'll stay at this amount of food loss for now. Population has gone back up so I'm getting the cash in that I need. I just wish it told me how much cash goes on food so that I could plan out my upgrades a little better >.<

I will fix this. 
Title: Re: Dave's Galaxy
Post by: Dav3xor on September 29, 2011, 06:23:50 PM
Oh, and I need to make a diagram for the tech tree, that would probably be helpful, wouldn't it?
Title: Re: Dave's Galaxy
Post by: Nathan on September 29, 2011, 06:30:18 PM
Oh, and I need to make a diagram for the tech tree, that would probably be helpful, wouldn't it?

Very :)
Title: Re: Dave's Galaxy
Post by: Sacha on September 29, 2011, 09:21:50 PM
Nope.

I THINK you might need it to build the upgrades themselves; like, no MS2 unless MS1, no Military Base unless MS2, no PD unless MB... But I'm not even sure about that.

I could build MB on a planet that has no MS2, so I think it merely has to do with society level. I think level 60 allows you to build MB.
Title: Re: Dave's Galaxy
Post by: Vellos on September 29, 2011, 10:09:15 PM
lvl 63 - no ms1 - no mb or pd in build list
lvl 64 - has ms1 - has mb and pd in build list
lvl 58 - has ms1 - no mb or pd in build list
lvl 67 - has ms1 - has md and pd in build list

so.. maybe i should build ms1 in my high lvl farm sub planets just to build pd there?

Looks like you have to be over 60 for sure then, and also have MS1. That's not too huge a barrier. Maybe just an extra 4-5 days or so, right?
Title: Re: Dave's Galaxy
Post by: fodder on September 30, 2011, 10:16:40 AM
i think i'll stick my 1st colony as a pd + farm... and see what happens. it's low on iron which i forgot about and can't look up (aside from the old turn reports which i stopped a while back), it's got a ms1 though.

i hope i didn't stick a farm in a low food planet... XD
Title: Re: Dave's Galaxy
Post by: Vellos on September 30, 2011, 04:26:35 PM
!@#$, Oldry sent 470 subspacers against an outlying colony I invested tons of resources into. That's 3760 attack value.

I've invested a !@#$load of resources into that colony.
Title: Re: Dave's Galaxy
Post by: Nathan on September 30, 2011, 05:27:01 PM
Mind Control went inactive on my home today, which probably means food requirements are even higher now ¬¬

I'm hoping that if I don't build anything there, I'll be able to get a decent stockpile of cash up so that I can stop worrying about things going offline. Scrapped Trade Incentives today to try and save a bit of cash. Thinking I might have to bring all of those Blackbirds back and scrap them too so I can save on fleet costs (although they are useful, so they'll go back at some point).

i think i'll stick my 1st colony as a pd + farm... and see what happens. it's low on iron which i forgot about and can't look up (aside from the old turn reports which i stopped a while back), it's got a ms1 though.

i hope i didn't stick a farm in a low food planet... XD

I've yet to see a "below average" planet, despite taking quite a few :S

!@#$, Oldry sent 470 subspacers against an outlying colony I invested tons of resources into. That's 3760 attack value.

I've invested a !@#$load of resources into that colony.

Wow, that guys is pretty desperate to get rid of you. Send in 1 SBS and then just keep building 1 scout set to Planetary Defence there each day? That should do until Dave fixes it, at which point I'd suggest rolling up in a ball and crying. Reason for 1 SBS is that it should only be engaging 2 SS a turn, which means it's 16 attack versus 14 defence each turn, he has to get rather lucky to take it out.
Title: Re: Dave's Galaxy
Post by: Sacha on September 30, 2011, 05:47:51 PM
Well, the game is afoot now. I've sent some two dozen fleets towards dreadlock, a few big ones to mop up his ships in the area and around 20 small ones to snatch up planets left and right, including at least 6 planets with upwards of 8 million people. None of the targeted planets have PD on them, so I should have little trouble taking them as long as I can kill off his ships quickly. If all goes well, expect to see me make a dramatic jump in the scoreboards in the coming weeks.
Title: Re: Dave's Galaxy
Post by: Vellos on September 30, 2011, 07:38:50 PM
Mind Control went inactive on my home today, which probably means food requirements are even higher now ¬¬

I'm hoping that if I don't build anything there, I'll be able to get a decent stockpile of cash up so that I can stop worrying about things going offline. Scrapped Trade Incentives today to try and save a bit of cash. Thinking I might have to bring all of those Blackbirds back and scrap them too so I can save on fleet costs (although they are useful, so they'll go back at some point).

I've yet to see a "below average" planet, despite taking quite a few :S

Wow, that guys is pretty desperate to get rid of you. Send in 1 SBS and then just keep building 1 scout set to Planetary Defence there each day? That should do until Dave fixes it, at which point I'd suggest rolling up in a ball and crying. Reason for 1 SBS is that it should only be engaging 2 SS a turn, which means it's 16 attack versus 14 defence each turn, he has to get rather lucky to take it out.

Trying, but Oldry was clever. He hit my minor colony with 40 cruisers. I retaliated with 60 destroyers. I killed that fleet. But that drew most of my resources out. Now I've got to turn my fleet around (20-something destroyers) and get back to Airstrip 3. Disband all my destroyers that survive, and use the remaining resources to build scouts.
Title: Re: Dave's Galaxy
Post by: Nathan on September 30, 2011, 08:03:11 PM
Trying, but Oldry was clever. He hit my minor colony with 40 cruisers. I retaliated with 60 destroyers. I killed that fleet. But that drew most of my resources out. Now I've got to turn my fleet around (20-something destroyers) and get back to Airstrip 3. Disband all my destroyers that survive, and use the remaining resources to build scouts.

Haha, clever guy. I did something similar with PeterKaan, works rather well :P

Be careful about moving your fleet about. If I was Oldry, I might leave a few fleets in space set to Pirates in case you have ships moving around.

Is anyone able to fund a scout ring around his planets? If we sit them all just outside his sensor range, we should be able to catch most ships that move through it and see where they're heading. Hopefully, since it's close to his planet, his ships won't have enough speed to slip through it (like seems to be the case when he wandered through my ring with an arc).
Title: Re: Dave's Galaxy
Post by: Kai on October 01, 2011, 03:53:55 AM
Scout rings cost negligible resources, so do it yourself.
Title: Re: Dave's Galaxy
Post by: Nathan on October 01, 2011, 01:12:14 PM
Scout rings cost negligible resources, so do it yourself.

If you haven't been keeping up, my resources are less than negligible at the moment ;)
Title: Re: Dave's Galaxy
Post by: squishymaster on October 01, 2011, 03:12:15 PM
Dav3xor I've noticed that when my connected planets share resources they are only able to use resources locally and one connection out.  My question is, is this supposed to be how it works?  Or should the planet be able share resources with any planet connected to it through a chain?

A connects to B connects to C connects to D.

Currently A can only get resources from B, but I can't build something on A that uses resources from C and D even though they are connected.

Also, in the future will there be a function where you can pay some amount of resources to make a connection between two planets?  I think it would help keep with your ease of play that you are going for, because it doesn't force you to have pages upon pages of merchants running around your empire to collect funds just because you can't make connections.  Thus simplifying the fleet management aspect of the game as well as the merchant portion of the aspect.
Title: Re: Dave's Galaxy
Post by: Kai on October 01, 2011, 03:21:52 PM
If you haven't been keeping up, my resources are less than negligible at the moment ;)
Scouting information is useless if you don't have the resources to make a response, so I guess that's a self fulfilling prophecy.
Title: Re: Dave's Galaxy
Post by: Nathan on October 01, 2011, 04:28:45 PM
Scouting information is useless if you don't have the resources to make a response

Forward scouting is always useful. If I see someone 6/7 turns out heading towards my planets, I can save up more resources than if they're 2/3 days out - hence my wall of Blackbirds. Even if I don't have the resources now, I can acquire them in that time - build small ships from my colonies and send to where I have a military base, bring back merchant fleets to scrap them for their steel. So I wouldn't say it's useless if you don't have the resources. Obviously it's better if you have a stockpile of resources so you can respond immediately, though.
Title: Re: Dave's Galaxy
Post by: fodder on October 01, 2011, 05:52:00 PM
Dav3xor I've noticed that when my connected planets share resources they are only able to use resources locally and one connection out.  My question is, is this supposed to be how it works?  Or should the planet be able share resources with any planet connected to it through a chain?

A connects to B connects to C connects to D.

Currently A can only get resources from B, but I can't build something on A that uses resources from C and D even though they are connected.

a quick and dirty way around this... build something in C to drain B/D, scrap it immediately, then build something in B to drain A/C, scrap, then build the same something in A. XD
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 01, 2011, 08:02:46 PM
a quick and dirty way around this... build something in C to drain B/D, scrap it immediately, then build something in B to drain A/C, scrap, then build the same something in A. XD

Haha, there's always a way. 

I limited the resource sharing to 1 hop, because it's easier for me to do.  I also think it's good to put some sort of limit on it, otherwise it's just too much of an advantage.  If you need a reason...   Uhhhmmm..  The connections aren't perfect and degrade material sent through them.  One hop is ok, but things get real fishy with 2.  That's also the reason you can't send people.
Title: Re: Dave's Galaxy
Post by: Nathan on October 02, 2011, 12:02:01 AM
If you need a reason...   Uhhhmmm..  The connections aren't perfect and degrade material sent through them.  One hop is ok, but things get real fishy with 2.  That's also the reason you can't send people.

Plus the paper work, the merchants need sleep, travel that fast means bad things for bodies, has to match it with perfect alignment of the sun & the gods get a little annoyed ;)

EDIT: Anyone with Regional Government: is it worth it? And does it collect from only your own planets, or other people's too? I was thinking about popping one on my home planet to get a bit more cash in to pay for the food it has to buy but running 20% tax rate and being right next to Kai makes me think twice about it.
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 02, 2011, 01:52:32 AM
Plus the paper work, the merchants need sleep, travel that fast means bad things for bodies, has to match it with perfect alignment of the sun & the gods get a little annoyed ;)

My god man, you have a future as a game designer.
Title: Re: Dave's Galaxy
Post by: Nathan on October 02, 2011, 01:54:45 AM
My god man, you have a future as a game designer.

I should hope so, that's what it says on my degree certificate :P
Title: Re: Dave's Galaxy
Post by: Sacha on October 02, 2011, 06:50:57 PM
So... dreadlock has returned. I have two dozen fleets inbound to attack his outlying planets. This should be interesting...
Title: Re: Dave's Galaxy
Post by: Vellos on October 02, 2011, 10:57:26 PM
Haha, clever guy. I did something similar with PeterKaan, works rather well :P

Be careful about moving your fleet about. If I was Oldry, I might leave a few fleets in space set to Pirates in case you have ships moving around.

Is anyone able to fund a scout ring around his planets? If we sit them all just outside his sensor range, we should be able to catch most ships that move through it and see where they're heading. Hopefully, since it's close to his planet, his ships won't have enough speed to slip through it (like seems to be the case when he wandered through my ring with an arc).

My current plan:

Deploy all available discretionary fleets to Airstrip 3. Upon arriving, scrap. Build 1 scout and 1 frigate at a time until a large enough sum of resources has accumulated and enough subspacers have been killed that I can build a fleet large enough to kill his subspacers... or just build PD.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 03, 2011, 12:18:35 AM
So... dreadlock has returned. I have two dozen fleets inbound to attack his outlying planets. This should be interesting...

How interesting, he returned just as Jahoren did, now I have several 200 cruiser fleets to worry about
Title: Re: Dave's Galaxy
Post by: Kai on October 03, 2011, 02:59:20 PM
My current plan:

Deploy all available discretionary fleets to Airstrip 3. Upon arriving, scrap. Build 1 scout and 1 frigate at a time until a large enough sum of resources has accumulated and enough subspacers have been killed that I can build a fleet large enough to kill his subspacers... or just build PD.

What is the purpose of building both a scout and a frigate? To more efficiently waste resources?
Title: Re: Dave's Galaxy
Post by: Sacha on October 03, 2011, 03:37:06 PM
Okay, looks like dreadlock's return may have been a false alarm... he hasn't logged in for 2 days since his supposed comeback. I'm trying to get Adriddae to war him too just to be on the safe side 8)
Title: Re: Dave's Galaxy
Post by: Adriddae on October 03, 2011, 04:38:33 PM
Okay, looks like dreadlock's return may have been a false alarm... he hasn't logged in for 2 days since his supposed comeback. I'm trying to get Adriddae to war him too just to be on the safe side 8)

Alright, I've logged into my old account there, built 19 superbattleships and 150 cruisers and sent them to attack.
Title: Re: Dave's Galaxy
Post by: Nathan on October 03, 2011, 04:57:48 PM
Oh boo, Hierulf took a planet I was about to land on. Oh well, shall go onwards to someone's colony near the centre and take that: 5368 people on a level 1 planet says "inactive" to me :P Then I can move that fleet up to the centre of the galaxy and boost the colony there.

Addridae, you might want to set that fleet you're sending against AntiMatter to "pirate". Your fleet seems to outnumber him by a bit, so if you're lucky, you'll gain a few extra ships for free :D
Title: Re: Dave's Galaxy
Post by: Sacha on October 03, 2011, 05:28:40 PM
Alright, I've logged into my old account there, built 19 superbattleships and 150 cruisers and sent them to attack.

Heh... I was expecting *some* assistance but this is just great  :o
Title: Re: Dave's Galaxy
Post by: Ramiel on October 03, 2011, 05:44:10 PM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID

Ramiel                     Lucas Avis                              (1780.2,2039.2 )
Title: Re: Dave's Galaxy
Post by: Nathan on October 03, 2011, 06:48:39 PM
BM Forum Name    Dave's Galaxy Name     Capital Planet Location ID

Ramiel                     Lucas Avis                              (1780.2,2039.2 )

Glad we can entice another BMer into the fold!

I've found you. You seem to be far away from everything, ever. Your nearest neighbour is Sacha, but even he's about a month away. On the plus side, you don't have to worry about being picked on by the bug guys :D

johndoenuts to your right (quite far to your right) seems to be inactive. He has a level 1 planet with an odd number of people on it. You can check on the neighbours tab (might only populate next turn). If you fancy grabbing another planet, his might be your best choice.

It should liven up around there fairly shortly as I'd guess players will start spawning there soon.
Title: Re: Dave's Galaxy
Post by: Ramiel on October 03, 2011, 07:34:20 PM
Glad we can entice another BMer into the fold!

I've found you. You seem to be far away from everything, ever. Your nearest neighbour is Sacha, but even he's about a month away. On the plus side, you don't have to worry about being picked on by the bug guys :D

johndoenuts to your right (quite far to your right) seems to be inactive. He has a level 1 planet with an odd number of people on it. You can check on the neighbours tab (might only populate next turn). If you fancy grabbing another planet, his might be your best choice.

It should liven up around there fairly shortly as I'd guess players will start spawning there soon.

I do feel ever so lonely :(

If he is inactive I shall do my best to go kill him!

For the moment though, going to try colonising what I can and seeing what happens :D
Title: Re: Dave's Galaxy
Post by: Nathan on October 03, 2011, 08:38:49 PM
For the moment though, going to try colonising what I can and seeing what happens :D

In that case, I highly recommend colonising "Psi Caetooine 3" with 3 colony ships. If that means waiting, it's probably a good idea. On my first colony I'm hardly producing anything and that was founded 72 days ago with 1 colony ship. Even if I tripled the resources (i.e. sent 3 colony ships) there it wouldn't be great, but it'd be enough to actually contribute something.
Title: Re: Dave's Galaxy
Post by: Sacha on October 04, 2011, 12:23:19 AM
Question: is it a viable tactic to move resources (mainly steel) from point A to B by building a huge fleet on A, sending it to B and scrapping it?
Title: Re: Dave's Galaxy
Post by: Vellos on October 04, 2011, 12:44:49 AM
Question: is it a viable tactic to move resources (mainly steel) from point A to B by building a huge fleet on A, sending it to B and scrapping it?

Careful what kind of ship you use. This can result in the shifting of tons of other resources as well: most notably quatloos, food, and people.
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2011, 12:49:56 AM
Careful what kind of ship you use. This can result in the shifting of tons of other resources as well: most notably quatloos, food, and people.

I'd echo this. Your best bet for steel is scouts, but then you're still moving loads of other resources.

If you're going to do it on a colony, then wait until it's got a big enough population that you're not moving a large % of the people. If you want to get steel from your home planet to somewhere else, then same applies for when you get it there and build something.
Title: Re: Dave's Galaxy
Post by: Ramiel on October 04, 2011, 01:28:48 AM
In that case, I highly recommend colonising "Psi Caetooine 3" with 3 colony ships. If that means waiting, it's probably a good idea. On my first colony I'm hardly producing anything and that was founded 72 days ago with 1 colony ship. Even if I tripled the resources (i.e. sent 3 colony ships) there it wouldn't be great, but it'd be enough to actually contribute something.

So I shouldnt send 1 Arc there and another Arc to Pi Ophiuchimeda? Cos Sacha said to send 1 arc to 1 planet :S
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2011, 01:50:59 AM
So I shouldnt send 1 Arc there and another Arc to Pi Ophiuchimeda? Cos Sacha said to send 1 arc to 1 planet :S

Nah, if you send 1 arc it takes about 3 and a bit months before the planet becomes profitable. 3 arcs and you're profitable in about 2 and a half. The sooner you get your second profitable planet, the better. Doesn't matter if that's another player's planet or your own colony (with another player being much quicker), you start to advance at a much quicker rate. Having that extra profitable planet just gives you more flexibility in what you want.

Take Kai for example, he can plough resources into his military fleet and still build arcs if he wanted to. But I have to choose between the two because I've only got 2 profitable planets as opposed to his 5 (I think, the website is down for me so I can't check). But 5 of my colonies are going to start being helpful fairly soon, with another few shortly after. However I think Kai's colonies are lacking a bit (as I recall, he built a lot of ships on them early on), so he'll take longer for his colonies to be helpful.

So considering your lack of potential targets nearby, having a decent colony further down the line (and one so ridiculously close to your home planet) is a really big help, even if you decide to go down the militaristic route.
Title: Re: Dave's Galaxy
Post by: Sacha on October 04, 2011, 02:06:56 AM
Careful what kind of ship you use. This can result in the shifting of tons of other resources as well: most notably quatloos, food, and people.

The planets I want to shift steel away from aren't very useful to me atm. No enemies near, hardly anyone to conquer even. And the destination planet is right on the frontline of what might become a huge war involving more than half a dozen factions, I could really use a 500k steel bonus there, as well as unobtanium and krellmetal.
Title: Re: Dave's Galaxy
Post by: Kai on October 04, 2011, 04:15:46 AM
Scouts are a terrible way to move steel.
Title: Re: Dave's Galaxy
Post by: Sacha on October 04, 2011, 04:19:58 AM
Yes, well, everything people do in this game is terrible to you so there :)
Title: Re: Dave's Galaxy
Post by: De-Legro on October 04, 2011, 04:23:07 AM
Scouts are a terrible way to move steel.

Then suggest a better one.
Title: Re: Dave's Galaxy
Post by: fodder on October 04, 2011, 10:12:03 AM
just noticed ms2 appears in my lvl 71 planet that has ms1 built already. doesn't require military base.

there's a lvl 68 with ms1 built but no ms2 on list.. so appears around 70 then?

---
stupid of me not to make circular routes for food trades to feed home planet. done now. 6 food producing planets to force feed home.

probably plonk pd on all of them... overkill? XD

---
what is hydrocarbon used for? anyone ever run out of those yet?
Title: Re: Dave's Galaxy
Post by: Ramiel on October 04, 2011, 10:34:11 AM
Nah, if you send 1 arc it takes about 3 and a bit months before the planet becomes profitable. 3 arcs and you're profitable in about 2 and a half. The sooner you get your second profitable planet, the better. Doesn't matter if that's another player's planet or your own colony (with another player being much quicker), you start to advance at a much quicker rate. Having that extra profitable planet just gives you more flexibility in what you want.

Take Kai for example, he can plough resources into his military fleet and still build arcs if he wanted to. But I have to choose between the two because I've only got 2 profitable planets as opposed to his 5 (I think, the website is down for me so I can't check). But 5 of my colonies are going to start being helpful fairly soon, with another few shortly after. However I think Kai's colonies are lacking a bit (as I recall, he built a lot of ships on them early on), so he'll take longer for his colonies to be helpful.

So considering your lack of potential targets nearby, having a decent colony further down the line (and one so ridiculously close to your home planet) is a really big help, even if you decide to go down the militaristic route.

Hmm can I make more arcs and send them to an already colonised planet?
Title: Re: Dave's Galaxy
Post by: fodder on October 04, 2011, 10:36:16 AM
yes

it'll auto add people/resources to the colony... but  i think a funny thing happens when you do that.. your tax rate goes back to 7.0..

or it could just be me forgetting to change the rate
Title: Re: Dave's Galaxy
Post by: Ramiel on October 04, 2011, 10:50:23 AM
yes

it'll auto add people/resources to the colony... but  i think a funny thing happens when you do that.. your tax rate goes back to 7.0..

or it could just be me forgetting to change the rate

Cheers Fodder :D
Title: Re: Dave's Galaxy
Post by: Solari on October 04, 2011, 06:13:47 PM
I just signed up for this thing and it looks awesome.  If you're hunting for me, I'm at (2040.1, 1806.6).  I'm going the trade and RP-heavy route, so new neighbors are always welcome!
Title: Re: Dave's Galaxy
Post by: fodder on October 04, 2011, 06:19:48 PM
interestingly, on one of my food subsidy planets, which is building a ms1, everything (sling, trade incentive, food subsidy) has shut down

not sure why. it ran out of money buying material for building the ms1 and so shut down everything to get the 10k income for this turn to buy stuff for building?

going on strike because i whacked the tax up to 20%? can't be.
Title: Re: Dave's Galaxy
Post by: Vellos on October 04, 2011, 07:18:26 PM
I just signed up for this thing and it looks awesome.  If you're hunting for me, I'm at (2040.1, 1806.6).  I'm going the trade and RP-heavy route, so new neighbors are always welcome!

Tip: build bulkfreighters instead of merchantmen. If you start accumulating BFs (and therefore food as well) early, you might not face the same starvation problems the rest of us may soon have.
Title: Re: Dave's Galaxy
Post by: Adriddae on October 04, 2011, 07:22:35 PM
Anyone try pirating yet?  :D
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2011, 07:48:15 PM
I just signed up for this thing and it looks awesome.  If you're hunting for me, I'm at (2040.1, 1806.6).  I'm going the trade and RP-heavy route, so new neighbors are always welcome!

Welcome! If you look to your left, find the nearest big empire (piffy, green sensor range). Below him is Dave (in pink), the creator of the game. Below Dave is fodder (in yellow). Left of piffy is squishymaster (dark red). There were originally 2 other BMers down there, but they quit :(

I would recommend your first action is to colonise Xi Aurinus with 3 arcs. After that, merchants, merchants and more merchants! Also, high tax rate so you can actually buy everything your merchants bring home :P

not sure why. it ran out of money buying material for building the ms1 and so shut down everything to get the 10k income for this turn to buy stuff for building?

Possibly.

Tip: build bulkfreighters instead of merchantmen. If you start accumulating BFs (and therefore food as well) early, you might not face the same starvation problems the rest of us may soon have.

Or, build Merchantmen and just build Mind Control at level 75 :P That way they won't have the food crisis because their planets will always create a surplus.

Anyone try pirating yet?  :D

I had a pirate fleet on Oldry's planet, but seems that you only get the enemy fleet if they're overpowered.
Title: Re: Dave's Galaxy
Post by: fodder on October 04, 2011, 08:02:18 PM
seriously.. if you build food subsidy and make circular trade route and assign a fleet to it, i think food won't be too much of a problem (i just assigned mine.. no idea what it'll look like)
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2011, 08:18:45 PM
seriously.. if you build food subsidy and make circular trade route and assign a fleet to it, i think food won't be too much of a problem (i just assigned mine.. no idea what it'll look like)

The problem is the food subsidies. That takes away a lot from steel production, which is in great demand at the moment. My home planet seems to be doing ok now that I've scrapped a few upgrades, increased the tax rate and had my BulkFrieghters sent out to get food. I might have to put everyone on a "get food" route though since they seem to wander off at times >.<

EDIT: Slightly annoying that I can't select some of my trading fleets because they're hidden underneath a planet, so I'll have to grab them tomorrow. Will also leave my merchants to do what they want, they're selling Consumer Goods to all my colonies and thus financing all these food purchases.
Title: Re: Dave's Galaxy
Post by: fodder on October 04, 2011, 08:31:04 PM
yeah.. that's why you build it on some closeby planet, preferably iron poor.

apparently my 2606934 pop lvl 72 planet (very 1st colony, built from 2 ships.. heh)

is supposed to produce 4504245 food next turn...

eh?

and it's got a pd too, leaving the ship building planets without needing to pay for a pd.

beats me how that works out as i haven't been building any warships really. but as illustration, i have a 700k pop planet @ lvl 69 that produces only 700 steel... sacrificing 1 of those to feed the home is probably not too much of an ask.

that said.. having 6 food + pd planets around home is a bit of an overkill.. XD at least they can feed other planets eventually. assuming that leaving them non mind controlled won't end up draining all its food eventually.. making it completely useless.

----
btw.. have you tried using the fleet overview screen to order your "hidden" fleet around?
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2011, 08:48:50 PM
apparently my 2606934 pop lvl 72 planet (very 1st colony, built from 2 ships.. heh)

Interesting, my lvl 72 planet formed from 1 ship has 1468574 people on it.

A single food planet can probably keep everyone in the sector supplied once it reaches max population, since it'll be making around 18 million in surplus every turn.

Also, Farming Subsidies, Mind Control, Slingshot and Planetary Defence bring a planet to 100% of your budget. You'll go over budget trying to get to that, but it seems like a nice mix of upgrades if you've got a small stack of Quatloos to let you go over budget for a few days.

assuming that leaving them non mind controlled won't end up draining all its food eventually.. making it completely useless.

It will, eventually :P

btw.. have you tried using the fleet overview screen to order your "hidden" fleet around?

Yup, but you can't put them on routes that way.
Title: Re: Dave's Galaxy
Post by: fodder on October 04, 2011, 09:55:54 PM
i think what you can do is to make them go somewhere that you can see the line. then click on the line itself (rather than the dot) to select ship menu.
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2011, 10:06:59 PM
i think what you can do is to make them go somewhere that you can see the line. then click on the line itself (rather than the dot) to select ship menu.

Cheers, that worked. One of the fleets was right next to my home planet with food and decided it wanted to go back to the food selling planet when I assigned it to the route, so I decided to let it sell its food next turn and then assign it to the route.
Title: Re: Dave's Galaxy
Post by: Kai on October 05, 2011, 03:00:55 AM
Tip: build bulkfreighters instead of merchantmen. If you start accumulating BFs (and therefore food as well) early, you might not face the same starvation problems the rest of us may soon have.
Tip: don't listen to Vellos

There's much easier ways to deal with starvation than crippling your fleet steel.
Title: Re: Dave's Galaxy
Post by: Sacha on October 05, 2011, 03:30:40 AM
Care to share some of your infinite wisdom for a change, rather than just pointing out how everyone else sucks at this game?
Title: Re: Dave's Galaxy
Post by: De-Legro on October 05, 2011, 03:32:09 AM
Tip: don't listen to Vellos

There's much easier ways to deal with starvation than crippling your fleet steel.

And again you post without offering and real insight into what these easier ways might be. I'm happy if you have a dissenting view, but if all you are going to post is, "no that is wrong" then get back to the 2nd grade and leave the rest of us to have an actual discussion.
Title: Re: Dave's Galaxy
Post by: Kai on October 05, 2011, 03:54:11 AM
Jack your taxes to 20 or use MC.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 05, 2011, 04:06:10 AM
Jack your taxes to 20 or use MC.

How is jacking your taxes going to magically provide food? Sure fine if there is someone with a large fleet nearby that will service your food needs, but otherwise? Oh I see, you are talking about stopping from getting the to stage of starvation, no wonder your input is so useless, we are talking about controlling starvation once it happens.
Title: Re: Dave's Galaxy
Post by: Nathan on October 05, 2011, 11:56:24 AM
How is jacking your taxes going to magically provide food?

Because as Dave said a few pages back, once you start to starve, your people eat money. Or, more precisely, your government will magically buy food from nowhere at great cost to your Quatloos. Therefore, the more Quatloos you have, the more food you can buy and the less people have to eat each other.

Obviously, the best way to solve starvation is the nip it in the bud before it happens by building Mind Control. But unfortunately a lot of us, including Kai, aren't in that position any more.

Kai, if you do start needing food for your home planet, you may as well make use of my food providing planet. Once it reaches max capacity it'll be producing 18 million food a turn (it already produces 1 million a turn), it's fairly obviously labelled so you should be able to find it :P
Title: Re: Dave's Galaxy
Post by: Tom on October 05, 2011, 03:21:37 PM
I wonder how big you can go without going insane. I now have 5 pages of planets, and I would lie if I would say I'm even trying to manage most of them. Hm.
Title: Re: Dave's Galaxy
Post by: Kai on October 05, 2011, 03:39:55 PM
Because as Dave said a few pages back, once you start to starve, your people eat money. Or, more precisely, your government will magically buy food from nowhere at great cost to your Quatloos. Therefore, the more Quatloos you have, the more food you can buy and the less people have to eat each other.

Obviously, the best way to solve starvation is the nip it in the bud before it happens by building Mind Control. But unfortunately a lot of us, including Kai, aren't in that position any more.

Kai, if you do start needing food for your home planet, you may as well make use of my food providing planet. Once it reaches max capacity it'll be producing 18 million food a turn (it already produces 1 million a turn), it's fairly obviously labelled so you should be able to find it :P

Funnily enough, with taxes on 20 my money is increasing and there hasn't been mass die-offs. I must be magical.
Title: Re: Dave's Galaxy
Post by: Vellos on October 05, 2011, 07:00:53 PM

apparently my 2606934 pop lvl 72 planet (very 1st colony, built from 2 ships.. heh)


Interesting, my lvl 72 planet formed from 1 ship has 1468574 people on it.


And I have a level 58 planet from 1 ship that has 800,000 people (it's been MCed and Food Subsidies for a while).

Obviously, if you ever made any ships on the planet (I did), that effects population forever, as growth is a function of existing population.

But... I'm beginning to wonder... you don't suppose tax rate and population growth rate might be inversely related, do you?
Title: Re: Dave's Galaxy
Post by: Nathan on October 05, 2011, 07:20:29 PM
But... I'm beginning to wonder... you don't suppose tax rate and population growth rate might be inversely related, do you?

I originally thought that, but they're not. I was lucky enough to have 3 planets formed on the same turn with the same amount of arcs. So I had one with 20% tax, another with 10% tax, the other with 0% tax. There was no difference in population growth. I then thought it might be linked to resource production, but again, it isn't. I might try again when they have much larger populations in case the effect is only small.

The only reason for having a lower tax rate is if you're running a deficit, that way you can reduce the amount you're paying out so you only need to build fewer trade ships to make a profit.
Title: Re: Dave's Galaxy
Post by: fodder on October 05, 2011, 08:24:09 PM
they are not? then i'm going to stick all my 0% planets to 20% then... totally don't understand the tax rate thing.

---
mind you.. i'm sort of using tax rate to note which planet is doing what (rather than renaming it to make it obvious to man and dog).. or at least that was the plan... XD
Title: Re: Dave's Galaxy
Post by: Vellos on October 05, 2011, 08:55:23 PM
Yeah, I worried my planet names might make it too obvious... but I really don't care that much.
Title: Re: Dave's Galaxy
Post by: Nathan on October 05, 2011, 09:12:27 PM
Yeah, I worried my planet names might make it too obvious... but I really don't care that much.

The only thing giving away mine is the notes I had to make on their "above average" stats, other than that, I don't think anyone can tell the difference between "Alpha Orbiter A" and "Alpha Orbiter B" :P
Title: Re: Dave's Galaxy
Post by: fodder on October 05, 2011, 09:27:37 PM
the bonus/malus stuff should really be shown on the planet screen.

though.. for steel, i just look up the pop number and production to see if they don't sort of match.. still, not exactly convenient.
--
ps.. i'll ask again. is there any point in building a drilling subsidy? as in, has anyone run out of hydrocarbons yet? i'm thinking of converting one of my food sub into a drill sub.
Title: Re: Dave's Galaxy
Post by: Nathan on October 05, 2011, 10:23:57 PM
ps.. i'll ask again. is there any point in building a drilling subsidy? as in, has anyone run out of hydrocarbons yet? i'm thinking of converting one of my food sub into a drill sub.

No idea, I'd guess it's the same as running out of food, except you don't lose population? You just end up pumping Quatloos into it. I've set up Drilling Subsidies on a planet that has above average petroleum just in case anything bad happens.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 06, 2011, 03:02:34 AM
the bonus/malus stuff should really be shown on the planet screen.

though.. for steel, i just look up the pop number and production to see if they don't sort of match.. still, not exactly convenient.
--
ps.. i'll ask again. is there any point in building a drilling subsidy? as in, has anyone run out of hydrocarbons yet? i'm thinking of converting one of my food sub into a drill sub.

My planets that no longer produce food, also no longer produce hydrocarbons, so I guess it can be a problem.
Title: Re: Dave's Galaxy
Post by: Nathan on October 06, 2011, 03:34:39 PM
Ugh, Mind Control went inactive again today, meaning it now takes more food/Quatloos to feed the people there ¬¬

I don't see how this is possible if I'm not running a deficit and I don't have 0 food. The previous turn I'd had a lot of food sold to my home planet and it wasn't all depleted this turn, so no Quatloos were used to stop starvation. So what the heck is going on? This is just getting frustrating now ¬¬ I've scrapped Matter Synth 1 in order to get more Quatloos in.

I'm wondering if I might be better off scrapping all my Bulkfreighters, buying Merchantmen instead. That way I get a larger per-turn income to buy food with instead of relying on the food coming from another planet. The only problem is that I don't know how much it costs to convert Quatloos to food each turn. I could also just stick those on a route between my food planet and my home planet and hope they come back with food (unlike Bulkfreighters, which I know will come back with food).

It takes 10 turns for a BF to get to my food planet and back. Last turn my 50 BFs brought back 50,000 food which was bought for 350,000q. So 1 BF brought back 1000 food for 7000q. 10 turns made me 300q from 1 BF. I can get 3 Merchantmen per 1 Bulkfreighter (steel cost, everything else is more expensive, but far less important), so I can bring back 1.5x more food and get 2x more Quatloos. Unfortunately I'm failing in working out the rest of the maths to figure out what's more profitable. I'm leaning towards Merchantmen, but without knowing what food is bought for each turn, I can't say if I'm right (part of me even thinks scrapping all my trading fleet would be more profitable because buying the food when they get home is just too much of a hit).

Also, one of my fleets put onto a route didn't move. It was sat on my home planet last turn, I put it on a route that goes between my home planet and my food producing planet. This turn, it didn't move.
Title: Re: Dave's Galaxy
Post by: D`Este on October 06, 2011, 03:59:16 PM
Chil, another wave of 100 cruisers attacking my planets from Jahroen, almost tempted to restart somewhere else....
Title: Re: Dave's Galaxy
Post by: Nathan on October 06, 2011, 04:19:03 PM
Chil, another wave of 100 cruisers attacking my planets from Jahroen, almost tempted to restart somewhere else....

Nah, just get a Planetary Defence, build 1 scout a turn once he reaches your planet, wait until you can build a big enough fleet to defeat his remainders.

Also, I've updated the first page of this thread with everyone's locations. Could only update my post, so it's a few posts down, but at least we've got an up-to-date table of names now :D
Title: Re: Dave's Galaxy
Post by: Adriddae on October 06, 2011, 04:47:44 PM
Update on the war with dreadlock:

Built 100 frigates( I thought they were cruisers) and 60 subspacers. Hopefully these will help. The Subspacers will weave through his forces and pirate his merchants and disrupt his trade.
Title: Re: Dave's Galaxy
Post by: D`Este on October 06, 2011, 05:19:53 PM
Nah, just get a Planetary Defence, build 1 scout a turn once he reaches your planet, wait until you can build a big enough fleet to defeat his remainders.

Also, I've updated the first page of this thread with everyone's locations. Could only update my post, so it's a few posts down, but at least we've got an up-to-date table of names now :D

Yea, I can defend my planet, but if he keeps doing this I'm only defending the rest of hte game, which is rather boring. I wanna attack! ;p
Title: Re: Dave's Galaxy
Post by: Nathan on October 06, 2011, 05:58:46 PM
Yea, I can defend my planet, but if he keeps doing this I'm only defending the rest of hte game, which is rather boring. I wanna attack! ;p

Doesn't take much to defend, 250 steel a turn. Save the rest for a fleet, once he's gone, build it and then send it out to attack! Even better, use his own ships against him! Once you can build a fleet 2x his size, build it, set it to pirate, watch his ships become yours! :D
Title: Re: Dave's Galaxy
Post by: fodder on October 06, 2011, 06:03:36 PM
I'm wondering if I might be better off scrapping all my Bulkfreighters, buying Merchantmen instead.

... what are you talking about. merchantment and bulkfreighters gives you Q per turn and eats food. bulkfreighters give more Q and eats the same amount of food, just slower accel
Title: Re: Dave's Galaxy
Post by: Nathan on October 06, 2011, 07:47:37 PM
... what are you talking about. merchantment and bulkfreighters gives you Q per turn and eats food. bulkfreighters give more Q and eats the same amount of food, just slower accel

I completely forgot about them eating food >.<

In which case, they could definitely do with scrapping. If 1 food does cost me 7q to buy at turn tick (since that's what the market price is, so I'd assume it's just that), then I'm gaining 2q per turn from my Bulkfreighters and losing 8q a turn from my Merchantmen. Whenever they reach my home planet they always buy a lot less Quatloos worth of stuff than they sell back, meaning I'm making a massive loss on having them. For example:

Quote from: Yesterday's turn change
Fleet: Fleet #30991, 50 bulkfreighters (30991) Arrived at Alpha Core (3235997)
  Trading at Alpha Core (3235997)  selling 50000 food for 350000 quatloos.
  Trading at Alpha Core (3235997)  bought 5 antimatter with 5000 quatloos
  Trading at Alpha Core (3235997)  new destination = Alpha Orbiter R (3093590)

I lost 345000 Quatloos last turn. It obviously didn't go to my planet, else Mind Control wouldn't have gone inactive, so it just went to my Bulkfreighters, then out into space ¬¬ *cries*

</rage>

Idea! Dave said he wanted to reform trading (I think, unless I'm dreaming about DG now...), so:

3 types of trading ships:
1) Only trades in usable resources (steel, etc). Takes Quatloos from your home planet, buys goods from other planets, sells goods back to home planet.
2) Only deals in consumables (food & hydrocarbons). Takes Quatloos from home planet, buys these goods from other planets, gives them to your home planet for free.
3) Only deals in commodities (currently only Consumer Goods). Buys these goods from your planet, sells to others, brings home Quatloos. Either half of the returned Quatloos or a set amount (whichever is higher) is used to buy Consumer Goods again from your home planet, the rest is deposited on your home planet (this will result in fleets eventually getting richer, until they can no longer fit more in their holds).

That would actually make trading a bit more interesting and certainly useful.
Title: Re: Dave's Galaxy
Post by: fodder on October 06, 2011, 08:03:42 PM
i don't think they drop all the dole on your planet every time it goes home, do they? chances are the q is on those ships.

mind you.. my home planet has a budget surplus of not quite 500k it's not capped either. question is.. why bother with the cap if it starves anyway? surely the point of the cap is to make sure it produces enough food by itself at max pop by limiting lvl to around 80?
Title: Re: Dave's Galaxy
Post by: Nathan on October 06, 2011, 08:15:43 PM
chances are the q is on those ships.

Nope, 15q.

question is.. why bother with the cap if it starves anyway? surely the point of the cap is to make sure it produces enough food by itself at max pop by limiting lvl to around 80?

To stop people being able to bring in loads of food to keep a planet alive and have it producing ridiculous amounts of steel per turn?

Plus, food is just a % of the amount of people you have, so if you got MC at 80 then you'd forever gain population and therefore all resources. But if you got MC at 90 and let population keep growing, you'd get a bigger and bigger food deficit because the % of food from population is lower.
Title: Re: Dave's Galaxy
Post by: fodder on October 06, 2011, 08:55:03 PM
yeah, but isn't Q a function of lvl and pop? i don't know how to read the chart, but since pop decreases after reaching around 16 mil or whatever stupid number it is, the food consumption remains roughly the same whilst you'll be getting more Q to feed the buggers if you've missed the boat to cap at 80 already?

ie.. if you are starving already, having a cap on doesn't help? so why keep the cap?

what level is your starving capped planet? is that your home planet?

----
if you planet paid your ship stupid amounts of money for the food and then you can't see the q on the ship and it's disappeared off the planet, surely that's a bug somewhere?

that's not counting the instances of a merchant buying something at high price to sell to somewhere at low or equal price.

mind you.. trading is strange anyway, your ships can sell stuff without the planet having paid fully for it. or at least it did.
Title: Re: Dave's Galaxy
Post by: Vellos on October 06, 2011, 09:14:29 PM

I lost 345000 Quatloos last turn. It obviously didn't go to my planet, else Mind Control wouldn't have gone inactive, so it just went to my Bulkfreighters, then out into space ¬¬ *cries*


This seems like an extremely severe issue. It SHOULD have gone back to your BFs, thereby allowing them to purchase more food, or it should have gone into repurchases.

What about direct treasury deposits? Merchantmen and bulkfreighters do periodically just dump their quatloos into planet treasuries.
Title: Re: Dave's Galaxy
Post by: fodder on October 06, 2011, 09:48:27 PM
hang on... on 2nd thoughts (because i got the buying and selling mixed up in my earlier post!).. how much q did the planet have before and after the trade?

what might happened is that the planet didn't have all the much Q to start with (less than 350k)... then the ships sold 350k worth of goods without the planet having paid (in full) for it. it just zeroed out the planet's treasury and then the ship paid 5k for the goods it bought

obviously question still remains.. where did the ship's money go, the same magic money it got from the planet when it sold the food.
Title: Re: Dave's Galaxy
Post by: Nathan on October 06, 2011, 10:04:37 PM
What about direct treasury deposits? Merchantmen and bulkfreighters do periodically just dump their quatloos into planet treasuries.

If that had been the case, then the planet would have easily had enough Quatloos to pay for upkeep on the Mind Control, but it didn't and it went inactive.

I vaguely remember Dave saying something about trade being broken, but I can't remember where and I'm really not in the mood to go checking, so you'll just have to pretend I'm right. So I'll put it down to that and rage about it some more if I'm wrong ¬¬
Title: Re: Dave's Galaxy
Post by: De-Legro on October 07, 2011, 02:14:25 AM
Yea, I can defend my planet, but if he keeps doing this I'm only defending the rest of hte game, which is rather boring. I wanna attack! ;p

D'Este, I am fighting him as well, and on the balance I am winning. I hope soon to be operating more in your area, which should allow you to get back to taking all those planets. Also consider that Jahoren isn't an active player, he tends to log in 1-2 a week.
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 07, 2011, 08:14:04 AM
Yeah, I think trade is broken.  Crap, don't know why either, cause it used to work great, and I haven't changed it in a long time.  Same thing with taxes not affecting production -- that used to work too.  You could go back and forth between the budget and info panels, any change in tax rate changed the amount of produced goods.   These might be related as well.  Fleets that are free trading also seem to be not picking destinations very well, they should be making a greater variety of routes.

I've finished the Planetary Assault changes, I think they're pretty good, I might need to adjust the constants some, but I'll wait for feedback from players before I do.

I really do want to have an awesome game in every way possible, working desperately to fix this stuff, promise.
Title: Re: Dave's Galaxy
Post by: Nathan on October 07, 2011, 12:01:42 PM
Yeah, I think trade is broken.  Crap, don't know why either, cause it used to work great, and I haven't changed it in a long time.  Same thing with taxes not affecting production -- that used to work too.  You could go back and forth between the budget and info panels, any change in tax rate changed the amount of produced goods.   These might be related as well.  Fleets that are free trading also seem to be not picking destinations very well, they should be making a greater variety of routes.

I'm not quite sure what to suggest, but if you want to talk abstractly about what it does, a few of us have computing/mathematical backgrounds so we might be able to point to potential pitfalls.

I've finished the Planetary Assault changes, I think they're pretty good, I might need to adjust the constants some, but I'll wait for feedback from players before I do.

Yay! I'm sure you'll have a lot of feedback from Kai/Vellos as Oldry tries to take their planets and as they try to take his planets.

Which means, Kai, you might want to turn your fleet around at Nu Fornpeia since they might be able to take down that PD.

I really do want to have an awesome game in every way possible, working desperately to fix this stuff, promise.

We know, and we're very grateful for it. We're used to things being broken in BM, so whilst we rage a little, in the end we know that behind the scenes there's someone running around trying to fix it.
Title: Re: Dave's Galaxy
Post by: Kai on October 07, 2011, 04:47:09 PM
This feelgood comment stuff makes me want to throw up.

Anyway I'm not going to sac ships to test code. Good luck with that.

Also since the arc pop has increased to 2000 is it possible to give all planets below that 2000 population?
Title: Re: Dave's Galaxy
Post by: Nathan on October 07, 2011, 05:40:52 PM
This feelgood comment stuff makes me want to throw up.

Aww, poor Kai, I think someone needs a hug! *huggles!*

Also since the arc pop has increased to 2000 is it possible to give all planets below that 2000 population?

That would be nice, but I think the same approach as BM will be taken: everyone took a hit, so deal with it. Sure, it'll mean some people are disadvantaged, but not game breakingly so.
Title: Re: Dave's Galaxy
Post by: fodder on October 07, 2011, 07:51:41 PM
eh... what arc pop 2k?!
---
interestingly, my pd farm had the pd and ms1 deactivated.

i'm suspecting it ran out of Q because of the regional gov thing took a big cut - maintenance on the pd farm is roughly 80 odd % after all. or maybe trade incentive did it in, though there was no trade today.
Title: Re: Dave's Galaxy
Post by: Nathan on October 07, 2011, 11:50:28 PM
eh... what arc pop 2k?!

It's active now.

interestingly, my pd farm had the pd and ms1 deactivated.

i'm suspecting it ran out of Q because of the regional gov thing took a big cut - maintenance on the pd farm is roughly 80 odd % after all. or maybe trade incentive did it in, though there was no trade today.

Hmm, Regional Government is only 5%, so 80+% would still mean you have Quatloos left over.

My guess is that it takes the money for upgrades before giving you tax, so if you didn't have enough left over to pay for all your upgrades, some went offline and then you got your tax income.

EDIT: Kai, how much steel was on carlwolcott's home planet? That place has been inactive for aaaaaaages, I'd guess easily 450k?
Title: Re: Dave's Galaxy
Post by: Kai on October 08, 2011, 02:09:12 PM
I forgot the exact figure its between 2 and 3 million.
Title: Re: Dave's Galaxy
Post by: Nathan on October 08, 2011, 03:20:28 PM
I forgot the exact figure its between 2 and 3 million.

Wow, very nice. I was just going off when he last logged in, so seems he hadn't been spending in a long while.

What are you going to do with it all?
Title: Re: Dave's Galaxy
Post by: fodder on October 08, 2011, 10:07:46 PM
... still inactive.. a farm sub went inactive elsewhere.
i've scrapped some trade incentives and slingshots.. will see what happens...

they are all 20% tax... maybe that's why...
Title: Re: Dave's Galaxy
Post by: De-Legro on October 09, 2011, 06:22:52 AM
Found a new planet of Oldry's

1825.5,1680.0

He is among a whole heap of inactive planets, so um this could easily become his new core.
Title: Re: Dave's Galaxy
Post by: Kai on October 09, 2011, 08:51:27 AM
Wow, very nice. I was just going off when he last logged in, so seems he hadn't been spending in a long while.

What are you going to do with it all?

kill you
Title: Re: Dave's Galaxy
Post by: Nathan on October 09, 2011, 12:02:26 PM
He is among a whole heap of inactive planets, so um this could easily become his new core.

Nah, south of Hierulf and east of Flyingmana, and I doubt they'd want a threat so close to their boarders.

What are you going to do with it all?
kill you

Yay!
Title: Re: Dave's Galaxy
Post by: fodder on October 09, 2011, 07:56:48 PM
how odd.. pd still offline
Title: Re: Dave's Galaxy
Post by: De-Legro on October 09, 2011, 11:22:38 PM
Nah, south of Hierulf and east of Flyingmana, and I doubt they'd want a threat so close to their boarders.
kill you


Yay!

Hierulf loves peace, Flyingmana just declared war on me so he is probably busy, but yeah he has been expanding into that inactive as well, and he apparently doesn't like to share.
Title: Re: Dave's Galaxy
Post by: Galle on October 10, 2011, 02:22:39 PM
Hi everyone,

I just registered on Dave's galaxy too.

I'm Nr_3 at 1994.3,1685.2 and just about to colonise the star right next to me with two arcs.

Is anyone else close by?

The only other player close by is two far-off colonies belonging to MonteDrago. Does anyone here know anything about him? Is he aggressive?
Title: Re: Dave's Galaxy
Post by: Nathan on October 10, 2011, 06:30:20 PM
Hi everyone,


Hey there! Welcome to the forum and welcome to Dave's Galaxy!

I've found you, and you're right, you're quite far away from everyone. Your closest neighbour is fodder, but even he is a good few week's travel away from you. There's a big bunch of us directly left for quite a while - just keep going left until you hit a reddish pink collection of planets, that's me.

With the recent update, you can get away with sending just 1 arc per planet now. That's 2000 people, which lets you have a fairly productive planet by around level 75 (that would get you to about the same amount of people as is on your home planet at the moment). 2 arcs will mean it matures a bit faster, but not greatly so (probably same population level as your home planet by 65). Much better to send 2 fleets of 1 arc each. If I was being adventurous, I'd say send them to planets close to 4 distance away from your home planet first (but not over 4), then work your way inwards. That way they'll all be about the same level. After that, since your amount of nearby planets is fairly small, either find someone to pick on or send your arcs for a bit of a wander.

If I was being very adventurous, I'd say send arcs straight away to 2030.0,1659.8 and planets around there, nice big chunk of planets to colonise. But it's just whether you want to take that risk of not having colonies near your home planet.

As for MonteDrago, he's on the top 30 lists for everything. Upper-middle portion of them. So he's good, but I'm not sure if he's aggressive good or colonisation good.
Title: Re: Dave's Galaxy
Post by: Galle on October 10, 2011, 06:38:37 PM
Montedrago just took over one of my neighbours this turn, so he is obviously expanding in this direction. Not sure if it was an inactive player thought. His two neighbours haven't changed their society level in the last day at least. I read that Dave said that he was planning to introduce newbie protection? Is it instituted?
Title: Re: Dave's Galaxy
Post by: Nathan on October 10, 2011, 07:22:55 PM
I read that Dave said that he was planning to introduce newbie protection? Is it instituted?

Sort of. Taking a planet is now based on size of population, size of attacking fleet and society level. You can still defend by building a single scout every turn though until you can build a big enough fleet to take them out, so not too bad, but still can be annoying for new players. The only thing the update changed is that you can't take an inactive home planet with a scout any more, meaning it's harder for people to take someone out if they look to be inactive but really just went away for the weekend :P
Title: Re: Dave's Galaxy
Post by: fodder on October 10, 2011, 07:52:30 PM
bugger.. sent a few bunches of scouts out a while back XD
---
don't understand it.. on kappa aquanis (1921.7,1834.7 ) pd still inactive.. that planet has 20% tax, farm sub, pd and ms1 only.

but it's part of a 2 stop circular route (with home planet) with 10 bulkfreighter in the route. or at least that's meant to be the case... 

i'll scrapped the regional gov from home planet to see if helps.. it's just plain weird.


don't tell me the "required resource" is the resource needed for it to be active, rather than what it takes to build.
Title: Re: Dave's Galaxy
Post by: Kai on October 10, 2011, 08:42:07 PM
You can still defend by building a single scout every turn

Thats retarded. The other fix is almost useless.
Title: Re: Dave's Galaxy
Post by: Nathan on October 10, 2011, 08:45:17 PM
don't tell me the "required resource" is the resource needed for it to be active, rather than what it takes to build.

Nope.

I think it has something to do with the order turn updates are done. I'm guessing it takes Quatloos before granting them, meaning you're fine after a while because you'll have built up a solid base of Quatloos so even if it takes everything before granting you some, you'll still have what you need.

However I think I'm haemorrhaging Quatloos from somewhere. I had around 900kq last turn and this turn I have just shy of 500k. However, I do miraculously gain Quatloos some times. I definitely didn't have 900k a few days ago and the only thing that happened is that my trade ships returned and then left (that was 2/3 days ago though).

Thats retarded. The other fix is almost useless.

Agreed. I think changing it to keeping track of ships that didn't fight that turn and then having them bombard the planet might be a good step. So if I have 10 Cruisers on a planet, the enemy builds 1 scout, it'd use 2 Cruisers to fight the scout and then 8 Cruisers to bombard the planet.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 11, 2011, 01:17:55 AM
The change has made it even harder to breach PD, even if the player is inactive. Before I could send 150-200 destroyers and most likely what arrived at the planet would capture it, now the percentage chance is so low I need to send massive fleets. The good side it is possible to destroy a players PD.

Maybe the change will stop players like Uranus sending tiny fleets all over the map to grab new player planets, maybe not, but wars just got a whole heap messier. I've decided to do some mass arc expanding while simply doing the minimum to hold my borders, from what I've seen now I need fleets in the 400-500 cruiser range to effectively fight guys like Flyingmana, and that is just too much waiting around for resources, think I will expand right up to them and build PD's along their borders. It is also slow going, but more satisfying somehow.
Title: Re: Dave's Galaxy
Post by: fodder on October 11, 2011, 03:10:53 PM
coincidence? killed regional gov yesterday and today the pd goes active. planet had 170k q yesterday? today it has 230k... but budget surplus is like 40-50k... XD (no trade report yesterday or today)
Title: Re: Dave's Galaxy
Post by: Vellos on October 11, 2011, 06:06:52 PM
Region government rakes in heaps of cash for me; 140,000 income, 11,000 cost. Without it, my budget would be in constant danger of trade-driven imbalances.
Title: Re: Dave's Galaxy
Post by: fodder on October 11, 2011, 06:55:11 PM
yeah... but the thing is... it drains the same cash from the other planets and i don't know whether it's that drain that made the pd inactive for me.
Title: Re: Dave's Galaxy
Post by: Nathan on October 11, 2011, 07:30:30 PM
Region government rakes in heaps of cash for me; 140,000 income, 11,000 cost. Without it, my budget would be in constant danger of trade-driven imbalances.

How does RG work? Is it an extra expense on the budget of each planet? Or is it like tax income from them, so it just adds to the income on the home planet without doing anything to the other planets?
Title: Re: Dave's Galaxy
Post by: fodder on October 11, 2011, 08:07:41 PM
i think

it's an invisible (in the budget anyway) cash grab (5% income?) from all other planets inside the circle towards the planet with the RG

has to be something like that, otherwise you would be creating free cash from nowhere and there's no point to the warning of not putting RG on every planet.
Title: Re: Dave's Galaxy
Post by: Vellos on October 11, 2011, 09:05:10 PM
As far as I can tell, a planet can give 5% of its income to a regional government. If it is in two RGs, it will give to just one, I think. Because it isn't in the budgetary expenses of those planets, so it must be an invisible item.

I think having a few RGs is a net positive, but there is no extra gain for overlapping RGs. Moreover, my outlying planets don't need cash as much as my home planets. Outlying planets have excess cash from the scrapping of subspacers to transfer population, and can afford to run deficits, especially as their upgrades are relatively cheaper.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 11, 2011, 11:29:08 PM
Maybe the change will stop players like Uranus sending tiny fleets all over the map to grab new player planets, maybe not, but wars just got a whole heap messier.

Ok, I'm going to say this for clarification. From what I have seen, and I live right next to him on his doorstep, Uranus only takes the home planets of those who go inactive. If a player's active, he won't bother them, and spends most of his time colonizing new planets.

Also, I just wanted to say that I think sirgumby's gone inactive. He is currently being scout spammed by a player named baz. If that's any of you, I'd warn you that sirgumby is allied with uranus, and poking the sleeping giant is not something you want to do.
Title: Re: Dave's Galaxy
Post by: Nathan on October 12, 2011, 01:17:11 AM
Also, I just wanted to say that I think sirgumby's gone inactive. He is currently being scout spammed by a player named baz. If that's any of you

Nope, none of us! Nice to see you back posting in this thread, I thought we'd lost you for a moment :P

I've updated the front page to include Galle (I completely forgot to do that a few days ago >.<).
Title: Re: Dave's Galaxy
Post by: De-Legro on October 12, 2011, 02:21:11 AM
Oldry is sending 200 crusiers from Omega Octansbae 3 (West of Kia) into my core area. He is going to pass through Toms space to do this it seems. He is either after some of my planets, or he is going for Jahorens remaining planets. He timed it pretty well, I just blew my surplus in the area on arcs, but I should have something to welcome him when he arrives.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 12, 2011, 04:42:49 AM
Well if any of you would pay attention to the little red empire by Agiri (who I know has gone inactive, I'm probably going to take his planets soon), you'd see that I'm constantly expanding. Fodder could tell you this as well. I'm currently going to protect sirgumby's planets, until I receive a response from uranus regarding whether he will help me protect them or not. If not, I will do my best to prevent this baz guy from gobbling them all up before any of you guys can conquer them. I've got several large fleets moving out to protect his planets, although I know of one that I will not be arriving in time to do anything about. It would have helped if sirgumby had placed planetary defences on at least his various home planets...
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 12, 2011, 04:45:25 AM
In fact, I would highly recommend attacking sirgumby, he has a high amount of planets with large populations but no defences.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 12, 2011, 04:54:45 AM
In fact, I would highly recommend attacking sirgumby, he has a high amount of planets with large populations but no defences.

Baz is an ally of mine, and together with his ally Dach seems to be laying claim to any Sir Gumby planets that Uranus doesn't take.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 12, 2011, 04:56:31 AM
Wait, uranus is getting in on the act? Dear god I had better get in on this then...
Title: Re: Dave's Galaxy
Post by: De-Legro on October 12, 2011, 05:09:02 AM
No idea, Uranus tends to grab up any in actives though so it is a good bet. Mind you Baz and Dach are pretty aggressive as well, they have been fighting JackDaniels up until the time he went inactive, you might want to get on their good sides before you go planet grabbing.
Title: Re: Dave's Galaxy
Post by: Vellos on October 12, 2011, 04:25:37 PM
Oldry is sending 200 crusiers from Omega Octansbae 3 (West of Kia) into my core area. He is going to pass through Toms space to do this it seems. He is either after some of my planets, or he is going for Jahorens remaining planets. He timed it pretty well, I just blew my surplus in the area on arcs, but I should have something to welcome him when he arrives.

I have a theory that Oldry is Heirulf. It is complete unsubstantiated. But it's what I'm thinking.
Title: Re: Dave's Galaxy
Post by: Nathan on October 12, 2011, 06:38:26 PM
I have a theory that Oldry is Heirulf. It is complete unsubstantiated. But it's what I'm thinking.

Oh? How so?
Title: Re: Dave's Galaxy
Post by: Kai on October 12, 2011, 07:12:02 PM
Oh? How so?
Vellos says a lot of funny things lol
Title: Re: Dave's Galaxy
Post by: Vellos on October 13, 2011, 01:21:14 AM
Mostly because Oldry's homeworld is in Heirulf's space, conquered by Heirulf.

And he seems to hit inactives around Heirulf's fringes.

And Heirulf seems very nice and benign, but a player with an empire that big surely is getting his war-thrills somewhere. So where? Maybe a second account.

And Oldry is clearly active, but doesn't respond to anything, maybe indicating being a "second account."
Title: Re: Dave's Galaxy
Post by: De-Legro on October 13, 2011, 01:36:08 AM
Mostly because Oldry's homeworld is in Heirulf's space, conquered by Heirulf.

And he seems to hit inactives around Heirulf's fringes.

And Heirulf seems very nice and benign, but a player with an empire that big surely is getting his war-thrills somewhere. So where? Maybe a second account.

And Oldry is clearly active, but doesn't respond to anything, maybe indicating being a "second account."

Oldry is MY second account silly.
Title: Re: Dave's Galaxy
Post by: Vellos on October 13, 2011, 01:38:09 AM
Like I said, just a random theory. Could be completely incorrect. But Oldry seems more than willing to attack active players, yet does not seek any revenge against Heirulf, who took his homeworld.
Title: Re: Dave's Galaxy
Post by: Sacha on October 13, 2011, 01:39:08 AM
If I was Oldry I wouldn't wanna pick another fight, especially not with a huge empire like hierulf's :p
Title: Re: Dave's Galaxy
Post by: De-Legro on October 13, 2011, 01:41:27 AM
hierulf is a pussy cat, I declared war on him, he instantly sued for peace, I insisted he stop colonising near me, he agrees without complaint. Soon as I can spare the fleets I think I'm going to test his fighting abilities.
Title: Re: Dave's Galaxy
Post by: Vellos on October 13, 2011, 07:13:20 AM
Once again, I think maybe Heirulf and Oldry are the same player, acting out two RPed powers. Both are insane distortions of political personalities.
Title: Re: Dave's Galaxy
Post by: Chenier on October 16, 2011, 11:58:40 PM
I created an account for the fun of it. I'm surrounded by Sacha's empire.
Title: Re: Dave's Galaxy
Post by: Sacha on October 17, 2011, 04:22:51 AM
Heh... I'll try not to destroy you :P

One of my allies is sending 10 cruisers to your planet, I'll kindly ask him to pull them off.
Title: Re: Dave's Galaxy
Post by: Chenier on October 17, 2011, 08:04:26 AM
Heh... I'll try not to destroy you :P

One of my allies is sending 10 cruisers to your planet, I'll kindly ask him to pull them off.

Well that's harsh!

And I completely understand absolutely nothing about the game.

Is there any way to split a fleet once formed? Is there any purpose to putting more than one arc in a fleet?
Title: Re: Dave's Galaxy
Post by: fodder on October 17, 2011, 08:10:05 AM
split? no. you can't merge fleets either.

sticking more than 1 arc means you start with higher pop.
Title: Re: Dave's Galaxy
Post by: Nathan on October 17, 2011, 02:57:06 PM
I created an account for the fun of it. I'm surrounded by Sacha's empire.

Welcome!

Is there any purpose to putting more than one arc in a fleet?

As fooder said, it just adds more population to the planet when it forms. Personally, I don't see much need to have more than 1 arc in a fleet any more. The only reason I can see is if you want to colonise close to enemy territory, adding a few arcs will mean it's harder for your opponent to take the planet. I guess also if you find a planet with above average iron production, that could be useful with more than 1 arc.

Where are you? So that I can add it to the list of players.
Title: Re: Dave's Galaxy
Post by: LilWolf on October 17, 2011, 03:20:26 PM
Been playing a little bit now. I'm at 1709.6, 1564.4

Seems I'm pretty far from everyone.
Title: Re: Dave's Galaxy
Post by: Nathan on October 17, 2011, 03:32:00 PM
Been playing a little bit now. I'm at 1709.6, 1564.4

Seems I'm pretty far from everyone.

Belated welcome!

You're not that far away from the big bulk of us. I see De-Legro (bright-blue) moving about near you. If you look south a bit, you'll see a bright green empire, that's Addridae. Below that is me in purple-pink, Kai in blue-grey, Tom in murky-blue, slapsticks in purple, Vellos in light green.

In fact, I can draw a straight line between me and you, only hitting Addridae on the way.
Title: Re: Dave's Galaxy
Post by: fodder on October 17, 2011, 08:25:55 PM
high pop = more money to build/support things like planetary defense sooner...

if it's a linked planet that you are colonising (linked to your other bigger planets at any rate), you can just drain the extra materials you sent that via the arc back to the ship sending planet.
Title: Re: Dave's Galaxy
Post by: Chenier on October 18, 2011, 12:42:41 AM
So I shoulda just sent 1 arc instead of 2 at that adjacent plant. :/

Do they absolutely need escorts?

Also, should my merchant ships be with my arcs and with my war ships?
Title: Re: Dave's Galaxy
Post by: Nathan on October 18, 2011, 01:19:26 AM
So I shoulda just sent 1 arc instead of 2 at that adjacent plant. :/

In the long run, it doesn't really matter. Probably arguments to be made for both sides. As your first planet, I guess when it matures in 50 days it'll be nice to see it has a decent sized population.

Do they absolutely need escorts?

Not really. Escort them if you're going close to someone hostile, but generally you're fine.

Also, should my merchant ships be with my arcs and with my war ships?

Arcs: nope, no need, other than a bit more population or to instantly try and buy up some steel to bring home. Military: maybe, if you're sending them far away then it might be nice to have an escort, but for internal trading between your own planets (and perhaps with a close neighbour, like Sacha) then nope.
Title: Re: Dave's Galaxy
Post by: Chenier on October 18, 2011, 02:13:17 AM
How fast do ships travel? I've got a speed info, but that doesn't give me any ETA that I can understand. How can I know when a fleet will arrive to its destination?
Title: Re: Dave's Galaxy
Post by: Vellos on October 18, 2011, 05:04:38 AM
How fast do ships travel? I've got a speed info, but that doesn't give me any ETA that I can understand. How can I know when a fleet will arrive to its destination?

They accelerate to the midway point of a route, and decel afterwards.

Allow for days for travel around your empire, weeks for longer journeys.
Title: Re: Dave's Galaxy
Post by: Nathan on October 18, 2011, 02:15:44 PM
They accelerate to the midway point of a route, and decel afterwards.

As a pedant, I feel compelled to correct you here: they decelerate in order to stop on the planet. For long journeys, that may be weeks after the midway point. This is because maximum speed is 5.0 units a turn, so it's quite easy to reach that for some ships.

After a little bit of playing, you can usually take a decent guess about how long it'll take to reach somewhere with different fleets.
Title: Re: Dave's Galaxy
Post by: fodder on October 18, 2011, 02:49:06 PM
meh.. i've set up a route between home planet and the oil subsidy one.. what do they trade? anything but oil XD

guess i'll have to wait a while to see what happens
Title: Re: Dave's Galaxy
Post by: Adriddae on October 18, 2011, 04:44:30 PM
Today's Turn.

Dave Case dav3xor@gmail.com to daves-galaxy
   
show details 8:59 AM (1 hour ago)
   
Is probably going to run late, I have some travelling to do -- probably around 1-2pm PST.  Many many apologies.
Title: Re: Dave's Galaxy
Post by: Nathan on October 18, 2011, 06:46:07 PM
meh.. i've set up a route between home planet and the oil subsidy one.. what do they trade? anything but oil XD

guess i'll have to wait a while to see what happens

Put Trade Incentives on the oil planet, then it'll sell :P That makes it ridiculously cheap and can make an epic profit everywhere.

Is probably going to run late, I have some travelling to do -- probably around 1-2pm PST.  Many many apologies.

Ahh.

I wonder why it isn't scripted to run at a set time every day :S
Title: Re: Dave's Galaxy
Post by: fodder on October 18, 2011, 07:32:52 PM
could try that.. i killed trade incentive and sling shots in those planets as the pd one stopped working before..  guess i'll build it again...
Title: Re: Dave's Galaxy
Post by: egamma on October 19, 2011, 02:04:48 AM
I'm getting tired of playing Dave's Galaxy. 1661.9,1768.6 is my home planet.

Message me in-game (egamma) if you want to take over my planets and I'll drop defenses.
Title: Re: Dave's Galaxy
Post by: Chenier on October 19, 2011, 04:56:15 AM
Why can't I build new arcs?
Title: Re: Dave's Galaxy
Post by: Adriddae on October 19, 2011, 07:12:13 AM
You might be lacking resources to build them. They cost quite a lot of steel (9000), which is a resource that you can't seem to get enough of.
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 19, 2011, 08:51:38 AM

I wonder why it isn't scripted to run at a set time every day :S

Hehe, it is scripted, but it failed this morning, 5 minutes before I had to get on a plane.  Transaction timeout.  The code for the turn is fine, it's the database letting me down.  Working on a fix.

More details on the mailing list, if you're interested.
Title: Re: Dave's Galaxy
Post by: Nathan on October 19, 2011, 01:30:53 PM
Transaction timeout.

What do you mean by that? I understand transaction times to be how long it takes to do something, so a timeout would be when the turn takes longer to run than you've set aside time for? As a temporary fix whilst you try to optimise the turn running code, could you not set the timeout time to be something ridiculously large? That way the turn might take a long time to run, but it wouldn't have to be done manually.

More details on the mailing list, if you're interested.

Yeah, I took a peek over there after posting :P
Title: Re: Dave's Galaxy
Post by: Chenier on October 19, 2011, 07:58:04 PM
You might be lacking resources to build them. They cost quite a lot of steel (9000), which is a resource that you can't seem to get enough of.

It wasn't on the list for a while.

And now suddenly, I can build 2 more. So 2 more I built!

What happens if I send an arc to "colonize" an owned planet?
Title: Re: Dave's Galaxy
Post by: Nathan on October 19, 2011, 08:40:50 PM
What happens if I send an arc to "colonize" an owned planet?

It adds to the population of the planet.
Title: Re: Dave's Galaxy
Post by: Sacha on October 19, 2011, 09:14:29 PM
And if you send one to a planet owned by someone else, it'll just sit there and do nothing.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 20, 2011, 07:56:38 AM
And if you send it to a planet owned by someone else you are at war with and there is fleet on it, it will be destroyed.
Title: Re: Dave's Galaxy
Post by: Chenier on October 20, 2011, 08:09:44 AM
And if you send one to a planet owned by someone else, it'll just sit there and do nothing.

This is what I meant.

The rest is good to know too.

Thanks.
Title: Re: Dave's Galaxy
Post by: Sacha on October 20, 2011, 02:48:45 PM
Oh, forgot to mention, my buddy called off his fleets so you're relatively safe... for now :p
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 20, 2011, 05:02:22 PM
Hey Dave, what would you do if I declared war on you and began taking your home planets?
Title: Re: Dave's Galaxy
Post by: Chenier on October 20, 2011, 05:52:32 PM
Oh, forgot to mention, my buddy called off his fleets so you're relatively safe... for now :p

Can newbies be utterly crushed quickly even if they focus everything on building up defensive fleets?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 20, 2011, 05:59:49 PM
Depends.
Title: Re: Dave's Galaxy
Post by: Nathan on October 20, 2011, 07:06:28 PM
Can newbies be utterly crushed quickly even if they focus everything on building up defensive fleets?

Nope. You can still do the "build 1 scout a turn" tactic to survive. Just build 1 scout and set it on anything bar Scout/Screen (so it attacks opposing forces) a turn until you've built up enough steel for a fleet to fight back, or until you've got a Planetary Defence, or both.
Title: Re: Dave's Galaxy
Post by: fodder on October 20, 2011, 07:19:28 PM
i sent 5 cruisers to an inactive newbie planet

it says 5% success rate.... and kept blowing resources up.. so i retreated to get more ships.
Title: Re: Dave's Galaxy
Post by: Kai on October 20, 2011, 07:40:41 PM
If having more ships means more stuff gets blown up each attempt, then now theres no way to take a planet without reducing it to a smouldering wreck. lol.
Title: Re: Dave's Galaxy
Post by: Chenier on October 20, 2011, 07:41:22 PM
Depends.

Poor newbies. That's kinda harsh. :P
Title: Re: Dave's Galaxy
Post by: Nathan on October 20, 2011, 08:52:10 PM
If having more ships means more stuff gets blown up each attempt, then now theres no way to take a planet without reducing it to a smouldering wreck. lol.

Unless you build enough to make it capitulate 100% of the time! :D
Title: Re: Dave's Galaxy
Post by: Chenier on October 20, 2011, 09:05:13 PM
I just noticed how insanely dense the colonisation was to the east, while there's barely anything to the west and south.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 20, 2011, 09:36:11 PM
Actually, you need to look at the whole map. Then you'll see it isn't the east that's dense in colonization, but just the area just southeast of the galaxy's center.
Title: Re: Dave's Galaxy
Post by: Tom on October 20, 2011, 09:53:52 PM
I don't understand the new planet capture rules. I have 5 fleets at an enemy planet. Irrespective of size, they all have a 5% capitulation chance, and it seems only one of them is fighting, for all the others it says "planet is defended" ?

Title: Re: Dave's Galaxy
Post by: Nathan on October 20, 2011, 10:24:44 PM
I have 5 fleets at an enemy planet. Irrespective of size, they all have a 5% capitulation chance

What's in those fleets? I think if there's only 1 type of ship in a fleet, it's maxed at 5% chance for most planets. I've only seen single type fleets have over 5% chance on planets not classed as colonies (I think that's anything over level 25). If they're not mixed fleets, try using those. If they are, then my lovely theory is wrong >.<

and it seems only one of them is fighting, for all the others it says "planet is defended" ?

It's annoyingly always been like that. If they have 1 fleet, then only 1 of yours attacks, the others sit and watch.
Title: Re: Dave's Galaxy
Post by: Chenier on October 20, 2011, 10:48:49 PM
Why can't fleets be merged?
Title: Re: Dave's Galaxy
Post by: fodder on October 20, 2011, 10:54:14 PM
not coded yet, i think XD

the way to "merge" them is to scrap them and then rebuild immediately.. no resource wasted, but you'll be transferring the upkeep to the new planet where it's built.. and obviously you can't do it in the middle of nowhere.

---
it's extremely silly to have it fixed at 5% for 1 ship type, if that's true... makes no sense at all. i'll probably have around 30-40 odd cruisers when i "merge" the ships to form a "big" fleet to try again. bet it's still too small.

when they arrive to be merged.... i'll link jump more resources there to build more ships...
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 21, 2011, 01:25:37 AM
Hey Dave, what would you do if I declared war on you and began taking your home planets?

Crush you like a grape.
Title: Re: Dave's Galaxy
Post by: Adriddae on October 21, 2011, 02:20:33 AM
Hey Dave, what would you do if I declared war on you and began taking your home planets?

Watch out, its called "Dave's Galaxy" for a reason. :P
Title: Re: Dave's Galaxy
Post by: De-Legro on October 21, 2011, 03:10:38 AM
Watch out, its called "Dave's Galaxy" for a reason. :P

It is tempting to try, but I'm already embroiled in to many ill considered wars, though Flyingmana only seems to be defending SOME planets, so I'm hopeful I might actually start stealing some soon.
Title: Re: Dave's Galaxy
Post by: Vellos on October 21, 2011, 06:45:37 AM
It is tempting to try, but I'm already embroiled in to many ill considered wars, though Flyingmana only seems to be defending SOME planets, so I'm hopeful I might actually start stealing some soon.

Meanwhile, why you monger war in the far afield, I am forming a shockingly dense cluster of colonies combined with very well-managed planets and a proliferation of PD.

If dark days ever come to our alliance, my space shall be our last refuge and citadel.

And I will, in a few months, be producing an absolutely copious amount of resources from all these colonies.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 21, 2011, 09:51:06 AM
While I use the resource lanes to my advantage, maxing out the potential of every colony.
Title: Re: Dave's Galaxy
Post by: Kai on October 21, 2011, 11:54:19 AM
Both of you suck at this game.

Can fleet dots size scale with fleet size pls??????????????????/
Title: Re: Dave's Galaxy
Post by: Adriddae on October 21, 2011, 05:59:16 PM
Huzzah! I finally completed a matter synth on one of my colonies.
Title: Re: Dave's Galaxy
Post by: Nathan on October 21, 2011, 06:03:16 PM
Huzzah! I finally completed a matter synth on one of my colonies.

I see 4 :P But congratz all the same. I didn't think you'd had the Largan account for that long... Time seems to be flying by :S
Title: Re: Dave's Galaxy
Post by: Tom on October 21, 2011, 06:05:39 PM
Meanwhile, why you monger war in the far afield, I am forming a shockingly dense cluster of colonies combined with very well-managed planets and a proliferation of PD.

If dark days ever come to our alliance, my space shall be our last refuge and citadel.

Hehe, way ahead of you. My core planets are now all within 5 overlapping PDs. Let's see you fighting your way through that. :-)


What's in those fleets? I think if there's only 1 type of ship in a fleet, it's maxed at 5% chance for most planets. I've only seen single type fleets have over 5% chance on planets not classed as colonies (I think that's anything over level 25). If they're not mixed fleets, try using those. If they are, then my lovely theory is wrong >.<

Then it's wrong. Those were all mixed fleets. I'm now sending a 100 cruiser fleet to another, hoping numbers make a difference - but again the capitulation chance is estimated at 5%. Either I need even bigger fleets, or something is wrong here.
Title: Re: Dave's Galaxy
Post by: fodder on October 21, 2011, 07:25:26 PM
um.. does it stay at 5% every turn? perhaps it grows the longer you stay?

i don't think i stayed.. didn't fancy blowing everything up.... before i got it..
Title: Re: Dave's Galaxy
Post by: Tom on October 21, 2011, 08:11:39 PM
Nope, it's 5% for all fleets, for as long as I've looked at it (at least a week now).

Title: Re: Dave's Galaxy
Post by: fodder on October 21, 2011, 08:58:33 PM
so it just stays at 5% for the whole week whilst your ships just blew everything in the planet to bits? XD
Title: Re: Dave's Galaxy
Post by: Vellos on October 21, 2011, 10:16:05 PM
Weird, Oldry sent 400 subspacers against one of my planets, and had a 14.9% chance of capturing my planet (I forgot to build a scout one turn). In other news, Airstrip 3 should have PD in 18 turns. Just 18 more turns of scouts and blackbirds. Then mass death of Oldry's subspacers.

Which, to me, says, "size doesn't matter (much)." Because that's a big fleet and still a fairly low chance.
Title: Re: Dave's Galaxy
Post by: Vellos on October 21, 2011, 10:19:34 PM
Hehe, way ahead of you. My core planets are now all within 5 overlapping PDs. Let's see you fighting your way through that. :-)


Do multiple PDs help? Will you get 3 chances at shooting down a fleet? If so, that's of some use.

But putting a PD on a big planet is a huge waste. PD should be placed on a low-pop planet with few expenditures and mind control at 65-75ish so that food never runs out. Then your big planets produce absolutely insane amounts of quatloos.
Title: Re: Dave's Galaxy
Post by: fodder on October 21, 2011, 10:57:25 PM
heh.. my home planet is now draining money... because it's out of oil... XD
i might have to stick regional gov back on.. and hope the pds on the other planets don't go kaput
Title: Re: Dave's Galaxy
Post by: Tom on October 21, 2011, 11:06:11 PM
Do multiple PDs help? Will you get 3 chances at shooting down a fleet? If so, that's of some use.

But putting a PD on a big planet is a huge waste. PD should be placed on a low-pop planet with few expenditures and mind control at 65-75ish so that food never runs out. Then your big planets produce absolutely insane amounts of quatloos.

Well, I certainly hope that more helps.

I put PDs on the big planets because the other ones aren't yet far enough to allow for them. I have other plans for the far future, but that's a few months off. In the meantime, I'll be slowly clawing my way up the scoreboard. :-)
Title: Re: Dave's Galaxy
Post by: fodder on October 21, 2011, 11:20:58 PM
hate battle reports.. absolutely no idea where the fight is and who it's fought against.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 22, 2011, 03:28:26 AM
Do multiple PDs help? Will you get 3 chances at shooting down a fleet? If so, that's of some use.

But putting a PD on a big planet is a huge waste. PD should be placed on a low-pop planet with few expenditures and mind control at 65-75ish so that food never runs out. Then your big planets produce absolutely insane amounts of quatloos.

You have low pop planets that are able to build PD's? What are you doing wrong? By time my planets hit society level 50 the pop is somewhere up near my home planet. I'm not bothering with building PD though except close to where I am fighting, I would rather stockpile the resources.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 22, 2011, 03:29:31 AM
hate battle reports.. absolutely no idea where the fight is and who it's fought against.

Turn reports in general need to be upgraded, but they are workable if you have the time to cross reference everything in the game.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 22, 2011, 03:31:45 AM
Meanwhile, why you monger war in the far afield, I am forming a shockingly dense cluster of colonies combined with very well-managed planets and a proliferation of PD.

If dark days ever come to our alliance, my space shall be our last refuge and citadel.

And I will, in a few months, be producing an absolutely copious amount of resources from all these colonies.

I'm still producing 30-40 arcs every turn, keep up if you can :) Just hit 30 pages of planets, my biggest problem will be that soon if I want to keep expanding close to my current holdings, I will have to declare more wars, time to look for a new place to expand to.
Title: Re: Dave's Galaxy
Post by: fodder on October 22, 2011, 07:43:22 AM
You have low pop planets that are able to build PD's? What are you doing wrong? By time my planets hit society level 50 the pop is somewhere up near my home planet. I'm not bothering with building PD though except close to where I am fighting, I would rather stockpile the resources.

that's the difference between starting with tons of arcs and a couple of arcs.

with 2 arcs, my lvl ~90 is getting near max pop. obviously if you start with tons more, you'll get to max pop way earlier.
Title: Re: Dave's Galaxy
Post by: Tom on October 22, 2011, 11:25:33 AM
I'm still producing 30-40 arcs every turn, keep up if you can :)

I think something just hit the floor, I'm not sure if it's my jaw.

I'm building a couple arcs every turn and I'm to 3 pages of arcs in the fleet list. What am I doing wrong?
Title: Re: Dave's Galaxy
Post by: Nathan on October 22, 2011, 01:31:20 PM
What am I doing wrong?

1) You started a while after De-Legro
2) De-Legro expanded aggressively, you didn't

Combined, it means he's quite far ahead of the rest of us. Most of his early colonies have maxed their population, which means he can pump out loads of arcs a turn. Yours look like they've got a few weeks of growth still to go until they can pump out an arc a turn. I'd guess that by the start of next month you'll be able to send out at least 15 arcs a turn. By the end of January, you could be sending out hundreds of arcs a turn.
Title: Re: Dave's Galaxy
Post by: Tom on October 22, 2011, 04:08:03 PM
I'm already wondering how well I scale up. The top guy has 3000 planets. How many hours a day does he spend on the game? Or is he simply running 99% of his empire on autopilot?

Title: Re: Dave's Galaxy
Post by: Nathan on October 22, 2011, 04:45:44 PM
Or is he simply running 99% of his empire on autopilot?

Probably that at the moment. His average society level is 44, which means most of his planets are probably too young to worry about. That still leaves him with an awful lot of places to deal with, but that can be cut down by only worrying about planets on the outer edges of his empire and only sending up big fleets from the inside whenever he needs them.
Title: Re: Dave's Galaxy
Post by: fodder on October 22, 2011, 07:51:41 PM
quick question...

is "amazoneon" anyone's enemy?

he/she is asking for alliance... which i don't really mind..

---
ps... all of a sudden, it looks like i have tons of pd near my home planet.. XD
Title: Re: Dave's Galaxy
Post by: Adriddae on October 22, 2011, 09:55:51 PM
Probably that at the moment. His average society level is 44, which means most of his planets are probably too young to worry about. That still leaves him with an awful lot of places to deal with, but that can be cut down by only worrying about planets on the outer edges of his empire and only sending up big fleets from the inside whenever he needs them.

I guess when you have so many planets, you just let them all grow and not to worry. It would take a massive fleet to capture even half of his stars. Even then, he would still have enough planets to build fleets to fight you off.
Title: Re: Dave's Galaxy
Post by: fodder on October 22, 2011, 10:20:34 PM
once you mind capped it at lvl 80.. you don't even need to touch them. just let them grow resources and harvest once in a while no doubt.
Title: Re: Dave's Galaxy
Post by: Vellos on October 22, 2011, 10:28:17 PM
once you mind capped it at lvl 80.. you don't even need to touch them. just let them grow resources and harvest once in a while no doubt.

This.

Have most of your planets mind-control around 65-70 society. Add a suffix like "MC" to them when they are mind-controlled. Check your "province" page every few days and start MC on those planets. Put a few planets to build special things, give distinctive names, and build such vast hordes of merchantmen and BFs that your resources are moved naturally to their most profitable places.

Which still would leave you with tons of resources idling on random planets. But you could manage it without too much stress.
Title: Re: Dave's Galaxy
Post by: Tom on October 23, 2011, 12:09:09 PM
Why MC ? I know what it does, but I missed why one should limit society.
Title: Re: Dave's Galaxy
Post by: Nathan on October 23, 2011, 12:37:06 PM
Why MC ? I know what it does, but I missed why one should limit society.

After level 84 (I think, somewhere around there) you no longer produce surplus food, which means you have to pay for it to be brought in by Bulkfreighter, or when you get to 0 stored your planet starts to buy it. Also, after level 70ish, you lose 300 people a day which means less steel. The only positive is that your rare resource production (and consumer goods, I think) shoots up, but after a while you just can't spend it all.

Title: Re: Dave's Galaxy
Post by: Vellos on October 23, 2011, 07:52:19 PM
After level 84 (I think, somewhere around there) you no longer produce surplus food, which means you have to pay for it to be brought in by Bulkfreighter, or when you get to 0 stored your planet starts to buy it. Also, after level 70ish, you lose 300 people a day which means less steel. The only positive is that your rare resource production (and consumer goods, I think) shoots up, but after a while you just can't spend it all.

This.

The optimal society level for production on most planets, IMHO, is about 70-75. More than that and you're losing so much steel and hydrocarbon production that rising production of antimatter/krellmetal/whatever seems pointless. And the graph makes it seem like Quatloo production may slow down as well, but I'm not sure.

If you MC your planets and then set up fixed trade routes with BFs with a few select planets having all the upgrades and most of the cash, it should lead to a relative centering of resources on those planets.
Title: Re: Dave's Galaxy
Post by: Sacha on October 23, 2011, 08:10:07 PM
I never got the whole trading game. From my experience they seem to take resources away from where they are needed rather than the other way around.
Title: Re: Dave's Galaxy
Post by: Nathan on October 23, 2011, 08:38:40 PM
I never got the whole trading game. From my experience they seem to take resources away from where they are needed rather than the other way around.

They take what you have in abundance, which is usually steel. It's probably not too bad when you have a large empire because you'll be spending at your extremities and not in the middle, so steel will move cheaply from middle to outer planets.
Title: Re: Dave's Galaxy
Post by: Adriddae on October 23, 2011, 09:49:04 PM
Does mind control also stop population growth?
Title: Re: Dave's Galaxy
Post by: Sacha on October 23, 2011, 10:08:03 PM
@ Nathan: It is a problem when steel gets taken away from planets with huge resource pools and military bases to outlying planets with neither of those things...

@ Adriddae: Nope. MC only stops your society level from rising, it doesn't affect population growth.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 24, 2011, 03:47:24 AM
@ Nathan: It is a problem when steel gets taken away from planets with huge resource pools and military bases to outlying planets with neither of those things...

@ Adriddae: Nope. MC only stops your society level from rising, it doesn't affect population growth.

Trading needs some sort of control. Ideally you should be able to mark planets unusable for internal trade as well as external trade. Even better if you could designate what resources are tradeable for each planet..
Title: Re: Dave's Galaxy
Post by: Kai on October 24, 2011, 07:59:10 AM
lol screw micromanagement, just make prices more responsive to demand and let the free market do its thing

can you put in some negative feedback with the size of empires like in battlemaster? sending out 20 arcs a turn each from 5 planets is getting painful
Title: Re: Dave's Galaxy
Post by: fodder on October 24, 2011, 10:23:26 AM
well. let's see.

i have on one planet tons of food. because i built a food subsidy a while back which since was scrapped and an oil subsidy built instead.. so now it has  a huge stockpile of food, but doesn't produce any.

i think ships going there are buying up food rather than oil which is desperately needed elsewhere, which is silly as the food would be needed by that planet down the line.

that said, not entirely sure how many fleets are properly trading that route atm, it seems the circular route thing is rather rigid. let's say you have a route of B->A and you built traders in A and then set them onto that route, the ship info will be saying they are going to A, but i think they might be heading to B 1st and not trading there and going back to A... not sure, can't tell.

it would probably be nice to show what the deficit would be rather than 0, though presumably not all that important..
Title: Re: Dave's Galaxy
Post by: LilWolf on October 24, 2011, 05:52:16 PM
Hmh..Flyingmana has a little fledgling colony right next to my home world and now he's sending a pirate fleet at me. Only 10 cruisers so far, but still have to hope he doesn't get serious about harassing me.
Title: Re: Dave's Galaxy
Post by: Nathan on October 24, 2011, 06:19:32 PM
Hmh..Flyingmana has a little fledgling colony right next to my home world and now he's sending a pirate fleet at me. Only 10 cruisers so far, but still have to hope he doesn't get serious about harassing me.

You could try messaging him asking him to back off. He might not want to get into another war since I can presume he's in quite a few already.

Kai, you've got a single Merchantman heading towards Tau Cecilae Minoris from one of my planets. It has 500 hydrocarbon in it. Do you mind redirecting it to my home planet (Alpha Core)? I need 1k hydrocarbon to get a Regional Government, but my Merchantmen refuse to bring any home >.<
Title: Re: Dave's Galaxy
Post by: LilWolf on October 24, 2011, 06:26:19 PM
You could try messaging him asking him to back off. He might not want to get into another war since I can presume he's in quite a few already.

Yeah, I sent him a message. We'll see.

On that note, how do the battles work in the game? Is it one fleet at a time or do all the separate fleets at the planet engage at the same time?
Title: Re: Dave's Galaxy
Post by: fodder on October 24, 2011, 10:10:03 PM
I need 1k hydrocarbon to get a Regional Government, but my Merchantmen refuse to bring any home >.<

surely you don't actually need the resource to be present to start or build? it'll just drain extra money and extra time automatically?
Title: Re: Dave's Galaxy
Post by: Nathan on October 25, 2011, 12:43:40 AM
surely you don't actually need the resource to be present to start or build? it'll just drain extra money and extra time automatically?

You don't. It's been sat at 90% for a few days now, taking a couple of Quatloos a day. Not sure why it's 90% because without the hydrocarbons it should come to ~95%.
Title: Re: Dave's Galaxy
Post by: Chenier on October 25, 2011, 03:06:20 AM
Don't forget to add me to the list on the first page!

Capital
Name: Xolotl Prime
Owner: Xolotl
Location: (1536.1,2009.5 )
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 25, 2011, 04:40:29 AM
huntsmaster is officially afk. I am taking his planets.
Title: Re: Dave's Galaxy
Post by: Nathan on October 25, 2011, 01:23:10 PM
Don't forget to add me to the list on the first page!

Done!
Title: Re: Dave's Galaxy
Post by: fodder on October 25, 2011, 02:39:41 PM
you can kill off cadfan and kingdante
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 25, 2011, 02:49:49 PM
huntsmaster is officially afk. I am taking his planets.

Or at least attempting to. With a gratifying lack of success.
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 25, 2011, 04:43:57 PM
I'm almost done with fixing the trading system...  It was definitely broken.

I should add per-planet trade controls (i.e. 'only sell food on this planet'), but this change will make consumer goods more important on low society planets, which should keep the resources that you want concentrated were you want them (which was always my intention).

I will be adding a per planet 'happiness index' fairly soon as well, which will take into account things like new construction, foreign trade, etc etc.
Title: Re: Dave's Galaxy
Post by: Adriddae on October 25, 2011, 05:04:05 PM
I assume bad things happen to planets which are very low in happiness? Heh, I'd like to see Uranus try and maintain happiness in even a quarter of his planets.
Title: Re: Dave's Galaxy
Post by: Nathan on October 25, 2011, 05:17:43 PM
I will be adding a per planet 'happiness index' fairly soon as well, which will take into account things like new construction, foreign trade, etc etc.

New way to wage war: stop all trades with your neighbour. Not just your own, but convince (or force) their neighbours to stop trading too, meaning happiness slowly drops and "insert bad thing" happens! Definitely makes having a larger empire hard to do :D

EDIT: Did anyone else not get a turn report today?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 25, 2011, 05:45:03 PM
I got one.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 25, 2011, 05:46:02 PM
Let the endtimes begin! I am attempting to conquer sirgumby! Feel free to join me, you'll need some very, very large fleets to get a good enough capitulation rate.
Title: Re: Dave's Galaxy
Post by: Nathan on October 25, 2011, 06:09:04 PM
Let the endtimes begin! I am attempting to conquer sirgumby! Feel free to join me, you'll need some very, very large fleets to get a good enough capitulation rate.

Oh dear... It's been nice knowing you :P

You might stand a half decent chance tbh. He's only got 3 more fleets than you and with such a large empire I'd guess a lot of those are merchantmen and arcs. So the element of surprise could be on your side. If you do some surgical strikes at his larger planets, take out his ability to produce fleets, you could win fairly quickly.
Title: Re: Dave's Galaxy
Post by: D`Este on October 25, 2011, 06:10:17 PM
Define very large?
Title: Re: Dave's Galaxy
Post by: fodder on October 25, 2011, 06:15:04 PM
does that mean the tax rate thing will become a factor again?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 25, 2011, 07:43:58 PM
300-400 ship large. Oh, and Nathan, you obviously didn't know this yet. sirgumby is inactive. Only reason why I got rid of my alliance with him.
Title: Re: Dave's Galaxy
Post by: Tom on October 25, 2011, 11:44:02 PM
Hm, why are half my PDs suddenly inactive? I have more than enough money on those planets.
Title: Re: Dave's Galaxy
Post by: Chenier on October 26, 2011, 12:31:00 AM
What are the tax and tarif rates for, and at what level should I set them?
Title: Re: Dave's Galaxy
Post by: Sacha on October 26, 2011, 01:19:55 AM
Taxes determine your planets income, I see no reason not to jack them up to 20% across the board.

Tariff rate determines how much trading is taxed.
Title: Re: Dave's Galaxy
Post by: Nathan on October 26, 2011, 01:49:22 AM
Hm, why are half my PDs suddenly inactive? I have more than enough money on those planets.

Do you have just enough to pay for everything? I think it takes the Quatloos from trading and then upgrades before giving you income, which means if you don't have enough to pay for things before the turn change, something will go offline.

Taxes determine your planets income, I see no reason not to jack them up to 20% across the board.

They're supposed to effect your resource income, but I don't think they do.
Title: Re: Dave's Galaxy
Post by: fodder on October 26, 2011, 07:25:51 AM
Hm, why are half my PDs suddenly inactive? I have more than enough money on those planets.

not necessarily trade. could be regional gov sucking up loads of income. now that all the pd is built for me with plenty of money in reserve... i'm going to stick regional gov back on in my home planet.... and will see what happens.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 26, 2011, 09:13:17 AM
omnommy nom on the sirgumby feast.
Title: Re: Dave's Galaxy
Post by: Tom on October 26, 2011, 09:33:53 AM
Do you have just enough to pay for everything? I think it takes the Quatloos from trading and then upgrades before giving you income, which means if you don't have enough to pay for things before the turn change, something will go offline.

On one planet, I have almost 50k surplus, from 80k - so PD should cost me 8k. I see no reason at all why it should be offline. :(
Title: Re: Dave's Galaxy
Post by: Tom on October 26, 2011, 07:24:57 PM
And planetary assaults seem to be for the big guys only now. I'm sending almost 200 cruisers to a planet with 3 mio. people, society 49 - and my surrender chance is 10%.

So, basically, it takes a mid-size empire of over 60 planets more than a week of pooling pretty much all its resources to create one assault force that is on the edge of not being ridiculous.

To me, that means even conquering my inactive neighbour is hopeless. It would take months just to get an invasion fleet large enough that I'd dare attack his home planet.

Title: Re: Dave's Galaxy
Post by: Nathan on October 26, 2011, 07:47:30 PM
On one planet, I have almost 50k surplus, from 80k - so PD should cost me 8k. I see no reason at all why it should be offline. :(

Same. That is quite odd. Was there a large trade on that planet that turn? That's the only thing that messes me up now.

I'm sending almost 200 cruisers to a planet with 3 mio. people, society 49 - and my surrender chance is 10%.

I think the chance is supposed to increase quite a bit over time as you kill people with your orbital bombardments, sway them with your big pointy sticks and generally make them give up on life under their former rulers. How much it increases and if it makes a difference is as yet unknown, but I think Dave said he might tweak it once people have had a play.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 26, 2011, 11:26:38 PM
Same. That is quite odd. Was there a large trade on that planet that turn? That's the only thing that messes me up now.

I think the chance is supposed to increase quite a bit over time as you kill people with your orbital bombardments, sway them with your big pointy sticks and generally make them give up on life under their former rulers. How much it increases and if it makes a difference is as yet unknown, but I think Dave said he might tweak it once people have had a play.

So far as I can tell the capitulation chance is based on Society Level, a big enough fleet will lower society levels when it bombards, so eventually you will improve the chance, just the planet will be probably much lower then you wanted. I'm having some success still with taking planets, and non of my fleets are that huge, but yeah its much slower then it used to be, and I've started making much bigger fleets.
Title: Re: Dave's Galaxy
Post by: fodder on October 26, 2011, 11:34:00 PM
is there anything left after you bomb it back to the stone age?
Title: Re: Dave's Galaxy
Post by: De-Legro on October 26, 2011, 11:46:14 PM
is there anything left after you bomb it back to the stone age?

Depends on just how much bombing you need to do really. Also something I've noticed, though other contest this. Multiple fleets will all attempt to take the planet, which can really speed up the process if you can't make large fleets.

Update for Tom I just built a 1250 destroyer fleet to head towards the planet we are assaulting, still only have a 15.7% chance of taking the planet. 95 destroyers have a 5.4% chance. 600 Cruisers, which cost less then the 1250 Destroyers actually have a 14.5% chance, so it looks like we need to start saving for large fleets of more powerful ships.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 27, 2011, 01:10:57 AM
I'm almost done with fixing the trading system...  It was definitely broken.

I should add per-planet trade controls (i.e. 'only sell food on this planet'), but this change will make consumer goods more important on low society planets, which should keep the resources that you want concentrated were you want them (which was always my intention).

I will be adding a per planet 'happiness index' fairly soon as well, which will take into account things like new construction, foreign trade, etc etc.

Sound like it might make managing massive empires more intensive, any plans for a reset with all these new changes?
Title: Re: Dave's Galaxy
Post by: Tom on October 27, 2011, 01:50:42 AM
Update for Tom I just built a 1250 destroyer fleet to head towards the planet we are assaulting, still only have a 15.7% chance of taking the planet. 95 destroyers have a 5.4% chance. 600 Cruisers, which cost less then the 1250 Destroyers actually have a 14.5% chance, so it looks like we need to start saving for large fleets of more powerful ships.

I had a couple battleships in my earlier fleets, those alone apparently don't make a difference. But I'll try with an armada of battle and super-battleships on his main planet with the PD, as soon as I have the required resources, so say... a month?
Title: Re: Dave's Galaxy
Post by: De-Legro on October 27, 2011, 01:57:32 AM
I had a couple battleships in my earlier fleets, those alone apparently don't make a difference. But I'll try with an armada of battle and super-battleships on his main planet with the PD, as soon as I have the required resources, so say... a month?

Even then, the best I have managed is about 16% for a takeover. Either the % is capped at the old 20% or I need some other formula for getting past this barrier. I've yet to be successful with taking a PD defended homeworld with the new code, my fleets arrive and bomb the planets for several turns, but ultimately are destroyed before they can conquer it.

Some more numbers for you the target is a society level 49 planet

100 Cruisers 7.4%
200 Cruisers 10.2%
300 Cruisers 11.8%
400 Cruisers 12.9%
500 Cruisers 13.8%

50 Battleships 6.0%
100 Battleships 8.8%
150 Battleships 10.4%

as an aside 25 cruisers targeting a society 26 planet have an 11.8 chance of success.
Title: Re: Dave's Galaxy
Post by: fodder on October 27, 2011, 05:57:31 AM
Depends on just how much bombing you need to do really. Also something I've noticed, though other contest this. Multiple fleets will all attempt to take the planet, which can really speed up the process if you can't make large fleets.

is that before or after that change?
Title: Re: Dave's Galaxy
Post by: De-Legro on October 27, 2011, 06:52:37 AM
is that before or after that change?

After, I checked my turn report and I attacked a single planet 10 times. Problem is the 10 times are scattered all over the turn report, but what can you do.
Title: Re: Dave's Galaxy
Post by: fodder on October 27, 2011, 08:44:16 AM
After, I checked my turn report and I attacked a single planet 10 times. Problem is the 10 times are scattered all over the turn report, but what can you do.

what.. so the 100 fleets of scout thing still work? - obviously not literally 100...
Title: Re: Dave's Galaxy
Post by: De-Legro on October 27, 2011, 12:10:12 PM
what.. so the 100 fleets of scout thing still work? - obviously not literally 100...

Whats wrong with 100 scouts, they work quite well on planets around 20 society level? I've got a fleet of 400 somewhere running around.
Title: Re: Dave's Galaxy
Post by: fodder on October 27, 2011, 12:18:03 PM
nothing wrong with it.
the thing is 100 x 1 scout vs 1x100 scout - was it you who thinks 100 fleets work better (obviously not that number.. but the general gist is it)
Title: Re: Dave's Galaxy
Post by: De-Legro on October 27, 2011, 12:50:21 PM
nothing wrong with it.
the thing is 100 x 1 scout vs 1x100 scout - was it you who thinks 100 fleets work better (obviously not that number.. but the general gist is it)

I haven't touched probability theory since high school, given my test numbers is 13.8% chance better then 5 * 7.4% for example?
Title: Re: Dave's Galaxy
Post by: Ramiel on October 27, 2011, 02:02:58 PM
How can I move Steel from all my now colonized planets from arcs - back to my main planet?
Title: Re: Dave's Galaxy
Post by: Nathan on October 27, 2011, 02:47:22 PM
Either the % is capped at the old 20% or I need some other formula for getting past this barrier.

Best I've had is 25.9%, which slowly dropped as the population increased. This was on a society level 1 planet for an inactive person, so was only getting population increase. Currently at 22.2% for 35 Subspacers heading for a society level 1 planet with 63587 people. Still a few days before it arrives, so (if I remember) I'll let you know what it gets to.

How can I move Steel from all my now colonized planets from arcs - back to my main planet?

Merchantmen from your main planet and send them out to colonised planets. Or you can build scouts on the colonies and scrap them on the main. I think scouts are the most steel:people efficient way to move steel, but I could be wrong. Obviously that moves population too, so don't do that if there isn't a large population on the planet already. I'd recommend using merchantmen from your main planet as you probably don't need all that steel immediately and the merchantmen will make you some Quatloos too.

You could also just leave it there and build a few arcs on the colony when it's ready.
Title: Re: Dave's Galaxy
Post by: fodder on October 27, 2011, 06:27:53 PM
I haven't touched probability theory since high school, given my test numbers is 13.8% chance better then 5 * 7.4% for example?

can't remember much either..
but..

eh.. why is it 5x 7.4%?

you flip a coin 100 times and it's still 50% chances each time of 1 choice or another. surely it's still 7.4% chance?

anyway.. 1 bb is roughly 5 cruiser in cost (of steel) but roughly 7 bb = 10 cruiser in atk.. and your numbers seem to say roughly 3 bb = 4 cruiser in success % so perhaps it's linked to atk value?

so.. 1 bb is roughly 50 scout in steel but 1:10 in atk.. perhaps mass scout is indeed the way to go?

or even subspacer (~2.5 times the steel of scout, 4 times the atk).. but cost loads of money.
Title: Re: Dave's Galaxy
Post by: egamma on October 27, 2011, 07:40:49 PM
so.. 1 bb is roughly 50 scout in steel but 1:10 in atk.. perhaps mass scout is indeed the way to go?

There's code in place to limit the effectiveness of that.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 27, 2011, 11:15:56 PM
can't remember much either..
but..

eh.. why is it 5x 7.4%?

you flip a coin 100 times and it's still 50% chances each time of 1 choice or another. surely it's still 7.4% chance?

anyway.. 1 bb is roughly 5 cruiser in cost (of steel) but roughly 7 bb = 10 cruiser in atk.. and your numbers seem to say roughly 3 bb = 4 cruiser in success % so perhaps it's linked to atk value?

so.. 1 bb is roughly 50 scout in steel but 1:10 in atk.. perhaps mass scout is indeed the way to go?

or even subspacer (~2.5 times the steel of scout, 4 times the atk).. but cost loads of money.

When I said 5 * 7.4% I was referring to the fact that you could have 5 fleets of 100 cruisers or 1 fleet of 500. Thus in a single turn you could have 5 attempts at the 7.4% chance. While each one taken on its own is 7.4%, the chance that 1 in the 5 is successful is not 7.4%, I just forget what it is. Again if you flip a coin 50 times, the chance that in any 1 flip you get tails is 50%, but what is the chance that at least 1 time in the 50 you get tails?

Anyway just an update, out of 65 assaults that I am currently running, 5 were defended, 1 was successful. The successful one was from one lone scout, go scout.
Title: Re: Dave's Galaxy
Post by: Ramiel on October 28, 2011, 12:58:46 AM
ta
Title: Re: Dave's Galaxy
Post by: Chenier on October 28, 2011, 12:59:19 AM
When I said 5 * 7.4% I was referring to the fact that you could have 5 fleets of 100 cruisers or 1 fleet of 500. Thus in a single turn you could have 5 attempts at the 7.4% chance. While each one taken on its own is 7.4%, the chance that 1 in the 5 is successful is not 7.4%, I just forget what it is. Again if you flip a coin 50 times, the chance that in any 1 flip you get tails is 50%, but what is the chance that at least 1 time in the 50 you get tails?

Anyway just an update, out of 65 assaults that I am currently running, 5 were defended, 1 was successful. The successful one was from one lone scout, go scout.

I don't remember those rules, which we learned pretty early on. Logic would say that if an event has 1% odds of resulting in something, doing it twice would double the odds of it happening at least once. However, it's obvious that if you do it 100 times, it's not 100% guaranteed to happen.

Indeed, if you flip two coins, you have 75% odds of having at least 1 heads (only 1 in the 4 possible combinations doesn't involve heads). Mathematically speaking, though, I'm not sure what the formula is.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 28, 2011, 01:09:09 AM
I don't remember those rules, which we learned pretty early on. Logic would say that if an event has 1% odds of resulting in something, doing it twice would double the odds of it happening at least once. However, it's obvious that if you do it 100 times, it's not 100% guaranteed to happen.

Indeed, if you flip two coins, you have 75% odds of having at least 1 heads (only 1 in the 4 possible combinations doesn't involve heads). Mathematically speaking, though, I'm not sure what the formula is.

If I remember correctly the topic was called Permutations and Combinations.

Update by which I totally meant Binomial Theory :)
Title: Re: Dave's Galaxy
Post by: Vellos on October 28, 2011, 08:29:48 AM
The economist in me is laughing right now, but also very sad at the lack of stats knowledge in our player base.

Yes, if you do the same 1% chance thing over and over, your chance of eventually getting it will be higher.

And, if Dave's code is structured to relatively disadvantage large fleets (giving them increased chances of conquest but at a diminishing marginal rate with each additional ship), then, yes, the optimal strategy is to send lots of small fleets rather than a few big ones.

That is, of course, assuming a one-round game. Dave has clearly incorporated a code that damages planets and ups the odds of conquest. This feature might scale more linearly, or even convexly, making big fleets better and with an increasing marginal destructive efficiency. I don't know.

In sum, very simply, spamming small fleets is better than one big fleet, under the assumptions:
1. There are diminishing marginal returns (measured as % chance of captured added per ship) on each additional ship
2. There are diminishing marginal returns (measured as society level/population decreased per round) on each addition ship
3. There is no inhibiting code which creates diminishing marginal returns as the number of planetary capture attempts in one turn increases

Under those assumptions, spamming is better. A significant enough violation of any one of them, especially assumption 3, could put everything back in favor of big fleets. Big fleets also, of course, have the benefit of being able to kill defending fleets more effectively.
Title: Re: Dave's Galaxy
Post by: fodder on October 28, 2011, 09:04:08 AM
been something like 15 years since maths.

to be dead honest.. it would be better for all fleets in a spot to be counted as a giant fleet, unless the said fleet has an "evade" command or some such.

well, ok, you can make it a bit more effective by deciding that a fleet above certain size is not very effectively commanded by the commander,  whilst also deciding that too many fleets is counter productive, and that separate fleets can outflank/surround an enemy's fleet (though no reason why it can't do that automatically when you have only 1 nominal giant fleet that split itself for the battle to have such manoeuvres...)
Title: Re: Dave's Galaxy
Post by: Tom on October 28, 2011, 11:48:49 AM
Indeed, if you flip two coins, you have 75% odds of having at least 1 heads (only 1 in the 4 possible combinations doesn't involve heads). Mathematically speaking, though, I'm not sure what the formula is.

1-pow(1-odds, number-of-times)

Title: Re: Dave's Galaxy
Post by: De-Legro on October 28, 2011, 12:38:07 PM
The economist in me is laughing right now, but also very sad at the lack of stats knowledge in our player base.


That is such a stupid statement. Should I be said that the majority of the population doesn't understand how to design a robust state machine for reliable process control? Or the basic concepts behind PID controllers? How about what to me are very basic algebra systems, like partial differential equations? Peoples knowledge are bound to be tied to their professions and their interests.

Just in case it wasn't clear, we knew that the chance of a event with a fixed percentage happening at least once from multiple attempts was higher then that simple base chance, we couldn't off the top of our heads remember the exact formula to quantify the difference.
Title: Re: Dave's Galaxy
Post by: Kai on October 28, 2011, 01:01:35 PM
its funny because vellos showing pride in his ability to do a simple calculation is sadder than the inability to do that calculation

but i hope that you guys dont ever have to flip more than one coin. lol
Title: Re: Dave's Galaxy
Post by: Chenier on October 28, 2011, 05:52:46 PM
its funny because vellos showing pride in his ability to do a simple calculation is sadder than the inability to do that calculation

but i hope that you guys dont ever have to flip more than one coin. lol

Failure to remember a formula doesn't mean inability. It would be easy to look it up and actually calculate it, if so desired. I personally lack the motivation to do so, however.
Title: Re: Dave's Galaxy
Post by: Vellos on October 29, 2011, 03:57:48 AM
Should I be said that the majority of the population doesn't understand how to design a robust state machine for reliable process control? Or the basic concepts behind PID controllers? How about what to me are very basic algebra systems, like partial differential equations? Peoples knowledge are bound to be tied to their professions and their interests.

I generally think the ability to understand a coin-toss is slightly simpler.
Title: Re: Dave's Galaxy
Post by: Kai on October 29, 2011, 09:47:51 AM
Is there any way to boost the society level of a planet? The number of initial arcs doesn't make a difference, not sure about supplementary arcs.
Title: Re: Dave's Galaxy
Post by: Tom on October 30, 2011, 01:21:30 PM
Is there any way to boost the society level of a planet? The number of initial arcs doesn't make a difference, not sure about supplementary arcs.

From all I've seen so far, time is the only thing that affects society.
Title: Re: Dave's Galaxy
Post by: Tom on October 30, 2011, 01:24:01 PM
More data on new conquest:

Sending a 279 cruisers fleet to a nearby home planet - 9.7% capture chance.

I've tried with multiple fleet combinations this time, building a fleet and setting it to attack and then checking the info page for the chances. I always built fleets that used up all the available resources, so they can be somewhat compared. Super- and battleships seem to actually give less of a conquest chance than pure cruiser fleets, plus they'd be a lot slower. From the various combinations I tried, a pure cruisers fleet seems to be the most efficient way to spend your resources on conquest fleets.
Title: Re: Dave's Galaxy
Post by: Nathan on October 30, 2011, 02:03:31 PM
a pure cruisers fleet seems to be the most efficient way to spend your resources on conquest fleets.

Seems Cruisers are a bit of a cure-all then. Cheap, decent stats, perfect for attacking/defending/pirating. I don't think I've seen many aggressive fleets running around that have any other ship types in them. Points towards a need for rebalancing, I think.

In other news. I'm starting to save for when I go on holiday. I'll be going in a months time, so I need to make quite a few defensive fleets so I don't come back to a missing empire. By the time I go, I should be able to build around 1000 Cruisers, hopefully that'll be enough to have patrolling around my planets and keep out anyone trying to grab a planet or two from an inactive person :P
Title: Re: Dave's Galaxy
Post by: fodder on October 30, 2011, 07:02:53 PM
this is funny.

i colonised a planet and it's linked to one of dave's planets.. (was the link there before i colonised it? don't know)

and i apparently can steal his resources - haven't tried.. but you know in ship building page, you can see local and linked resources if there's a link? XD
Title: Re: Dave's Galaxy
Post by: De-Legro on October 30, 2011, 10:12:31 PM
this is funny.

i colonised a planet and it's linked to one of dave's planets.. (was the link there before i colonised it? don't know)

and i apparently can steal his resources - haven't tried.. but you know in ship building page, you can see local and linked resources if there's a link? XD

Yeah I've done this to my enemies a few times. Only real problem is you can't steal population.
Title: Re: Dave's Galaxy
Post by: fodder on October 30, 2011, 10:52:58 PM
but i thought you are not supposed to be able to link to foreign planets?
Title: Re: Dave's Galaxy
Post by: Kai on October 31, 2011, 06:31:13 AM
There should be a visual indication of fleet size. A single scout looks the same as 100 battlecruiser. I would use dot size but bleh, it needs something.
Title: Re: Dave's Galaxy
Post by: De-Legro on October 31, 2011, 06:34:12 AM
There should be a visual indication of fleet size. A single scout looks the same as 100 battlecruiser. I would use dot size but bleh, it needs something.

What I dislike is that for an enemy fleet hovering the mouse over it shows what the fleet contains, but the same doesn't appear to be true for my own fleets.
Title: Re: Dave's Galaxy
Post by: fodder on October 31, 2011, 06:42:19 AM
odd.. i can see what my fleets are. then again, they are just small fleets of arcs/merchies and cruisers
Title: Re: Dave's Galaxy
Post by: De-Legro on October 31, 2011, 06:53:57 AM
odd.. i can see what my fleets are. then again, they are just small fleets of arcs/merchies and cruisers

Interesting, it works for my smaller fleets as well.
Title: Re: Dave's Galaxy
Post by: Kai on October 31, 2011, 04:30:38 PM
The mouseover works for all of my fleets, regardless of size.

also it would be really nice if the turn ran on time and didn't take 10 years to run.
Title: Re: Dave's Galaxy
Post by: Tom on October 31, 2011, 05:44:27 PM
also it would be really nice if the turn ran on time and didn't take 10 years to run.

On time would be cool. As for the length, I find that quite acceptable. In a fully turn-based game, it doesn't really matter all that much. And I know from BM how quickly turn calculations can take forever.
Title: Re: Dave's Galaxy
Post by: Sacha on October 31, 2011, 06:47:03 PM
The mouseover works for all of my fleets, regardless of size.

also it would be really nice if the turn ran on time and didn't take 10 years to run.

Well, maybe if you left the game there would be less server load and things would run more smoothly :)
Title: Re: Dave's Galaxy
Post by: Dav3xor on October 31, 2011, 09:48:59 PM
Currently there is no way to increase society levels, other than it going up once per turn (as long as you've played in the last 36 hours).  I do plan to have other ways of increasing society level though -- mostly through things like foreign trade.

The cruiser is not the most cost effective unit in the game, according to my carefully thought out testing system, that would (arguably) be the Battleship.  They also have a higher tendency towards catastrophic failure (meaning the outcome of cruiser battles swings widely in comparison to other types), due to their lower relative defensive strength.  If you look at Planetary assault alone, they might be the best.  They are a lot like cruisers in WWI -- fast, sleek, sexy, but unpredictable.

Still working on the trade system, which is also were the slowness comes in running the turn -- I'm removing a whole bunch of redundant queries, it should be quite a bit faster now.  Should get it up in a night or two. 
Title: Re: Dave's Galaxy
Post by: Adriddae on November 01, 2011, 04:53:17 AM
A wiki just got created on Dave's Galaxy.

http://davesgalaxy.wikia.com/wiki/Main_Page

Not much right now. Mostly everything is taken from the in game manual.
Title: Re: Dave's Galaxy
Post by: Kai on November 01, 2011, 05:07:40 AM
In order for me to powergame properly I need a way to inject massive society level into a planet, ideally by spamming arcs into it.
Title: Re: Dave's Galaxy
Post by: egamma on November 01, 2011, 05:34:58 AM
In order for me to powergame properly I need a way to inject massive society level into a planet, ideally by spamming arcs into it.

Just take inactive home planets.
Title: Re: Dave's Galaxy
Post by: Nathan on November 01, 2011, 04:15:58 PM
Currently there is no way to increase society levels, other than it going up once per turn (as long as you've played in the last 36 hours).  I do plan to have other ways of increasing society level though -- mostly through things like foreign trade.

How about something that lowers population, but increases society level? "Rapid Society Development: Pump resources into rapidly developing technology for this society's planet, however many people refuse to move with the changes and will abandon the planet for a simpler life." That way if you're willing to endure a bit of hardship now, you can get to the society level you want sooner. The only problem might be integrating this with the current system of upgrades to stop abuse.

The cruiser is not the most cost effective unit in the game, according to my carefully thought out testing system, that would (arguably) be the Battleship.  They also have a higher tendency towards catastrophic failure (meaning the outcome of cruiser battles swings widely in comparison to other types), due to their lower relative defensive strength.  If you look at Planetary assault alone, they might be the best.  They are a lot like cruisers in WWI -- fast, sleek, sexy, but unpredictable.

Did you test this with large amounts of units with balanced resource use? For example, I can get 100 Cruisers for the same Steel cost as 21 Battleships - other resources are in such abundance that it doesn't matter. I'm not sure on the exact calculations for large fleets vs small fleets, but I've been working with 1.5x smaller fleet is used. So that would be 31 Cruisers used, which makes it 434|124 (Cruisers) vs 420|189 (Battleships). Ok, Battleships have more defence, but the Cruisers can still easily destroy a large amount of those Battleships in a turn whilst having loads of Cruisers left for backup.

100 Cruisers isn't hard to save for, even for newer players. ~2 week's worth of resources from 1 max population planet. For many of us, we can get a couple of thousand Cruisers in 2 weeks, which would only be a few hundred Battleships. The battles would take a long time, but if I'm moving my ships around, reinforcing them with smaller fleets and decimating planets, I can do a lot more damage with my fleets of Cruisers than my opponent can with Battleships.

Still working on the trade system, which is also were the slowness comes in running the turn -- I'm removing a whole bunch of redundant queries, it should be quite a bit faster now.  Should get it up in a night or two. 

Sounds good!
Title: Re: Dave's Galaxy
Post by: fodder on November 01, 2011, 04:45:54 PM
How about something that lowers population, but increases society level? "Rapid Society Development: Pump resources into rapidly developing technology for this society's planet, however many people refuse to move with the changes and will abandon the planet for a simpler life." That way if you're willing to endure a bit of hardship now, you can get to the society level you want sooner. The only problem might be integrating this with the current system of upgrades to stop abuse.

i'd rather have something that kills soc level....
Title: Re: Dave's Galaxy
Post by: Nathan on November 01, 2011, 04:57:02 PM
i'd rather have something that kills soc level....

That would be nice too. The only way at the moment is to be attacked.

Time for a bit of learning: This turn my "above average food production" planet with farming subsidies reached max population. It was producing 38,401,832 before I scrapped the FS, then 174,734 after scrapping it. The planet was society level 75. Interestingly, scrapping the FS made me lose population. Went from 16,777,500 to 15,938,625.

EDIT:

A wiki just got created on Dave's Galaxy.

http://davesgalaxy.wikia.com/wiki/Main_Page

Not much right now. Mostly everything is taken from the in game manual.

I've not got any experience with editing a wiki. Is it difficult/tedious/other bad words? I'd gladly contribute to some pages should spare time ever appear. I feel as a group we can probably offload almost everything you need to know about DG.

On the trail of knowing things about DG: has anyone been able to build Carriers and Fighters yet?
Title: Re: Dave's Galaxy
Post by: Kai on November 01, 2011, 06:19:33 PM
I would really really love if 1 arc gave 1 society level.
Title: Re: Dave's Galaxy
Post by: egamma on November 01, 2011, 06:47:28 PM
I've not got any experience with editing a wiki. Is it difficult/tedious/other bad words? I'd gladly contribute to some pages should spare time ever appear. I feel as a group we can probably offload almost everything you need to know about DG.

On the trail of knowing things about DG: has anyone been able to build Carriers and Fighters yet?

Wiki editing is very easy--unless you want to do something hard. But simple words to paper is dead simple, and there's usually a toolbar that shows you the format for headings and the like.

Society level 90, no carriers/fighters.

Here's a fun battle at a planet I'm defending. I decided to build 100 destroyers to see what would happen:
Fleet: Fleet #52587, 100 destroyer (52587) Battle! -- Our Ships Lost:
             destroyers -- 2
Fleet: Fleet #15838, 8 super battleships (15838) Battle! -- Their Ships Lost:
       superbattleships -- 2
Fleet: Fleet #52587, 98 destroyer (52587) Battle! -- Our Ships Lost:
             destroyers -- 1
Fleet: Fleet #52587, 97 destroyer (52587) Battle! -- Our Ships Lost:
             destroyers -- 2
Fleet: Fleet #41337, 15 cruisers (41337) Battle! -- Their Ships Lost:
               cruisers -- 5

Looks like my teeny tiny ships are doing a great job of swarming those battleships!
Title: Re: Dave's Galaxy
Post by: Kai on November 02, 2011, 05:54:24 AM
That feels a bit buggish because 8 sbc should be able to kill about 20 destroyer a turn.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 02, 2011, 06:17:10 AM
That feels a bit buggish because 8 sbc should be able to kill about 20 destroyer a turn.

Guess that depends on the exact combat algorithms, we can see attack and defence values but the details on just how they correlate to anything is a bit unknown. I know that 1 scout appears to kill cruisers every now and then, more often when the cruiser fleet is small, but even against a 100 cruiser fleet sitting at one of my planets, a 1 scout defence sometimes does some damage.
Title: Re: Dave's Galaxy
Post by: Kai on November 02, 2011, 03:14:13 PM
Are you sure? A single scout shouldn't kill a cruiser ever.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 02, 2011, 10:00:58 PM
Are you sure? A single scout shouldn't kill a cruiser ever.

Very sure, it has happened numerous times while I waited for resources to build up to the point I could make decent destroyer fleets at frontier planets. Sometimes I even manage to kill 5 cruiser fleets before I amass the resources I want. Its not terribly common mind you, but it certainly does happen.
Title: Re: Dave's Galaxy
Post by: Nathan on November 03, 2011, 05:57:41 PM
Is it just me, or has the game been a bit slower recently? I seem to be taking a long time to load the map and information. Information is only a little slow, but loading the map takes a really long time, sometimes I just give up after about 10mins :S
Title: Re: Dave's Galaxy
Post by: Tom on November 03, 2011, 06:40:57 PM
Yeah, I have the same impression, though it's nowhere near 10 minutes. One at most.

Title: Re: Dave's Galaxy
Post by: Hierulf on November 03, 2011, 06:56:04 PM
Yes, it is very slow. I have the same problem.

Though, it becomes slower and slower in the same session (from 10 second a response to 1 minute, and to a 404 not found after a longer time).

After some pause in the session (go get a coffee, or a chocolate)... it works well a bit of time.
Title: Re: Dave's Galaxy
Post by: Vellos on November 03, 2011, 07:03:10 PM
Fine for me.

And is this the Hierulf from Dave's Galaxy we're speaking to?
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 03, 2011, 07:22:26 PM
Fine for me.

And is this the Hierulf from Dave's Galaxy we're speaking to?

Why yes, it is.  I've been talking to him a bit this morning, I'm looking into the issue.

Title: Re: Dave's Galaxy
Post by: Nathan on November 04, 2011, 12:50:27 AM
And is this the Hierulf from Dave's Galaxy we're speaking to?

Aww, now we can't secretly plot to bring down his empire :(

EDIT: I'd also like to point you towards War Islands (http://war-islands.org/), a lovely turn based strategy game made by Tom. I think a lot of DG players might like it.
Title: Re: Dave's Galaxy
Post by: Kai on November 04, 2011, 01:45:00 AM
yeah only if somehow they haven't heard of risk
Title: Re: Dave's Galaxy
Post by: Tom on November 04, 2011, 01:01:59 PM
yeah only if somehow they haven't heard of risk

While the basic principle is similar, there's a couple differences. And I have one more important change up my sleeves. :-)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 04, 2011, 05:40:53 PM
meh, I lost my interest for it right about when I began...
Title: Re: Dave's Galaxy
Post by: Nathan on November 05, 2011, 06:48:43 PM
Oooo, Dave's fixed taxes. It now shows you the real production of your planet for your current tax rate.

Although to be honest, I don't see much point in setting things to less than 20%. The knock you get from is only 0.5% per 1% of tax rate. So 20% tax means you get 90% resource production. This is only really an issue for steel because everything else is in abundance, but 1k steel less for a massive increase in Quatloos income? I'll take that and just buy in the steel instead.

It might make a difference around the mid-80s, where you're about to start making a deficit of food.
Also makes a difference for colony jumping: building an arc from a planet as soon as you can. Means you get those few anti-matter you need later, so takes a few turns more to jump the arc around.
Title: Re: Dave's Galaxy
Post by: Tom on November 05, 2011, 07:17:32 PM
Also makes a difference for colony jumping: building an arc from a planet as soon as you can. Means you get those few anti-matter you need later, so takes a few turns more to jump the arc around.

I actually don't do that. As soon as the colony is founded, I build bulkfreighters and send them back to the nearest big planet, where the steel helps churn out more arcs. On those planets, a couple arcs in population are barely noticed. On a fairly new colony, it slows down population growth.
Title: Re: Dave's Galaxy
Post by: kenwillard on November 05, 2011, 09:42:04 PM
Hello, new guy here.  Thought I'd say hi and read up, figure out if i'm doing things correctly.
Title: Re: Dave's Galaxy
Post by: Tom on November 05, 2011, 10:20:49 PM
Welcome. Ah, you're the guy who I messaged in-game. Good to know you're a BM gamer as well, I'll send you an alliance invitation shortly. :-)

Title: Re: Dave's Galaxy
Post by: fodder on November 05, 2011, 11:40:11 PM
mwahhaha.. my home planet is screwed XD down to 6 figure cash (i think)

has to import food and oil, draining all money because not enough oil is arriving... doesn't sell enough consumer goods to cover cost... and interestingly, higher level doesn't give higher tax income.... doh!
Title: Re: Dave's Galaxy
Post by: Vellos on November 06, 2011, 09:48:03 AM
My home planet has 0% taxes and still runs a surplus in quatloos.

Three cheers for regional government!
Title: Re: Dave's Galaxy
Post by: De-Legro on November 06, 2011, 12:14:24 PM
So I just hit 500 planets. With the exception of a few core planets I simply can't keep track of all of them, which has resulted in a good deal of them being rather screwed over. My favorite mistake was planets that have hit 75 society level, but have rubbish population. Must have used those ones for arc-jumps early on.

I think I need to work on some scripts to help monitor and organised my planets, and I certainly have some new ideas how to start out if there is another reset.
Title: Re: Dave's Galaxy
Post by: Nathan on November 06, 2011, 12:58:21 PM
My favorite mistake was planets that have hit 75 society level, but have rubbish population. Must have used those ones for arc-jumps early on.

Ahh, I've only started to do that recently, so I can expect some crap planets later on? Awesome >.< I didn't think they'd have a really low population though. By the time you can build an arc, you'd only be losing about 8% population, so it's not a great loss considering you get ~21% increase per turn.
Title: Re: Dave's Galaxy
Post by: Galle on November 06, 2011, 03:46:00 PM
Hi! Did anyone find out what above average climate planets do?
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 06, 2011, 04:57:51 PM
So I just hit 500 planets. With the exception of a few core planets I simply can't keep track of all of them, which has resulted in a good deal of them being rather screwed over. My favorite mistake was planets that have hit 75 society level, but have rubbish population. Must have used those ones for arc-jumps early on.

I think I need to work on some scripts to help monitor and organised my planets, and I certainly have some new ideas how to start out if there is another reset.

There was a player a while back who wrote some scripts in Ruby that scraped his planet info, and did some routine maintenance stuff for him.  I should make an API, I know there are several people who'd just love the ability to automate stuff.  I think it would also be cool to allow other people to write games that could use the Galaxy as a backdrop (huge pipe dream that...)
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 06, 2011, 04:59:38 PM
Hi! Did anyone find out what above average climate planets do?

Faster population growth.
Title: Re: Dave's Galaxy
Post by: Tom on November 06, 2011, 05:18:33 PM
There was a player a while back who wrote some scripts in Ruby that scraped his planet info, and did some routine maintenance stuff for him.  I should make an API, I know there are several people who'd just love the ability to automate stuff.  I think it would also be cool to allow other people to write games that could use the Galaxy as a backdrop (huge pipe dream that...)

You're already doing lots of AJAX to fetch all the data. The major change you'd need is that the AJAX reply is not ready HTML, but raw data, i.e. IDs, names, etc. in JSON format (which you also already use) and a small piece of javascript creates the HTML table out of that. Then you could expose that JSON interface as an API easily.
Title: Re: Dave's Galaxy
Post by: fodder on November 06, 2011, 07:21:25 PM
My home planet has 0% taxes and still runs a surplus in quatloos.

Three cheers for regional government!

heh... i was stuck at 99% for regional gov, after scrapping it when it was killing the other planets. going to see what this turn brings...
---
it's built and brings in 3mil a turn. going to see if other planets get screwed again because of it
Title: Re: Dave's Galaxy
Post by: Vellos on November 06, 2011, 08:40:15 PM
My favorite mistake was planets that have hit 75 society level, but have rubbish population. Must have used those ones for arc-jumps early on.

Yup.

That's why I use my MC suffixes. I can always see which planets still have rising soc, which don't. When they hit 65ish, I'll start building MC.

Pop still grows after MC, so I should have every planet I own functioning at about optimal productivity eventually. I will then construct fleets of several hundred (or maybe thousand?) cruisers, and deploy them against Oldry. I might lose. But I will have loads of fun with it.
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 06, 2011, 10:35:42 PM
You're already doing lots of AJAX to fetch all the data. The major change you'd need is that the AJAX reply is not ready HTML, but raw data, i.e. IDs, names, etc. in JSON format (which you also already use) and a small piece of javascript creates the HTML table out of that. Then you could expose that JSON interface as an API easily.

Exactly.

Plus, I need to revamp some of that Ajax-y stuff so it's more sane -- a lot of it is just pushing html out to the client -- so I'm looking at a REST API framework for Django (probably Tastypie from what I've seen), and I can quickly wire up an API with that.  Then when I revamp the neighbors/fleets/planets lists, they can pull from the API.  And anybody who wants to can use the API, win win win.  :)

Sneaky bastard, looking at what the game does in the background.  hehe
Title: Re: Dave's Galaxy
Post by: fodder on November 06, 2011, 10:52:56 PM
.... tom's galaxy XD
Title: Re: Dave's Galaxy
Post by: Tom on November 06, 2011, 11:20:46 PM
Sneaky bastard, looking at what the game does in the background.  hehe

Only after you posted that you wanted an API. :-)

But yeah, since I do similar stuff in BM:WI, it was obvious to check if you're doing it the same way. And yes, I'm also pumping out HTML instead of JSON and interpreting it in JS. It's easier to do it this way. :-)
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 07, 2011, 12:17:43 AM
Only after you posted that you wanted an API. :-)

But yeah, since I do similar stuff in BM:WI, it was obvious to check if you're doing it the same way. And yes, I'm also pumping out HTML instead of JSON and interpreting it in JS. It's easier to do it this way. :-)

I'd like to use JsonML for all the markup, and then render that browser side -- then I could build the whole website as one giant data structure in something like node.js.  I'd be so happy to never write another line of html in my life.

And sorry for eating up all this bandwidth on your forum -- for some reason, all these people don't want to migrate over to my mailing list.  ;)
Title: Re: Dave's Galaxy
Post by: De-Legro on November 07, 2011, 12:23:13 AM
There was a player a while back who wrote some scripts in Ruby that scraped his planet info, and did some routine maintenance stuff for him.  I should make an API, I know there are several people who'd just love the ability to automate stuff.  I think it would also be cool to allow other people to write games that could use the Galaxy as a backdrop (huge pipe dream that...)

I'm working on some greasemonkey scripts, so I can pull what I need straight out of the browser. Just simple stuff like checking that all planets above society level X have mind control, checking mind control is actually active etc. I could expand it to build stuff automatically at certain levels as well I guess, more of a time factor right now.
Title: Re: Dave's Galaxy
Post by: Tom on November 07, 2011, 02:07:48 AM
I'd like to use JsonML for all the markup, and then render that browser side -- then I could build the whole website as one giant data structure in something like node.js.  I'd be so happy to never write another line of html in my life.

And sorry for eating up all this bandwidth on your forum -- for some reason, all these people don't want to migrate over to my mailing list.  ;)

I've become a bit of a JSON fan - it's a horrible abomination of an abandoned orphan of a disturbed markup language, but it is extremely easy to generate in PHP thanks to json_encode() and json_decode().

And don't worry about the bandwidth. :-)
Title: Re: Dave's Galaxy
Post by: fodder on November 07, 2011, 05:02:17 PM
... jotted down some numbers.. will check again tomorrow... if it all goes tits up, i think i'll have to scrap a lot of things.. including in the home planet.
Title: Re: Dave's Galaxy
Post by: Nathan on November 07, 2011, 09:32:16 PM
Wow, just took a peek over at Tom's territory. Suddenly: ARCS! EVERYWHERE!
Title: Re: Dave's Galaxy
Post by: Vellos on November 07, 2011, 10:33:23 PM
Question:

What's the biggest single fleet anyone here has personally witnessed?
Title: Re: Dave's Galaxy
Post by: De-Legro on November 07, 2011, 11:21:54 PM
Wow, just took a peek over at Tom's territory. Suddenly: ARCS! EVERYWHERE!

I think it is because Tom has the misfortune to be located next to some aggressive expanders. Hierulf is expanding in our area in a big way, one of the few directions I can expand is into Toms local space (and I'm a jerk so I am) and now kenwillard is expanding this way as well, maybe because I took most the space close to him.

I'm not sure I like this aspect of the game since one of the few things to do is expand, and there is very little reason not to everything seems to revolve around that. Most my wars are either because I am trying to slow down other peoples expansion, or because they have planets inside my regional government areas, which I just can't stand. Hopefully some of the trading changes will make maintaining your planets more of a focus.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 07, 2011, 11:32:55 PM
Question:

What's the biggest single fleet anyone here has personally witnessed?

My two biggest fleets so far was a 30 superbattleship fleet (really not impressed with that one) and a 70 Battleship fleet which hasn't fought a single battle. Other then that I've had large cruiser and destroyer fleets, but they were for PD take downs so they took a lot of damage
Title: Re: Dave's Galaxy
Post by: Nathan on November 08, 2011, 12:01:52 AM
I think it is because Tom has the misfortune to be located next to some aggressive expanders.

Totally not me too...... I'm probably not going to expand to my east much soon. My friend who joined us up there needs a few more planets, so I said he could have the ones between mine and his territory. Whether I stick to that promise depends on how bored I get

Hopefully some of the trading changes will make maintaining your planets more of a focus.

Amen. I'd quite like to see planets change hands fairly frequently because of dissatisfaction, but then that doesn't play to the style of the game so it won't happen :P

Anyone noticed that fleets of the same ships can have different acceleration speeds? I've just seen an Arc with 0.335 acceleration, two of mine have 0.33, one at 0.324, eight at 0.325, with the rest on 0.35. Each of those speeds comes from a different planet. So perhaps planets have set speed modifiers they can apply to fleets? Perhaps based off society level?

EDIT: Seems so. Built an arc at a SL1 planet and got 0.251 acceleration. Built one at SL123 planet and got 0.35 (same speed for SL111 planet). Got varying speeds for planets in between. Next highest was 0.33 at SL80 planet, so I'm guessing it caps shortly after that? Educated guess would be maxing out at SL84, which is when food stops.

EDIT EDIT: A friend suggested (0.25 + soc/1000). Seems to fit for me, everyone else too?
Title: Re: Dave's Galaxy
Post by: Tom on November 08, 2011, 12:29:11 AM
Wow, just took a peek over at Tom's territory. Suddenly: ARCS! EVERYWHERE!

Yeah, I kind of decided to take the empty space left of me before someone else does. I've got about 75 arc fleets with somewhere between 150 and 200 arcs in the air right now. :-)
Title: Re: Dave's Galaxy
Post by: De-Legro on November 08, 2011, 12:59:14 AM
I had 225 Arc fleets of 3 arcs each running a few days ago. Its up to 297 Fleets, but some of those only have 1 arc since I'm now trying to grab some key planets ahead of other players. Other then claiming space between my current cores, and pushing up against Flyingmana as much as possible, this is probably the extent of my expansion now, I need to leave at least a LITTLE space for my "allies"
Title: Re: Dave's Galaxy
Post by: Chenier on November 08, 2011, 02:16:19 AM
So, Amaury, want to take out MtnDew?  8)
Title: Re: Dave's Galaxy
Post by: Tom on November 08, 2011, 01:10:25 PM
Yeah, I'm trying to balance resources between expansion and building up a fleet to defend against a constantly more likely attack from other expanding empires.
Title: Re: Dave's Galaxy
Post by: fodder on November 08, 2011, 04:56:34 PM
meh...
they are all losing money from regional gov... i'll need to scrap a lot of stuff around the home planet
Title: Re: Dave's Galaxy
Post by: Nathan on November 08, 2011, 05:46:41 PM
meh...
they are all losing money from regional gov... i'll need to scrap a lot of stuff around the home planet

My second main got it's regional government today. Brought in 2.4mil :P I put taxes down to 0% like someone (Vellos?) suggested and I can make more money due to the excess resources I'm making - just as long as someone buys them, that is.

I got myself another 5 planets in the centre of the galaxy today, those 5 were set up with 2 arcs each (back when arcs were 500 pop), so I decided to build an arc at each of those and take 5 more planets, plus sending one out from the existing planet there. Giving me a grand total of 12 planets in the centre of the galaxy in the next few turns :P

Also, slightly confused: One of my planets has Drilling Subsidies and Trade Incentives, it's selling Hydrocarbon for 93 per 1. Another planet has neither and is selling it for 91 per 1, despite having a lower stored amount and producing less. They both have the same tariff and tax rates. So does Trade Incentives up the price for hydrocarbons despite it being in great surplus?
Title: Re: Dave's Galaxy
Post by: Galle on November 08, 2011, 08:25:27 PM
Another silly question: Can allies see your routes?
Title: Re: Dave's Galaxy
Post by: fodder on November 08, 2011, 08:43:16 PM
don't think so.. unless no one else i'm allied to uses routes XD

i have some routes, so those around me can look and see if they can see it
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 08, 2011, 10:03:53 PM
Another silly question: Can allies see your routes?
Hmmm, no they can't.  I could do it though, it might add too much clutter though.  Another reason to add toggling of layers...
Title: Re: Dave's Galaxy
Post by: De-Legro on November 08, 2011, 10:23:02 PM
Yeah, I'm trying to balance resources between expansion and building up a fleet to defend against a constantly more likely attack from other expanding empires.

Don't worry Tom, you are about the only one of my neighbours NOT on my "list"
Title: Re: Dave's Galaxy
Post by: Nathan on November 08, 2011, 11:12:19 PM
Don't worry Tom, you are about the only one of my neighbours NOT on my "list"

Considering you have a few BM player neighbours, me being one of them, I'm a tad scared :(
Title: Re: Dave's Galaxy
Post by: De-Legro on November 08, 2011, 11:19:59 PM
Considering you have a few BM player neighbours, me being one of them, I'm a tad scared :(

I'm not ENTIRELY happy to have you so close to my expansion area in the core, its true. Meanwhile Flyingmana has 740 ish planets, at best I am taking 7 per turn, and as I take each planet he defends the remaining ones a little bit better, so I wouldn't worry about too much right now.

Does anyone use Slingshots? The upkeep seems rather expensive. I could see using them on my few core high production military planets but other then that I don't know that they are worth the cost.
Title: Re: Dave's Galaxy
Post by: Galle on November 08, 2011, 11:44:10 PM
At the moment I use routes to delineate the border I agreed with a massively bigger ally. It avoids me accidentally breaking our agreement, but it would of course be very useful to have a way to draw up something like that for the ally to see too. If it is an idea for the game it would be nice to have that as a separate option too thought, as I also use routes for other info now, which I don't necessarily want my ally to see.
Title: Re: Dave's Galaxy
Post by: Vellos on November 08, 2011, 11:51:31 PM
At the moment I use routes to delineate the border I agreed with a massively bigger ally. It avoids me accidentally breaking our agreement, but it would of course be very useful to have a way to draw up something like that for the ally to see too. If it is an idea for the game it would be nice to have that as a separate option too thought, as I also use routes for other info now, which I don't necessarily want my ally to see.

I do the same thing.
Title: Re: Dave's Galaxy
Post by: Nathan on November 09, 2011, 12:02:29 AM
I'm not ENTIRELY happy to have you so close to my expansion area in the core, its true.

:(

Does anyone use Slingshots? The upkeep seems rather expensive. I could see using them on my few core high production military planets but other then that I don't know that they are worth the cost.

I've got them on a few planets. Mainly ones that my merchants visit often.

At the moment I use routes to delineate the border

I use routes to point to other BM players' home planets.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 09, 2011, 12:15:13 AM
At the moment I use routes to delineate the border I agreed with a massively bigger ally. It avoids me accidentally breaking our agreement, but it would of course be very useful to have a way to draw up something like that for the ally to see too. If it is an idea for the game it would be nice to have that as a separate option too thought, as I also use routes for other info now, which I don't necessarily want my ally to see.

Over on the DG Forum I came up with a proposal to do just that.
(https://lh6.googleusercontent.com/-K56OdzMm5FE/Trct-7VTWII/AAAAAAAAK0s/JuS96WwpwRQ/Dave%252527s-Galaxy---mockup1.png)

I also came up with a way of graphically differentiating fleet strengths, which I saw that a couple of you asked for.
(https://lh5.googleusercontent.com/-AVdmESCgy2w/Trmr6_yYVOI/AAAAAAAAK08/5JDUoZltDtI/s400/FleetStrength1.png)

I'm not sure I've convinced Dave that any of you guys are interested in this yet, so your contributions and feedback are welcome!
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 03:48:15 AM
Good to have you on the forums, Qyasogk. As you can see from the number of pages, we are quite into Dave's Galaxy.

As for your idea, I would prefer a border system based more upon the regional government ranges of planets, once they get to that society level. This is because outside of those planets able to support a regional government, any claims you have are hard to effectively cement. Sure, you can send in fleet, but your fleets have to travel for at least a couple days just to get outside the range of the regional government which really limits what you can do to enforce it.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 09, 2011, 03:52:06 AM
Good to have you on the forums, Qyasogk. As you can see from the number of pages, we are quite into Dave's Galaxy.

As for your idea, I would prefer a border system based more upon the regional government ranges of planets, once they get to that society level. This is because outside of those planets able to support a regional government, any claims you have are hard to effectively cement. Sure, you can send in fleet, but your fleets have to travel for at least a couple days just to get outside the range of the regional government which really limits what you can do to enforce it.

And what do you do when regional governments overlap? In several cases I have players well within my established regional governments, and if I was to build them on my border planets, well that would bring alot of planets within my "territory"
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 03:56:28 AM
Then the territory that overlaps is contested. Duh.

Anyways, you're thinking too much of borders in the conventional sense. This is a space game, and the time for travel makes anything beyond the immediate space around your planets contestable by others.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 09, 2011, 04:15:11 AM
Then the territory that overlaps is contested. Duh.

Anyways, you're thinking too much of borders in the conventional sense. This is a space game, and the time for travel makes anything beyond the immediate space around your planets contestable by others.

Are you currently allied to me? If so take a look at where I am fighting Flyingmana. As well as fighting along our borders I have sent out sizeable fleets to far off outpost and even core area's that I'm not close to. It takes time but if you plan it right its still entirely possible to contest far off holdings. If anything the time helps me, since I doubt he was expecting several 200 destroyer fleets to appear on those particular borders.

Of course they can just rely on the 1 scout defence, but as Flyingmana is finding out, if your enemy uses that tactic, you simply CAN'T contest any of their planets distance becomes irrelevant.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 05:15:10 AM
You just proved my point, you know... lol.

In fact, that very much reminds me of a real world reference. During WWII, in the North African campaigns Rommel was able to advance not because he had numerically superior forces, or that his tanks were overwhelmingly better. He was able to advance because the British thought of the front as a solid line, when in fact, because of the expanse in which Rommel had to maneuver in the deserts. There was no such thing as a solid front, which is the same thing I'm trying to get across for Dave's Galaxy. You can be flanked from any direction, at any time.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 09, 2011, 05:26:45 AM
You just proved my point, you know... lol.

In fact, that very much reminds me of a real world reference. During WWII, in the North African campaigns Rommel was able to advance not because he had numerically superior forces, or that his tanks were overwhelmingly better. He was able to advance because the British thought of the front as a solid line, when in fact, because of the expanse in which Rommel had to maneuver in the deserts. There was no such thing as a solid front, which is the same thing I'm trying to get across for Dave's Galaxy. You can be flanked from any direction, at any time.

Actually no, I didn't. I am contesting HIS planets, DEEP inside his OWN territory. Thus the idea that planets just outside of your sphere are contestable is redundant, EVERYTHING is easy contestable, immediate space is not protected in any meaningful way.

You also ignore the fact that the "contested" regions I first proposed would be in their immediate space, since I we referring to planets I had colonised right next door to their own planets, often only 1-2 days travel. The entire premise of being able to "cement" your claims within a regional tax border is what I was suggesting was wrong, subsequent discussion just proved that basing borders on that domain exclusively was flawed if we are trying to consider what space would be easily defended and held.

Finally I prefer the non-automatic system, since it encourages player communication and diplomacy far more then some arbitrary algorithm.
Title: Re: Dave's Galaxy
Post by: Chenier on November 09, 2011, 06:32:41 AM
How does one communicate with others?
Title: Re: Dave's Galaxy
Post by: De-Legro on November 09, 2011, 06:40:00 AM
How does one communicate with others?

The messages link up on the top right of the screen. You can only communicate with neighbours though.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 06:50:42 AM
A proper look at WWII history would show that is exactly what Rommel did to the British... he pushed well past the so called "front line" deep into territory supposedly under British control and hit them at the core of their army, where the command posts and fuel depots were.

Anyways, I prefer a role-played border as well, I was just putting in a suggestion if we ever did make borders a hard-coded reality. So we're arguing over semantics.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 09, 2011, 07:05:32 AM
And if you were a proper student of history, you would realize that is exactly what Rommel did to the British... he pushed well past the so called "front line" deep into territory supposedly under British control and hit them at the core of their army, where the command posts and fuel depots were.

Anyways, I prefer a role-played border as well, I was just putting in a suggestion if we ever did make borders a hard-coded reality. So we're arguing over semantics.

That was the whole concept behind the Blitzkrieg in general, it was never limited to Rommel and the African campaign. As an Australian and a ex military officer I am quiet aware of the African Campaign, the siege of Tobruk is second only to the Gallipoli landings in terms of importance to Australian Military Culture.

Thus I know that the initial push by Rommel took advantage of circumstance more then anything, as he pushed far past his planned advance due to a combination of British forces having been weakened to reinforce the Greek front, and a reluctance of the British forces to engage as they over estimated the German forces strength. Rommel took advantage and harried their retreat, which prevented them from reforming and building defensive works, resulting in a surprising fast advance.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 09, 2011, 07:12:04 AM
Good to have you on the forums, Qyasogk. As you can see from the number of pages, we are quite into Dave's Galaxy.

As for your idea, I would prefer a border system based more upon the regional government ranges of planets, once they get to that society level. This is because outside of those planets able to support a regional government, any claims you have are hard to effectively cement. Sure, you can send in fleet, but your fleets have to travel for at least a couple days just to get outside the range of the regional government which really limits what you can do to enforce it.

I've been lurking for quite a while, so even though I haven't posted much, I'm familiar with most of you.

This all started out as a desire to enhance the player vs player relations beyond the default 3 states "War - Neutral - Allies" with the additional gradients of Tributary, Hostile, Unfriendly, Friendly and Protectorate. Right now you can't really attack someone without being at War with them. But if you had a player marked as Hostile and they were found inside your "territory" then you could attack without declaring war. But then you have to know where your territory is, and that means borders.

The idea behind having "borders" was mostly as a role play device, an expression of power and authority, either recognized by your neighbors or a point of contention. So the arguments about how borders are not real ARE valid, but besides the point. If India and Pakistan agree on a border, then there is peace. But if say both sides lay claim to Kashmir, then they COULD go to war, but what they've actually done is sort of cold war, where they support proxies to poke the other side in the eye, but neither side has been willing to go "all the way".

I have no problem saying that you have to have a Regional Government in the area to draw a border. Or that you have to have 10 contiguous star systems to be able to draw a border. Or that if you're in an area that has more than two "owners" then no one gets to draw a border. And if you've got a world inside my border, and we're both ok with that, then there's no reason why its a problem.

One of the reasons why I like DG is because its kind of like playing Risk only we're drawing the map as we play, and the map is effectively infinite in all directions. Only it does make the beginning of the game last forever!
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 08:24:44 AM
That was the whole concept behind the Blitzkrieg in general, it was never limited to Rommel and the African campaign. As an Australian and a ex military officer I am quiet aware of the African Campaign, the siege of Tobruk is second only to the Gallipoli landings in terms of importance to Australian Military Culture.

Thus I know that the initial push by Rommel took advantage of circumstance more then anything, as he pushed far past his planned advance due to a combination of British forces having been weakened to reinforce the Greek front, and a reluctance of the British forces to engage as they over estimated the German forces strength. Rommel took advantage and harried their retreat, which prevented them from reforming and building defensive works, resulting in a surprising fast advance.

My bad then. I also realized how I had made my post into a personal attack, and made some edits. I hope I can apologize for my rude tone.
Title: Re: Dave's Galaxy
Post by: Tom on November 09, 2011, 11:47:38 AM
Does anyone use Slingshots? The upkeep seems rather expensive. I could see using them on my few core high production military planets but other then that I don't know that they are worth the cost.

Absolutely. I build slingshots almost everywhere. I have massive amounts of traders flying around, and it speeds up trading.
Title: Re: Dave's Galaxy
Post by: Sacha on November 09, 2011, 01:23:32 PM
I build them on big planets or planets with lots of steel. Giving your warships/arcs a kick in the arse can make quite a difference.
Title: Re: Dave's Galaxy
Post by: Galle on November 09, 2011, 03:44:13 PM
Over on the DG Forum I came up with a proposal to do just that.

I also came up with a way of graphically differentiating fleet strengths, which I saw that a couple of you asked for.

I'm not sure I've convinced Dave that any of you guys are interested in this yet, so your contributions and feedback are welcome!

I like your idea of borders, as long as it is only between allies and there are no hard-coded consequences of breaching them. But as a graphical tool to use in diplomacy it would be very helpful. I guess one could also use it to draw information on the map for allied perusal, as one can now do with routes for oneself. Likewise the different symbols for different fleet sizes seems sensible. When it comes to your diplomacy ideas, I think they will be of limited use. My personal opinion is that a better messaging system where one could for example message groups (for instance all allies) would be more useful.
Title: Re: Dave's Galaxy
Post by: Vellos on November 09, 2011, 04:10:33 PM
The borders idea looks AWESOME. I would LOVE to be able to use that.

Oh and, Qyasogj.... I'm not only Vellos. I'm also Haman, the obsessive long-distance colonizer to your southeast.
Title: Re: Dave's Galaxy
Post by: Kai on November 09, 2011, 05:31:43 PM
This game needs automation so bad.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 05:33:07 PM
And I am.... let me check the front page real fast... GundamMerc. I'm that small red nation effectively surrounded to my south and west by sirgumby and uranus. Note the light blue empire next to me... that's Agiri, huntsmaster on this forum. He's inactive, but his PD is a pain in the ass. Hey Dave, if at all possible, could it be made so that if someone goes inactive for a certain amount of time, their upgrades become inactive?  sirgumby is inactive, I believe, so I'm getting a lot of planets ready made to be good producers of fleets from him.
Title: Re: Dave's Galaxy
Post by: Nathan on November 09, 2011, 06:10:18 PM
Hey Dave, if at all possible, could it be made so that if someone goes inactive for a certain amount of time, their upgrades become inactive?

Nooooooo. If someone goes inactive for a while and they know they won't be back (e.g. if I go on holiday for a month and won't have internet access), I don't want to come back to all my planets gone, despite having PD on all of them, with many overlapping. Or if I get bored and want a bit of a break, it'd be nice to come back to something rather than everything offline.

As for boarders, perhaps just use influence maps? So it's not predefined, but rather works off how close you have a planet to someone else's planet, possibly tweaked for the society level of the planet.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 06:29:33 PM
Perhaps a vacation mode for those who are actually going on vacation and not just going inactive from leaving the game? And while you're in vacation mode, none of your planets can be attacked, but you won't be able to do anything with it on either. Your fleets would still be open to attack, and you won't produce any resources, population or society level. Basically your entire empire is in stasis.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 06:46:39 PM
Oh, I made a new account for us to add to the front page, I'm also Komurov, with my home planet at... 1790.2,2067.5
Title: Re: Dave's Galaxy
Post by: Chenier on November 09, 2011, 07:09:07 PM
Perhaps a vacation mode for those who are actually going on vacation and not just going inactive from leaving the game? And while you're in vacation mode, none of your planets can be attacked, but you won't be able to do anything with it on either. Your fleets would still be open to attack, and you won't produce any resources, population or society level. Basically your entire empire is in stasis.

Too much trolling potential if the planets can'T be attacked, imo.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 07:24:41 PM
which is why you have a waiting period before being able to use it again. Like... say.... 2 weeks.
Title: Re: Dave's Galaxy
Post by: Nathan on November 09, 2011, 07:26:39 PM
Too much trolling potential if the planets can'T be attacked, imo.

Agreed. Personally, I think a vacation mode in a game like this is definitely a no-go. The current system of "society stops growing" is the best, tbh.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 09, 2011, 07:27:43 PM
That's an advantage, though, not a disadvantage.
Title: Re: Dave's Galaxy
Post by: fodder on November 09, 2011, 08:31:18 PM
bah.. there's something seriously strange with regional gov.

all but 3 planets within my home planet's regional gov circle  is losing money, including one that didn't trade for the turn and expected to have ~400k income but actually ended up losing 500 for the turn (it was building sensor 1).

the only 3 that didn't lose money were building planetary defense. (odd....) the others had pd/bases scrapped the turn before..

they all have 20% tax

the home planet takes in around 3 mil from regional tax, which seems rather too excessively high for 13 planets that had an average of low to mid ranged 6 figure incomes each.

will continue to monitor numbers... but it's strange.
---
Fleet #27990, 20 merchantmen (27990) Arrived at Psi Caeeus 3 (3141832)
  Trading at Psi Caeeus 3 (3141832)  selling 1261 steel for 124839 quatloos.
  Trading at Psi Caeeus 3 (3141832)  bought 625 food with 5000 quatloos

before turn 2915972
after turn 2641453
Total Credits 559200
Total Debits -265550  (Matter Synth 1, Slingshot, Military Base, Mind Control -- before turn, scrapped ms 2, maybe also trade incentive)
Budget Surplus 293650
wasn't building anything

---
maybe it'll be saner next turn.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 10, 2011, 03:43:16 AM
The borders idea looks AWESOME. I would LOVE to be able to use that.

Oh and, Qyasogj.... I'm not only Vellos. I'm also Haman, the obsessive long-distance colonizer to your southeast.

Ah. So you're playing multiple empires! I wonder how many people are doing this? That explains your confidence in expanding so far so quickly, as you've got another much larger empire that's your main force. I'm necessarily playing a little more conservatively, because my empire is the only one.

Though to be honest, there's so many super powers here, that most matchups end up being David vs. Goliath. I'm right next to players that have over 200 TIMES the systems, fleets, money and population I do. If you sat down at a game of Risk and you started with one territory and the other guy has every territory on the map.... well there's not much you can do against that is there?

I like the idea of Borders as well, but so far Dave hasn't really responded to any of my suggestions, so I don't know what to think. The ability to draw a line on the map is already there. as I noticed people were using Named Routes to do borders for themselves. A border would just be something visible to other players.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 10, 2011, 03:44:43 AM
Even small empire can expand as rapidly as their resources allow, after all there are ways to make sure you never lose a single planet, so long as you log in every day.
Title: Re: Dave's Galaxy
Post by: Kai on November 10, 2011, 04:04:20 AM
copla is expanding as rapidly as his resources allow and getting his ass handed to him.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 10, 2011, 04:10:41 AM
copla is expanding as rapidly as his resources allow and getting his ass handed to him.

Just means Copla doesn't know what he is doing :)
Title: Re: Dave's Galaxy
Post by: De-Legro on November 10, 2011, 04:11:53 AM
This game needs automation so bad.

Speak to me of what you need automated and I might be able to set something up.
Title: Re: Dave's Galaxy
Post by: Kai on November 10, 2011, 09:26:14 AM
Just means Copla doesn't know what he is doing :)
Even if you keep the 9k steel of a colony and make scouts it will still run out in a month and you can just sit 5 cruisers on it.

Speak to me of what you need automated and I might be able to set something up.
Just regular stuff with colonies and mind control and things.
Title: Re: Dave's Galaxy
Post by: Tom on November 10, 2011, 10:26:34 AM
Yeah, the massive strength of some empires is frightening. I've considered moving a dozen arcs across the galaxy and coming back next year, but that's too long even for me.

I don't know how much PDs can even the odds, I bank on them, that's why my central regions are covered in several of them. At the very least, it's going to be very expensive to attack me.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 10, 2011, 11:03:50 AM
Even if you keep the 9k steel of a colony and make scouts it will still run out in a month and you can just sit 5 cruisers on it.
Just regular stuff with colonies and mind control and things.

Which is why using 1 arc for a colony is stupid, even more stupid when you are fighting. I've got colonies that hover around 8-9k steel. I've found that given the initial resources last long enough that by the time I'm running out I've gotten to the point that I generate 1 scouts worth per turn. That combined with the fact that for some reason some turns the scouts survive allows me to keep those planets defended indefinitely. Mind you the planet has never been society level 1 on the attack, I think the lowest was about level 6. The bigger threat is if your enemy can encircle you and prevent Arcs from breaking out.

With regards to automation I am making scripts to check for planets that need Mind Control, confirm that mind control system are active, flag planets that have inactive upgrades in general. My next project will be to set up automatic builds. I'm hoping to have planet categories and for each category there will be a build routine, along the lines of start upgrade x when planet hits society level Y. I would like to add some more checks too like ensure that population is a certain level, or income has reached a certain threshold.

Yeah, the massive strength of some empires is frightening. I've considered moving a dozen arcs across the galaxy and coming back next year, but that's too long even for me.

I don't know how much PDs can even the odds, I bank on them, that's why my central regions are covered in several of them. At the very least, it's going to be very expensive to attack me.


Pick somewhere close, but empty might take a few months to arrive, be aware that once you set up shop though the starting algorithm may place new players close to you. PD's even the odds nicely, though that is my experience with also using scout defenses, when Flyingmana attacks planets in my developed areas he usually targets small planets. I use a scout to defend the planet, build a PD near by, whittle down his fleet and then mop up. I think I have a tactic that gives me and advantage against PD, but I need to test it further, and small defensive fleets around the planet would still prevent you from making any real gains.
Title: Re: Dave's Galaxy
Post by: fodder on November 10, 2011, 04:17:56 PM
a few planets going a tiny bit positive... but all planets are still sending way too much funds to reg. gov planet. for example:

Nu Monomeda 7
still has an inactive mind control, is within borders of 2 reg. gov, no trade this turn.
before turn 243780
after turn 256493
nothing building.
budget surplus is supposed to be 469753... obviously it's not staying on the planet.

the inactive mind control is really screwing the planet up.
----
is there any reason why funds sent to regional gov isn't listed in the debit part of the budget? if it's listed there, it should be fairly obviously to see how wrong the whole thing is and see whether the % sent is constant and for that matter, how big the % is..
Title: Re: Dave's Galaxy
Post by: Vellos on November 10, 2011, 05:06:23 PM
Indeed, I have a named route drawn outlining my intended borders for Haman.

My other account is called Vellos; it's very, very far from Haman. They're basically irrelevant to each other. But, yes, I knew a lot of the mechanics already, and my other account is "boxed in" by other empires, so I wanted to start a more expansionist account.
Title: Re: Dave's Galaxy
Post by: fodder on November 10, 2011, 07:16:53 PM
what would happen if you stick farm sub and oil sub and the usual crap on your home planet along with the reg. gov?

if the reg gov isn't fixed that is... and thus continue to rake in excessive sums, let's take mine for example.. normal income is 558400... and your expenditure is based on that. farm sub + oil sub = extra 80%, let's say 400k.. which is a drop in the ocean compared to the 3 mil it rakes in... and you won't have to lose money from trades/planet buying resources from thin air.. either... but your other resources like steel will be crap... so the planet imports steel?

... so maybe not so viable afterall... could work if it's linked to the other planets? then again, if it's linked.. it won't have oil/food problems?
Title: Re: Dave's Galaxy
Post by: Vellos on November 10, 2011, 09:28:01 PM
Honestly, I'm realizing more and more than food/oil subsidies are only worthwhile if you messed up on MCs. Other than that, there's no need for them. And, even then, it's sometimes more cost effective to just let a planet pay for food out of tax revenues.
Title: Re: Dave's Galaxy
Post by: fodder on November 10, 2011, 10:07:55 PM
unfortunately, regional gov can kill mc. (or any building)
Title: Re: Dave's Galaxy
Post by: De-Legro on November 11, 2011, 09:30:53 AM
unfortunately, regional gov can kill mc. (or any building)

I had to switch region government off on my home world, same problem you are having, it was taking far too much cash from my other well developed planets. Dave has said putting the amount sent off to regional governments is on his list of things to do.

One more thing to note, building upkeep is based on GDP. Thus a planet with lots of buildings and regional government as well potentially pays a heap more for those buildings. As all my planets get up to high society levels I am questioning keeping regional government going. If I could micro control my traders then sure I could stockpile resources on a single planet, and build fleets from their using RG to ensure plenty of cash, but I can't so to me so far it looks more effective to just let every planet do its own thing.

Title: Re: Dave's Galaxy
Post by: fodder on November 11, 2011, 12:16:20 PM
yes... but reg gov is supposed to be 5% it's currently more like 50% i think. (no hard numbers... but it's something ridiculously huge.)

my problem is that the home planet, because it wasn't mind capped, is screwed without reg. gov. but everything else is a bit screwed with reg. gov... as it stands atm.

---
obviously i can scrap everything in the home planet...
Title: Re: Dave's Galaxy
Post by: De-Legro on November 11, 2011, 01:05:09 PM
yes... but reg gov is supposed to be 5% it's currently more like 50% i think. (no hard numbers... but it's something ridiculously huge.)

my problem is that the home planet, because it wasn't mind capped, is screwed without reg. gov. but everything else is a bit screwed with reg. gov... as it stands atm.

---
obviously i can scrap everything in the home planet...

Interesting, I am letting my home planet go without Mind Control as an experiment, it has reached 125 society level and still has a 181067 surplus, even after I pay 223504 for the farm subsides. I had to ditch the RG several turns ago or I would have ended up with an entire sector of planets growing out of control. What tax rate are you running?
Title: Re: Dave's Galaxy
Post by: fodder on November 11, 2011, 01:17:06 PM
20% on all
Title: Re: Dave's Galaxy
Post by: Vellos on November 11, 2011, 03:29:08 PM
The higher your tax rate, the higher your upkeep costs on upgrades.

For some planets, you can find a "saddle point" somewhere along the tax slider where you get optimal returns. For many it is indeed 20%; but not for all.
Title: Re: Dave's Galaxy
Post by: fodder on November 11, 2011, 03:49:17 PM
i know that... but the point is not the planets not having enough money to pay for those upgrades. they all do. it's just a % thing.

they are losing extra money to regional gov. and for some reason that eats up the entire budget surplus.

using numbers i gave before, for regional gov that covers 13 other planets (not including planet with the upgrade), it rakes in 3 mil. for example.

ie, each planet loses on average 230k. given each planet at max pop @20% has an income of roughly 500k... before any expenses... do you see what's wrong there?


-----
sod it.. scrapped reg. gov again for home planet and made it into an oil planet...
Title: Re: Dave's Galaxy
Post by: Tom on November 11, 2011, 07:57:46 PM
Interesting, I am letting my home planet go without Mind Control as an experiment, it has reached 125 society level and still has a 181067 surplus, even after I pay 223504 for the farm subsides. I had to ditch the RG several turns ago or I would have ended up with an entire sector of planets growing out of control. What tax rate are you running?

Same here, I don't have MC on any of my planets and don't intend to. So far, things are going just fine and I have several planets > 100 society now. One reason it works is because I am also not using 20% tax rate everywhere. In fact, most of my tax rates are below 10%. Money just isn't the scarce resource anywhere so far.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 12, 2011, 01:52:31 AM
Same here, I don't have MC on any of my planets and don't intend to. So far, things are going just fine and I have several planets > 100 society now. One reason it works is because I am also not using 20% tax rate everywhere. In fact, most of my tax rates are below 10%. Money just isn't the scarce resource anywhere so far.

I run the default 7% tax without much issues. I just tested my main planet and even without regional government and with almost every upgrade built (no MC Drilling or trading subsidies) and 5% tax I manage to make 70k profit.
Title: Re: Dave's Galaxy
Post by: fodder on November 12, 2011, 07:24:25 AM
if you use food/oil sub, you lose something like 2/3 of steel production. which is not an issue if you don't plan on the planet to produce big fleets regularly.

my home planet is 162 and it takes in money just fine, the problem is it blew all budget surplus (after upgrades which was about half the budget? roughly 200k? leaving around 200k or so surplus) towards food/oil purchases (planet has 0 stock of oil regularly, food import has stabilised)... would be good if the amount of money blown on oil/food purchase (non ship) is shown in budget.. then again, budget is about the next turn not the turn before... maybe the cost is variable according to tax rate too?
Title: Re: Dave's Galaxy
Post by: Tom on November 13, 2011, 06:56:50 PM
Darn, I start hating the % capitulation chance. I've been bombing 3 planets each with a 10-20% capitalation chance for at least two weeks now. And still I draw the short stick every turn. :-(

Title: Re: Dave's Galaxy
Post by: LilWolf on November 13, 2011, 07:02:27 PM
Darn, I start hating the % capitulation chance. I've been bombing 3 planets each with a 10-20% capitalation chance for at least two weeks now. And still I draw the short stick every turn. :-(

Isn't it better to send several smaller fleets with a lower chance of success? From the single planet I've taken it seemed every fleet got a chance for capitulation each turn so my mass of 5% chances took the planet in 3 days or so.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 13, 2011, 11:09:49 PM
Isn't it better to send several smaller fleets with a lower chance of success? From the single planet I've taken it seemed every fleet got a chance for capitulation each turn so my mass of 5% chances took the planet in 3 days or so.

That has been my tactic as well, you can get a much better aggregate chance by spending your resources on smaller fleets then on bigger ones. Of course if you are fighting an active player, which few of us seem to do then the small fleet tactic has its draw backs.
Title: Re: Dave's Galaxy
Post by: Chenier on November 14, 2011, 12:19:10 AM
That has been my tactic as well, you can get a much better aggregate chance by spending your resources on smaller fleets then on bigger ones. Of course if you are fighting an active player, which few of us seem to do then the small fleet tactic has its draw backs.

Such as?

And I want help against MtnDew!
Title: Re: Dave's Galaxy
Post by: De-Legro on November 14, 2011, 12:25:45 AM
Such as?

And I want help against MtnDew!

lots of small fleets can be quite easily destroyed by a single larger fleet for instance.
Title: Re: Dave's Galaxy
Post by: Kai on November 14, 2011, 02:48:03 PM
Has anyone worked out a legit solution for resource transfer between planets?
Title: Re: Dave's Galaxy
Post by: Chenier on November 14, 2011, 04:12:05 PM
lots of small fleets can be quite easily destroyed by a single larger fleet for instance.

But I can't afford a large fleet! Send a large fleet for me! He's too close to my colonization route for comfort!

Has anyone worked out a legit solution for resource transfer between planets?

Lots of traders? Or did I not properly understand their function?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 14, 2011, 07:21:43 PM
My easy answer for that: only establish bases on planets with links. Then you get perfect resource transfer.
Title: Re: Dave's Galaxy
Post by: Nathan on November 14, 2011, 10:07:19 PM
My easy answer for that: only establish bases on planets with links. Then you get perfect resource transfer.

I dare you to find a linked planet near me :P We're all up where planets start to become rather dense, which means no links :(
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 14, 2011, 10:30:13 PM
Then that sucks for you. And I will gloat my superior starting position. Muahahahahaha!
Title: Re: Dave's Galaxy
Post by: De-Legro on November 15, 2011, 03:01:01 AM
But I can't afford a large fleet! Send a large fleet for me! He's too close to my colonization route for comfort!

Lots of traders? Or did I not properly understand their function?

I will see if I can find this guy, I'm sure I could spare a few hundred battleships from my current wars. They are getting bogged down anyway, Flyingmana FINALLY worked out the scout defense.
Title: Re: Dave's Galaxy
Post by: Chenier on November 15, 2011, 08:06:42 AM
I dare you to find a linked planet near me :P We're all up where planets start to become rather dense, which means no links :(

Dense planets = no links? That's kinda dumb...

I will see if I can find this guy, I'm sure I could spare a few hundred battleships from my current wars. They are getting bogged down anyway, Flyingmana FINALLY worked out the scout defense.

Seems like what I'm facing is a colony of a larger empire than myself... Here I thought it was a player that joined soon after me.

The local heart of his colonies is this:

Name:Omega Indieus
        Owner:MtnDew       
          Location:
          (1505.3,2034.7 )
          Distance to Capital:
          39.8
          Open Ship Yard:
          No
          Trades Rare Commodities:
          No
        Population:16779900
        Treasury:3960407 Quatloos

However, seeing his other planets in the east of me (a little far off, though), I wonder if it'd be such a wise move... I'd need good support from Amaury I'd think (who is my neighbor).
Title: Re: Dave's Galaxy
Post by: Nathan on November 15, 2011, 11:54:14 AM
Dense planets = no links? That's kinda dumb...

Nah, not really. Dense planets = more resources in a small area. So I have more resources than you, it's just harder for me to move them around as easily. Which should balance out in a war.
Title: Re: Dave's Galaxy
Post by: Vellos on November 15, 2011, 04:08:29 PM
Dense planets are also easier to defend with PD.
Title: Re: Dave's Galaxy
Post by: Chenier on November 15, 2011, 04:14:26 PM
There's a bunch of very dense planet which I  sent arcs to in order to colonize a dense sector. My planets are so far apart that PD and RG barely cover any planets...
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 15, 2011, 05:13:30 PM
Then that sucks for you. And I will gloat my superior starting position. Muahahahahaha!

Hehe, there are advantages to having all your planets close together (shorter trade links, pd covers more planets, better sensor coverage...)

build more trade fleets.
Title: Re: Dave's Galaxy
Post by: BardicNerd on November 15, 2011, 08:13:19 PM
Been playing a few days, seems interesting enough.  I'm Bardic Nerd in game, located at 1565.9, 1746.0.  Egamma is closest to me, looks like, east-southeast of me.
Title: Re: Dave's Galaxy
Post by: Tom on November 16, 2011, 12:02:57 AM
I've been trodding along silently, but I'm now entering most if not all of the top 30. I think money is the one I'm still missing out on. It's probably time to pool up some resources and build a couple impressive fleets, just to make sure nobody gets any fancy ideas.

Title: Re: Dave's Galaxy
Post by: De-Legro on November 16, 2011, 02:23:12 AM
I've been trodding along silently, but I'm now entering most if not all of the top 30. I think money is the one I'm still missing out on. It's probably time to pool up some resources and build a couple impressive fleets, just to make sure nobody gets any fancy ideas.

You could always help me against Flyingmana. Right now its a contest of whomever misses a day of play first, I'm assaulting about 40 of his planets, and he is quickly catching up, about 11 planets under attack now and I see more fleets on the way. The surprising thing is he never seems to build new PD to stop my attacks, even though he planets can easily field them. He would rather send slightly more powerful fleets out and see 75% of that fleet destroyed, while I'm killing 10's of battleships for the loss of a few scouts. Maybe eventually I will drain his resources, but then he can always just build scouts until they build up again.
Title: Re: Dave's Galaxy
Post by: Kai on November 16, 2011, 05:55:12 AM
Hehe, there are advantages to having all your planets close together (shorter trade links, pd covers more planets, better sensor coverage...)

build more trade fleets.

Trade fleets are so expensive that its easier to just build and send fleets long distance.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 16, 2011, 06:20:19 AM
Trade fleets are so expensive that its easier to just build and send fleets long distance.

I'm experimenting with having my traders set on some circular routes. The hope is they move stuff around to even out the planets. To be fair though the main thing I want moved is food.
Title: Re: Dave's Galaxy
Post by: Vellos on November 16, 2011, 06:30:13 AM
I'm experimenting with having my traders set on some circular routes. The hope is they move stuff around to even out the planets. To be fair though the main thing I want moved is food.

I have all of my planets linked in a complex network of interlocking trade routes. It does not seem to be evening resources out; it seems to be pooling them in a fairly patterned way (presumably determined by the pattern of subsidies, stockpiles, exact trade fleet sizes, and trade incentives on each route).

It makes sense if you think about it. On large planets, a few BFs buying food isn't going to radically change the price of food. The next BFs will buy it, and move on to the same next planet as well. Over time this might balance out, or it might result (as it seems to be for me) in all the steel being on one or two planets, all the food on one or two others, and all the quatloos on some others.

Which has actually been very convenient for me, as the planets where food gets dumped are generally the ones that need it. Steel intensive planets build arcs, quatloo intensive planets build subspacers. I send out lots of fleets to my one or two concentration points... and I have over 1,000,000 steel saved up on one planet with almost that amount again scattered around my empire.

Of course... no sum of steel will overcome the scout defense.

Dave--- are you ever going to fix the scout defense?
Title: Re: Dave's Galaxy
Post by: De-Legro on November 16, 2011, 07:13:15 AM
I have all of my planets linked in a complex network of interlocking trade routes. It does not seem to be evening resources out; it seems to be pooling them in a fairly patterned way (presumably determined by the pattern of subsidies, stockpiles, exact trade fleet sizes, and trade incentives on each route).

It makes sense if you think about it. On large planets, a few BFs buying food isn't going to radically change the price of food. The next BFs will buy it, and move on to the same next planet as well. Over time this might balance out, or it might result (as it seems to be for me) in all the steel being on one or two planets, all the food on one or two others, and all the quatloos on some others.

Which has actually been very convenient for me, as the planets where food gets dumped are generally the ones that need it. Steel intensive planets build arcs, quatloo intensive planets build subspacers. I send out lots of fleets to my one or two concentration points... and I have over 1,000,000 steel saved up on one planet with almost that amount again scattered around my empire.

Of course... no sum of steel will overcome the scout defense.

Dave--- are you ever going to fix the scout defense?

It is easy enough to work out, just look at the prices for each good on each planet :) When resources are low the prices tend to go up and hey presto food from my one farm subsidy planet tends to arrive.

My experiments are more to do with what is the most efficient way to set up the trade routes. For example if I have a circular route with 3 planets, A B and C and only 1 fleet of trade ships. Assume planet A is a food producer and planets B and C are food purchasers. Lastly the route goes A-B-C-A. Will for example the fleet know to skip over selling food at B if the prices are better at planet C? Things of that nature.
Title: Re: Dave's Galaxy
Post by: fodder on November 16, 2011, 08:15:35 AM
trade ships do not always buy low sell high, nor do they always trade what you want them to trade...

eg.. they sometimes buy unobtainium at high prices (at a planet that doesn't make them) and sell them low (to a planet that makes them by the bucketload)
Title: Re: Dave's Galaxy
Post by: De-Legro on November 16, 2011, 08:28:54 AM
trade ships do not always buy low sell high, nor do they always trade what you want them to trade...

eg.. they sometimes buy unobtainium at high prices (at a planet that doesn't make them) and sell them low (to a planet that makes them by the bucketload)

Is that something you have observed since the latest trading changes? And is this if you are using trade routes, or if the trade ships are picking their own destinations?
Title: Re: Dave's Galaxy
Post by: Kai on November 16, 2011, 08:44:55 AM
I'm not looking to even out resources, I have no idea why anyone would want that. I want to mass steel on the planets that I care about.

It would be nice if I could filter planets by resources stocked.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 16, 2011, 09:24:41 AM
I'm not looking to even out resources, I have no idea why anyone would want that. I want to mass steel on the planets that I care about.

It would be nice if I could filter planets by resources stocked.

I've got more then 700 planets now (just overtook Flyingmana). Of those about 400 have military bases. Why because eventually you get to the stage I am at where a well developed planet just can't support any more fleets. Thus I like to even out my resources, 300k - 400k on each planet tends to work well for me, enough to generate a fleet to kill most attackers if I choose.

Also I can filter planets by resources stocked, I've got a nice spreadsheet that extracts planet data now. It is very handy to find which planets have enough resources to build battleship attack fleets.
Title: Re: Dave's Galaxy
Post by: fodder on November 16, 2011, 09:44:40 AM
Is that something you have observed since the latest trading changes? And is this if you are using trade routes, or if the trade ships are picking their own destinations?

when's the latest change? those were from a while back and non routes.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 16, 2011, 11:18:46 AM
when's the latest change? those were from a while back and non routes.

Last week or so.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 16, 2011, 01:14:05 PM
well, I'm in the top 30 on fleets, that's about it.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 16, 2011, 04:53:12 PM
Anyone else having trouble opening the messages box?
Title: Re: Dave's Galaxy
Post by: Kai on November 16, 2011, 06:14:17 PM
Assaulting Planet: assault in progress -- raining death from space
   destroyed 820 of 10232 steel
   destroyed 4429 of 177087 people
   destroyed 5286 of 62692 food
   destroyed 35 of 585 antimatter
   destroyed 14 of 137 consumergoods
   destroyed 949 of 10376 hydrocarbon
   society level reduced 5 of 53

Is this supposed to do anything because the soc level of the planet being attacked certainly did not decrease.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 17, 2011, 01:34:34 AM
Assaulting Planet: assault in progress -- raining death from space
   destroyed 820 of 10232 steel
   destroyed 4429 of 177087 people
   destroyed 5286 of 62692 food
   destroyed 35 of 585 antimatter
   destroyed 14 of 137 consumergoods
   destroyed 949 of 10376 hydrocarbon
   society level reduced 5 of 53

Is this supposed to do anything because the soc level of the planet being attacked certainly did not decrease.


I've been noticing something similar, here is my take on each. Each society level must be reduced by its own level before anything happens. So for example the planet you are attacking is SL 53, thus you must do 53 damage to the society level to drop it down to 52.
Title: Re: Dave's Galaxy
Post by: Vellos on November 17, 2011, 03:31:24 AM
I took a home planet after 3 turns of besieging it; and another player had been attacking it for a long time, dunno how long. It was society 47 when I took it. So apparently the feature does function.
Title: Re: Dave's Galaxy
Post by: Kai on November 17, 2011, 03:50:16 PM
scout defence is the stupidest piece of !@#$ in the world
Title: Re: Dave's Galaxy
Post by: Vellos on November 17, 2011, 09:24:35 PM
It is indeed.

Dave needs to fix it.
Title: Re: Dave's Galaxy
Post by: Kai on November 18, 2011, 08:23:34 AM
Is that an ultimatum or a demand or just a restatement?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 18, 2011, 04:16:16 PM
Hey Dave, I'm having issues with the messaging system on my GundamMerc account, do you know what's going on?
Title: Re: Dave's Galaxy
Post by: Ramiel on November 18, 2011, 06:10:09 PM
I like Scout Defence :D

I wish we had transport ships as well as Arcs though...
Title: Re: Dave's Galaxy
Post by: Vellos on November 18, 2011, 06:37:43 PM
Is that an ultimatum or a demand or just a restatement?

A whim.
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 18, 2011, 09:38:10 PM
Hey Dave, I'm having issues with the messaging system on my GundamMerc account, do you know what's going on?

Just got back from a trip today (mom's house, dialup...), will look into this.

Also, scout defense -- getting there...  I agree the current setup doesn't work...
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 18, 2011, 09:42:17 PM
Oh, and transport ships -- I'm working on adding passengers back into merchantmen (it worked a looooong time ago), so you'll have that, and I've been also wanting to add a people carrier of some kind as well (Spaceliner?).  Oh, and cross race emmigration, but don't hold your breath on that one anytime soon...
Title: Re: Dave's Galaxy
Post by: Ramiel on November 18, 2011, 10:30:33 PM
O Almighty Dave, do you have an official Daves Galaxy Wiki yet? :P
Title: Re: Dave's Galaxy
Post by: Adriddae on November 18, 2011, 10:47:24 PM
http://davesgalaxy.wikia.com/wiki/Dave%27s_Galaxy_Wiki
Title: Re: Dave's Galaxy
Post by: Adriddae on November 18, 2011, 10:51:44 PM
O Almighty Dave, do you have an official Daves Galaxy Wiki yet? :P

Blasphemy! There is only the Great Tom!
Title: Re: Dave's Galaxy
Post by: Galle on November 19, 2011, 12:39:01 AM
My little galactic empire is growing steadily up in the Northeast. But I have a problem with Long Range Sensors on my newer planets not going operational. I have enough tax income to pay the minimum cost of 100 quatloos, but they just don't fire up. Does anyone know what is wrong?
Title: Re: Dave's Galaxy
Post by: fodder on November 19, 2011, 12:47:03 AM
is it within the circle of regional gov? that would cause most of your problems....
Title: Re: Dave's Galaxy
Post by: De-Legro on November 19, 2011, 02:23:12 AM
Just got back from a trip today (mom's house, dialup...), will look into this.

Also, scout defense -- getting there...  I agree the current setup doesn't work...

I hope no time soon. Flyingmana has hit on a new tactics, attacking my expansion areas with tons of fleets. Takes time to move defense fleets in, scout defense is the only thing saving about 30 planets right now.

Also anyone know why Largan is sending piracy fleets out into his allies territory :)

Title: Re: Dave's Galaxy
Post by: Galle on November 19, 2011, 01:10:59 PM
is it within the circle of regional gov? that would cause most of your problems....

I have no regional governments.
Title: Re: Dave's Galaxy
Post by: Vellos on November 19, 2011, 07:12:43 PM
My little galactic empire is growing steadily up in the Northeast. But I have a problem with Long Range Sensors on my newer planets not going operational. I have enough tax income to pay the minimum cost of 100 quatloos, but they just don't fire up. Does anyone know what is wrong?

I'm having the same issue, actually.

My new colonies have long range sensors, no regional government, and plenty of cash, but no extra actual sensor range.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 19, 2011, 07:23:31 PM
I'm going to be attacking Flyingmana from the south with my fleets. Luckily I am far enough away that I will not have to worry about him attacking me without going through my ally baz.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 20, 2011, 02:50:10 AM
I'm going to be attacking Flyingmana from the south with my fleets. Luckily I am far enough away that I will not have to worry about him attacking me without going through my ally baz.

Good luck, he has mastered the scout defense these days, and has got a lot more active. I recomend sending multiple fleets to attack a few planets, and hope he doesn't notice before you manage to steal some. Also maybe get Baz to build up some PD on Flyingman's path and declare war :)
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 20, 2011, 03:12:38 AM
I'm having the same issue, actually.

My new colonies have long range sensors, no regional government, and plenty of cash, but no extra actual sensor range.

What's the state of the upgrades on the planets (building, inactive, active?)
Title: Re: Dave's Galaxy
Post by: Tom on November 20, 2011, 03:45:22 PM
I looked at that all-the-galaxy map again (any chance of having the updated once a day or so?) and decided I would mount a "to the edge of the galaxy" expedition. It will probably take months to arrive, but I now have one arc en route to a single star far outside the galaxy itself, on the edge of absolute nothing. The night sky will be a miracle to behold from there, I'm sure of that.

Here's to wishing the arc doesn't fall prey to any pirate attacks. :-)

Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 20, 2011, 03:46:50 PM
In all probability you're going to not be able to find it again when the arc gets down there.
Title: Re: Dave's Galaxy
Post by: Galle on November 20, 2011, 05:35:47 PM
What's the state of the upgrades on the planets (building, inactive, active?)

This is one of mine. Sensor range has not increased at all:

1992.5,1688.1 Ø
          Long Range Sensors 2  Active   100%
          Long Range Sensors 1 Active 100%
Title: Re: Dave's Galaxy
Post by: BardicNerd on November 20, 2011, 05:48:38 PM
So, I've been playing less than two weeks, and already I'm being attacked with three superbattleships and thirty cruisers by someone named Icehouse . . . asked for peace, but no luck.

How does that 'scout defense' go?  If he's going to attack newbs like that, he kinda deserves every trick there is.
Title: Re: Dave's Galaxy
Post by: Ramiel on November 20, 2011, 06:20:43 PM
So, I've been playing less than two weeks, and already I'm being attacked with three superbattleships and thirty cruisers by someone named Icehouse . . . asked for peace, but no luck.

How does that 'scout defense' go?  If he's going to attack newbs like that, he kinda deserves every trick there is.

Build a scout per turn. Eventually they will hopefully get bored and go elsewhere.
Title: Re: Dave's Galaxy
Post by: Galle on November 20, 2011, 06:36:15 PM
Build a scout per turn. Eventually they will hopefully get bored and go elsewhere.

You also need to set the scout to planetary defense or attack, right?
Title: Re: Dave's Galaxy
Post by: fodder on November 20, 2011, 07:22:11 PM
egamma might have quit by now i believe
Title: Re: Dave's Galaxy
Post by: Vellos on November 20, 2011, 08:29:27 PM
What's the state of the upgrades on the planets (building, inactive, active?)

Active.
Title: Re: Dave's Galaxy
Post by: Ramiel on November 20, 2011, 09:16:27 PM
You also need to set the scout to planetary defense or attack, right?

Planetary Defence
Title: Re: Dave's Galaxy
Post by: Tom on November 20, 2011, 09:17:38 PM
In all probability you're going to not be able to find it again when the arc gets down there.

I'll find it via the planet list. I've re-named all planets I took, so the planet list is actually useful to me.
Title: Re: Dave's Galaxy
Post by: Vellos on November 20, 2011, 10:10:51 PM
I'll find it via the planet list. I've re-named all planets I took, so the planet list is actually useful to me.


Same.
Title: Re: Dave's Galaxy
Post by: Vellos on November 20, 2011, 10:13:46 PM
Also, found another of Oldry's planets at 1583.8,1555.0

He is such an exploiter of the scout defense. He steals one or two worlds at a time and just doesn't expand or colonize or anything; just hits inactive people then defends with the scout defense.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 21, 2011, 01:24:49 AM
egamma might have quit by now i believe
egamma has quit, I am claiming his planets.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 21, 2011, 01:25:53 AM
I looked at that all-the-galaxy map again (any chance of having the updated once a day or so?) and decided I would mount a "to the edge of the galaxy" expedition. It will probably take months to arrive, but I now have one arc en route to a single star far outside the galaxy itself, on the edge of absolute nothing. The night sky will be a miracle to behold from there, I'm sure of that.

Here's to wishing the arc doesn't fall prey to any pirate attacks. :-)

I was going to do that too, only I was going to send a few hundred Arcs and quickly build up a base that could dominate the area.
Title: Re: Dave's Galaxy
Post by: Ramiel on November 21, 2011, 01:27:09 AM
Same.

I will be renaming all my planets eventually. The Void Imperium will be using a regional province naming system :D
Title: Re: Dave's Galaxy
Post by: De-Legro on November 21, 2011, 01:40:57 AM
I started to rename my planets, but I got bored. To be honest I keep hoping for a reset, my OCD issues really don't like the layout of my empire, or the fact that people have planets inside space that I consider mine.
Title: Re: Dave's Galaxy
Post by: Vellos on November 21, 2011, 03:45:33 AM
I will be renaming all my planets eventually. The Void Imperium will be using a regional province naming system :D

oooo.... I like that. I think I'm going to do that right now.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 21, 2011, 03:50:26 AM
I will be renaming all my planets eventually. The Void Imperium will be using a regional province naming system :D

Back when I was using regional governments the plan was to name the Central planet, then all the planets inside the sphere would use the same name with a numeral suffix. I've done some area's.
Title: Re: Dave's Galaxy
Post by: Kai on November 21, 2011, 07:07:40 PM
How are you guys going to keep naming schemes up if you get 500 planets?
Title: Re: Dave's Galaxy
Post by: fodder on November 21, 2011, 07:20:47 PM
...why do you care about naming scheme when you get to 500? XD

stick mind control at 76... and then just leave it to idle..

---
dave and me have a double scout wall facing each other.. (for no reason really XD i stuck the scouts out to watch Ariana)
Title: Re: Dave's Galaxy
Post by: Vellos on November 21, 2011, 08:42:01 PM
How are you guys going to keep naming schemes up if you get 500 planets?

Well, if you update it every turn, you only have to name a couple planets a turn.

But crucially, I don't plan on getting that big. It doesn't sound very fun to me. I don't see the fun in massive expansion. I like to develop my base and do interesting things with my planets and with local politics.
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 21, 2011, 09:41:50 PM
dave and me have a double scout wall facing each other.. (for no reason really XD i stuck the scouts out to watch Ariana)

Hehe, Yeah, I just noticed yours a few days ago.  I put one up all around my empire -- no reason not too.  I'm also the demo account, if anyone wants to look and try to steal ideas off of me.
Title: Re: Dave's Galaxy
Post by: fodder on November 21, 2011, 10:58:20 PM
heh... amazoneon laughed when we allied and saw my scout arc (nw quadrant)... i'm now moving them into more of a pack for better converge up there.

i've got another one going to the east/south east...
--
btw.. you can kill kingdante's planets.. he's quitted a while back.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 22, 2011, 02:38:15 AM
We're discussing alternatives for the 1 scout defense over on the Google Group (https://groups.google.com/forum/#!topic/daves-galaxy/dV9resaa3KA). My two ideas:

1. If in the course of invading a system, an attackers fleet wipes out a defending fleet, they should immediately get to begin planetary assault during the same COMBAT turn. That way there is no guarantee of victory by either the invader (who still has to get the system to capitulate) or the defender (who can still use each turn they're alive to build more ships, send in reinforcements, activate planetary defense, etc).

OR

2. Rather than counting a system's defending fleets and the planetary bombardment as separate battles (which doesn't make much sense anyway), count them as ONE big battle in which the Invader pitches his fleets against the defender's fleets & planetary defenses. Defending fleets lower the capitulation chance (the stronger the fleet, the lower the chance) for the system to capitulate. Or maybe the capitulation should be lowered to 0% (or halved?) while the planet has active fleets defending it.

Which one do you prefer?
Title: Re: Dave's Galaxy
Post by: Chenier on November 22, 2011, 02:57:10 AM
Why is Amaury sending large fleet to my planets?
Title: Re: Dave's Galaxy
Post by: Vellos on November 22, 2011, 04:18:17 AM
We're discussing alternatives for the 1 scout defense over on the Google Group (https://groups.google.com/forum/#!topic/daves-galaxy/dV9resaa3KA). My two ideas:

1. If in the course of invading a system, an attackers fleet wipes out a defending fleet, they should immediately get to begin planetary assault during the same COMBAT turn. That way there is no guarantee of victory by either the invader (who still has to get the system to capitulate) or the defender (who can still use each turn they're alive to build more ships, send in reinforcements, activate planetary defense, etc).


This one.

All that's really necessary is to change the order the code is processed. As of now, planetary bombardments happen BEFORE combat. If we make them happen AFTER combat, the whole problem will be solved, and, instead of warfare being massively and asymmetrically in favor of the defender, attackers will have more significant clout, as the only way to ensure a system's security is with good PD coverage AND a large standing fleet or nearby resource stockpile.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 22, 2011, 04:43:39 AM
This one.

All that's really necessary is to change the order the code is processed. As of now, planetary bombardments happen BEFORE combat. If we make them happen AFTER combat, the whole problem will be solved, and, instead of warfare being massively and asymmetrically in favor of the defender, attackers will have more significant clout, as the only way to ensure a system's security is with good PD coverage AND a large standing fleet or nearby resource stockpile.

Which will massively disadvantage smaller players.
Title: Re: Dave's Galaxy
Post by: Chenier on November 22, 2011, 05:07:03 AM
Which will massively disadvantage smaller players.

Who wouldn't have known about scout defense anyways.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 22, 2011, 05:11:13 AM
Who wouldn't have known about scout defense anyways.

Not true, I've encountered players with 3 planets that know all about scout defense. It only takes about 5 minutes of looking at a turn report to work it out.
Title: Re: Dave's Galaxy
Post by: Chenier on November 22, 2011, 05:16:27 AM
Give capitals a defensive bonus, then? Have new players start with a PD?

I'm guessing you don't want every newb to get crushed instantly, but it's lame that you need to be a huge empire to be able to attack even a small colony.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 22, 2011, 05:20:54 AM
Give capitals a defensive bonus, then? Have new players start with a PD?

I'm guessing you don't want every newb to get crushed instantly, but it's lame that you need to be a huge empire to be able to attack even a small colony.

What I don't want is say someone my size with 800 planets to be easily able to overwhelm players with only 100 planets. On some planets I can make fleets of 80 super battleship, if I start sending out masses of fleets how long would that player last? As is PD generally only cost me the equivalent of a few hundred destroyers before they are damaged enough to stop. Considering my latest attack fleet consist of 40 fleets of 50 battleships each, what player not close to me in size is really going to be able to put up a defense on their planets to have a hope of stopping that?
Title: Re: Dave's Galaxy
Post by: Chenier on November 22, 2011, 05:22:45 AM
What I don't want is say someone my size with 800 planets to be easily able to overwhelm players with only 100 planets. On some planets I can make fleets of 80 super battleship, if I start sending out masses of fleets how long would that player last? As is PD generally only cost me the equivalent of a few hundred destroyers before they are damaged enough to stop. Considering my latest attack fleet consist of 40 fleets of 50 battleships each, what player not close to me in size is really going to be able to put up a defense on their planets to have a hope of stopping that?

Makes me question the point of playing this game. :P
Title: Re: Dave's Galaxy
Post by: De-Legro on November 22, 2011, 05:41:39 AM
Makes me question the point of playing this game. :P

Hopefully as the game progresses there will be actual challenges to owning a planet, like morale or whatever. Then the mad rush for planets might slow down, but I know what you mean. Flyingmana has less planets then I, but not by much and he has FAR more populations and wealth generation. Scout defence is the only thing letting me even stay competitive, I lose that and I risk losing about 300 planets.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 22, 2011, 06:08:51 AM
What I don't want is say someone my size with 800 planets to be easily able to overwhelm players with only 100 planets. On some planets I can make fleets of 80 super battleship

No planet should ever be able to make 80 super battleships in one turn. That would be like the U.S. building 80 air craft carriers in a month.

Maybe there should be an upper limit into how many resources a planet can store? Or a limit to how quickly these larger ships can be built?

But even then, if you're playing a war game, and you have 800 factories and I only have 100, I'm going to lose everytime, no matter what the outcome.

What we need is more of a progressive scale (like D&D) where the higher up you go, the longer it takes you to advance to the next level.

Right now the only people are losing their systems are those that have quit the game.... and that's not good either.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 22, 2011, 06:15:10 AM
No planet should ever be able to make 80 super battleships in one turn. That would be like the U.S. building 80 air craft carriers in a month.

Maybe there should be an upper limit into how many resources a planet can store? Or a limit to how quickly these larger ships can be built?

But even then, if you're playing a war game, and you have 800 factories and I only have 100, I'm going to lose everytime, no matter what the outcome.

What we need is more of a progressive scale (like D&D) where the higher up you go, the longer it takes you to advance to the next level.

Right now the only people are losing their systems are those that have quit the game.... and that's not good either.

Which is exactly why I don't want to see a quick fix to scout defense. Does it make it almost impossible for active players to fight each other? Well yes and no I'm online everyday, and recently Flyingmana manage to take 3 planets from me, either by capturing them on the first turn he arrived, or because I have so many planets under attack I missed some.

But the damage that could be done to lower player if we remove this without addressing the power balance issue is significant. What is really needs is some sort of practical limit to how many planets we can expand to, and how far from our core planets colonies can be. I would recommend some sort of soft cap rather then a hard one, but while ever it is possible for player to have 3000+ planets we will have issues.
Title: Re: Dave's Galaxy
Post by: Adriddae on November 22, 2011, 05:27:24 PM
In the way game is being handled right now, I would push for a reset. That everyone will be more or less equal when they start. When one player starts dominating, another reset should be called.

Or another method... Have a technology that destroys the galaxy(ends the game) when you have the capacity to fulfill a huge amount of resources. And then keep track who was the top player. Sorta like one big board game tournament.
Title: Re: Dave's Galaxy
Post by: Kai on November 22, 2011, 06:46:30 PM
I think all of your suggestions are awful. It would help to be more specific but most of them make me want to throw up.

Anyway the problems are that
- player who is active every turn and has no life is invulnerable
- but completely removing the scout defence would cause big players to instantly win
Title: Re: Dave's Galaxy
Post by: Vellos on November 22, 2011, 07:04:22 PM
On a sienote... baz was pirating my merchants and trespassing through my PD without permission... so I declared war on him. I didn't realize that he's actually a pretty big empire. Here's hoping I can resolve the issue quickly.
Title: Re: Dave's Galaxy
Post by: Adriddae on November 22, 2011, 07:40:06 PM
On a sienote... baz was pirating my merchants and trespassing through my PD without permission... so I declared war on him. I didn't realize that he's actually a pretty big empire. Here's hoping I can resolve the issue quickly.

Yeah I found his pirates all the way up to where I am. I'll help you if he starts attacking with large fleets.
Title: Re: Dave's Galaxy
Post by: Chenier on November 22, 2011, 09:17:14 PM
I think all of your suggestions are awful. It would help to be more specific but most of them make me want to throw up.

Anyway the problems are that
- player who is active every turn and has no life is invulnerable
- but completely removing the scout defence would cause big players to instantly win

I'm active every turn. I still think that 99% of the players could wipe me out quite easily, unless I do nothing but scout defense then I guess I can hold off for a while with only losing a few planets. But then again, I wouldn't. What's the fun in that? I'd rather just be destroyed and get it over with.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 22, 2011, 09:53:41 PM
On a sienote... baz was pirating my merchants and trespassing through my PD without permission... so I declared war on him. I didn't realize that he's actually a pretty big empire. Here's hoping I can resolve the issue quickly.

Problem with pirate fleets is they attack everyone you pass, not just your target :) You might want to find out if you were his target and remind him to leave his fleets in something other then pirate until he arrives.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on November 23, 2011, 03:27:35 AM
Speaking of baz... that's my ally. Prepare for war!
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 23, 2011, 04:47:54 AM
I think all of your suggestions are awful. It would help to be more specific but most of them make me want to throw up.

Anyway the problems are that
- player who is active every turn and has no life is invulnerable
- but completely removing the scout defence would cause big players to instantly win

I'm quite honored to be the latest person here you've taken a !@#$ on. You really know how to be a dick!

Your first point is wrong, and your second is inane.

1. Player who is active every turn is not invulnerable, because either a) getting a chance to capitulate the system if you've wiped out their fleets, or b) getting a chance to capitulate if the attacker has a large enough force to overcome the defenders force.

2. It's a territorial resources/conquest game. Whoever has the most resources wins. Unless you want to add technology differentiators (like the nuclear weapon was in WW2) that can be something to give an outmatched opponent the chance to have some other advantage.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 23, 2011, 05:23:39 AM
I'm quite honored to be the latest person here you've taken a !@#$ on. You really know how to be a dick!

Your first point is wrong, and your second is inane.

1. Player who is active every turn is not invulnerable, because either a) getting a chance to capitulate the system if you've wiped out their fleets, or b) getting a chance to capitulate if the attacker has a large enough force to overcome the defenders force.

2. It's a territorial resources/conquest game. Whoever has the most resources wins. Unless you want to add technology differentiators (like the nuclear weapon was in WW2) that can be something to give an outmatched opponent the chance to have some other advantage.

For point 1 he is referring to the current state of the game, and is quite correct

For point 2 he makes a valid point, most games of this nature have some sort of system to try and provide balance between large and small players. Otherwise attracting new player becomes almost impossible because even if they aren't wiped out soon after starting, they quickly realise that there is no chance they will ever catch up to the established players, and leave out of frustration. I've done freelance work on quite a few games of this nature and one of the big design questions revolves around this, and also how to balance paying players VS the free players that don't generate income directly, but are necessary to give the paying players targets and make sure there is sufficient players on the servers. So far Dave doesn't have the second problem, but he will still need to address power imbalance between big players and small players if he wishes to continue to attract new players.
Title: Re: Dave's Galaxy
Post by: Chenier on November 23, 2011, 05:34:42 AM
Well, it seems that right now, the first thing players do when they see a new player prop up is send a fleet to crush him.

Why? Is it for an easy planet?

The gains of conquest should perhaps be lessened somehow.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 23, 2011, 05:37:35 AM
Well, it seems that right now, the first thing players do when they see a new player prop up is send a fleet to crush him.

Why? Is it for an easy planet?

The gains of conquest should perhaps be lessened somehow.

It used to be easy to grab, and still is but you have to send a few more ships. Still if they use scout defence you are screwed. Main reason, its a society level 50 planet or more when you arrive, it takes 50 days to get a colony to that lvl and you likely would have a smaller population as well. I try to only target newbies that haven't logged in for a week or two, no need to chase people away from the game.
Title: Re: Dave's Galaxy
Post by: Kai on November 23, 2011, 07:03:04 AM
forgot to mention
- using the scout defence is godawfully tedious and boring
Title: Re: Dave's Galaxy
Post by: Chenier on November 23, 2011, 07:14:03 AM
It used to be easy to grab, and still is but you have to send a few more ships. Still if they use scout defence you are screwed. Main reason, its a society level 50 planet or more when you arrive, it takes 50 days to get a colony to that lvl and you likely would have a smaller population as well. I try to only target newbies that haven't logged in for a week or two, no need to chase people away from the game.

Then perhaps a good idea would be to make it so that capitals don't capitulate until you have bombarded to society level to below 10 (or 5)?

If newbies weren't such an attractive target, they wouldn't even need scout defense.
Title: Re: Dave's Galaxy
Post by: fodder on November 23, 2011, 08:47:51 AM
is it pop or lvl that makes them attractive?
Title: Re: Dave's Galaxy
Post by: De-Legro on November 23, 2011, 09:24:04 AM
is it pop or lvl that makes them attractive?

Both

Then perhaps a good idea would be to make it so that capitals don't capitulate until you have bombarded to society level to below 10 (or 5)?

If newbies weren't such an attractive target, they wouldn't even need scout defense.

That would help in the case of very new newbies. Now what about the guy that has just gotten to 10 nice little planets? We could weight the capitulation % to the size of the empires, that might encourage people to war against empires of similar size.
Title: Re: Dave's Galaxy
Post by: Kai on November 23, 2011, 05:13:12 PM
The problem is not limited to newbies.
Title: Re: Dave's Galaxy
Post by: Chenier on November 23, 2011, 07:58:58 PM
The problem is not limited to newbies.

Apply the same thing to all planets, then. Capitals can't be captured until lvl is reduced to 5, and other cities can't be captured until lvl is reduced to 10.
Title: Re: Dave's Galaxy
Post by: fodder on November 23, 2011, 08:13:33 PM
there's no such thing as capitals though..... (unless you count regional gov.)
Title: Re: Dave's Galaxy
Post by: Chenier on November 23, 2011, 08:15:22 PM
there's no such thing as capitals though..... (unless you count regional gov.)

Planet list suggests otherwise.

Unless "states" are regional goverments.
Title: Re: Dave's Galaxy
Post by: Vellos on November 23, 2011, 09:19:33 PM
We could weight the capitulation % to the size of the empires, that might encourage people to war against empires of similar size.

This is a good idea.

Larger empire, higher capitulation %. Creates an inherent check on big empires, limits the breakneck colonization process. No need even to have a comparison for this to work out well. It protects newbies and small empires of all kinds, provides some check to super-massive empires, and gives smaller empires a basic advantage over bigger ones. I see this as kind of how, in BM, smaller realms can run higher tax rates.

This would actually incentivize wars against BIGGER nations... though almost certainly not enough to make it worthwhile.

Also, the more planets you lost, the stronger your defenses would get.

I would envision the capitulation differences as fairly large. A player like uranus, or hierulf, or zootcat might have a planet that, based on its level/population/fleet attacking it/whatever, has a capitulation chance of 30%. An identical planet attacked by an identical fleet, but in an empire with, say, 3 planets, would have a capitulation chance of maybe 5%.
Title: Re: Dave's Galaxy
Post by: Tom on November 23, 2011, 09:41:15 PM
Planet list suggests otherwise.

Unless "states" are regional goverments.

"states" is just the name for planets beyond a certain society limit. Not sure what the precise value is.
Title: Re: Dave's Galaxy
Post by: fodder on November 23, 2011, 10:14:25 PM
76... interestingly the lvl to start building mind control..

---
i'm turning my lvl 100+ planets into oil+food sub + sling shot planets... +enable foreign trade... technically gets 50k a turn in taxes (20%) after expenses... going to see what'll happen...
Title: Re: Dave's Galaxy
Post by: Chenier on November 24, 2011, 01:04:47 AM
"states" is just the name for planets beyond a certain society limit. Not sure what the precise value is.

Heh, that's a weird way to label them. I thought we could found multiple states that we could then divide into provinces.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 24, 2011, 02:09:31 AM
For point 1 he is referring to the current state of the game, and is quite correct

For point 2 he makes a valid point, most games of this nature have some sort of system to try and provide balance between large and small players. Otherwise attracting new player becomes almost impossible because even if they aren't wiped out soon after starting, they quickly realise that there is no chance they will ever catch up to the established players, and leave out of frustration.

It seemed to me that he was offering a lame critique of my suggestions rather than talking about the "current state of the game." The whole point of my suggestions were to solve the problem of a player being invulnerable by building one scout.

The game already has these balance problems. The first day I signed up to player DG, it was immediately obvious that some players have more than a 10,000 times the planets, resources, and money than other players. The only way empires are defeated is if they leave the game, and that's ridiculous.

One way you can level the playing field a bit is to have a D&D like progression. Therefore the higher up you go the longer it takes to advance to the next level, rather than every round everyone goes up 1 level.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 24, 2011, 02:16:34 AM
It seemed to me that he was offering a lame critique of my suggestions rather than talking about the "current state of the game." The whole point of my suggestions were to solve the problem of a player being invulnerable by building one scout.

The game already has these balance problems. The first day I signed up to player DG, it was immediately obvious that some players have more than a 10,000 times the planets, resources, and money than other players. The only way empires are defeated is if they leave the game, and that's ridiculous.

One way you can level the playing field a bit is to have a D&D like progression. Therefore the higher up you go the longer it takes to advance to the next level, rather than every round everyone goes up 1 level.

Even if society level increases slowed down, I would still be able to send out masses of Arcs with all my planets. Besides it feels rather artificial. Something that generally works in these types of games are efficiency penalties, things like corruption etc that make the return from each extra planet diminish. The problem then is that empire get to a "stable" state and lose any reason to want to expand and war each other.

We all agree that scout defence makes large active players too difficult to fight, the problem is that the scout defence is also the only thing protecting small players from aggressive larger ones, thus any fix needs to address both issues.
Title: Re: Dave's Galaxy
Post by: Qyasogk on November 24, 2011, 02:19:14 AM
Larger empire, higher capitulation %. Creates an inherent check on big empires, limits the breakneck colonization process. No need even to have a comparison for this to work out well. It protects newbies and small empires of all kinds, provides some check to super-massive empires, and gives smaller empires a basic advantage over bigger ones.

This would actually incentivize wars against BIGGER nations... though almost certainly not enough to make it worthwhile.

Also, the more planets you lost, the stronger your defenses would get.

This is a fantastic idea. Still doesn't solve the 1 scout defense problem, but does somewhat address the player inequality problem. I would also suggest that planets who are at war with lots of players, mind control, or high taxes, or heavy polution which makes it miserable for their citizens should modify the capitulation rate. Those people would WELCOME their new overlords. On the other hand, maybe systems that have recently been captured from another player would still have a higher capitulation rate from war shock, and it would take a while for the citizens to become "content" with their new leaders.

I definitely think that people who have fewer planets to retreat to will fight harder to save their world, than someone that has tons of systems. So your reasoning of having fewer worlds equals a lower capitulation makes sense.
Title: Re: Dave's Galaxy
Post by: Vellos on November 24, 2011, 03:03:36 AM
This is a fantastic idea. Still doesn't solve the 1 scout defense problem, but does somewhat address the player inequality problem.

It does, somewhat. Eliminate scout defense entirely, and small powers will still have a strong chance in war.

But we need to admit something. There are huge empires. They can AND SHOULD be able to destroy small powers without overwhelming effort. Probably, any even reasonably fair system will result in big powers having a BIGGER advantage than presently.

The advantage we want to remove is the advantage of ACTIVITY. Just because you can devote hours of time to building scouts on each planet shouldn't mean you always get to win. What is needed is a passive defense improvement that reduces the burden of activity, and simultaneously relatively strengthens smaller powers enough to compensate them for the lost "playtime-per-planet" advantage.

Two things in combination could do this:
1. Aforementioned empire size-capitulation ratio
2. "Waste": bigger empires have rising upkeep costs for upgrades. A new player might pay 20% of GDP for an upgrade. A player the size of uranus might pay 30%. Across the whole empire, applied to every upgrade, this could have huge effects on the long-term warmaking capabilities of big empires. Similar efficiency penalties could be levied on production of resources.

Between these two, small empires would have relative production and conquest advantages.

They will still lose if attacked by a huge empire. This is as it should be. We should not create a game where your success in expansion yields no advantages. What is different is that passive defense will be better for small empires than big ones, and active defenses will have to be more focused on specific, strategic planets rather than dispersed to every planet. Simultaneously, small empires will be relatively more efficient: if 10 allies could costlessly coordinate their strategies, they would have an advantage over an empire equal in size to their combined size.

Penalizing empire size promotes alliances and diplomacy at the expense of infinite expansion. This in turn promotes RP, involvement, and communication. This builds a game community. But it will NECESSITATE a message system that isn't completely !@#$ty.
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 24, 2011, 09:11:26 AM
\ of the big design questions revolves around this, and also how to balance paying players VS the free players that don't generate income directly, but are necessary to give the paying players targets and make sure there is sufficient players on the servers. So far Dave doesn't have the second problem, but he will still need to address power imbalance between big players and small players if he wishes to continue to attract new players.

Actually, there's already a couple mechanisms nobody talks about that keep new players alive.  I see plenty of new players who don't get blown away immediately.  The placement algorithm (at least the latest one, maybe not so much with the old algorithm from a few months ago...) puts new players were they have plenty of room to maneuver.  I also leave players who stop playing in the game instead of removing them, so there's generally easy pickings available to the players who want to expand.  And yes, I'm going to do more stuff to counterbalance the larger players. 

Oh, and I will never provide in-game advantages to paying players, not my style.
Title: Re: Dave's Galaxy
Post by: Chenier on November 24, 2011, 09:34:20 AM
Actually, there's already a couple mechanisms nobody talks about that keep new players alive.  I see plenty of new players who don't get blown away immediately.  The placement algorithm (at least the latest one, maybe not so much with the old algorithm from a few months ago...) puts new players were they have plenty of room to maneuver.  I also leave players who stop playing in the game instead of removing them, so there's generally easy pickings available to the players who want to expand.  And yes, I'm going to do more stuff to counterbalance the larger players. 

Oh, and I will never provide in-game advantages to paying players, not my style.

Placement gives them room to expand a bit, sure, but they are still often (from my understanding) close enough to big empires so that at least one or two of them can, if he wants, send hundreds of fleets just to take on a nice developped planet. What is to save them from this?
Title: Re: Dave's Galaxy
Post by: Vellos on November 24, 2011, 06:10:14 PM
And players like Oldry (few planets, but developed planets, and hyper-aggressive to homeworlds) will tend to have new players spawn near them.
Title: Re: Dave's Galaxy
Post by: Nathan on November 24, 2011, 10:29:32 PM
So yeah, I finally have reliable internet connection back. I've just been logging into DG via mobile to stop myself going inactive. The lovely warning on the DG main page is very correct, rather hard to do things easily (at least, on an iPhone it is). Luckily I was able to struggle through putting Mind Control on a handful of planets.

I probably won't be expanding much near my home planet any more, so if Kai/Tom/Largan want to grab a load of planets right up to my current ones, feel free. I want to start sending arcs out to remoter areas and set up there. So I've got patches of my empire scattered around the galaxy. I'll probably expand a lot more in the centre of the galaxy though, maybe only up to PD range from (1500,1500) though (in case De-Legro wanted to expand around me :P).

I'll add BardicNerd to the front page now too.

Oh, and I will never provide in-game advantages to paying players, not my style.

I love you.
Title: Re: Dave's Galaxy
Post by: Tom on November 25, 2011, 09:47:08 PM
And players like Oldry (few planets, but developed planets, and hyper-aggressive to homeworlds) will tend to have new players spawn near them.

Yeah, Oldry bugs me. He's sent 35 cruiser fleet right into my empire a couple turns ago. Non-aggressive so far, but I wonder WTF he thinks he's doing. I have a 250 cruiser fleet on its way to meet him and "escort" him, just so his scouting/pirate/whatever gets blown out of the sky the moment it does anything funny, but still I wonder what he's up to.
Title: Re: Dave's Galaxy
Post by: Nathan on November 25, 2011, 10:46:03 PM
Yeah, Oldry bugs me.


He doesn't seem to bother me. I was at war with him a bit back, but I fobbed out since I realised I'd be on holiday and at war with him - not something I wanted. So I just said "look, you can't beat me, I can't beat you, so peace?" and he went for it.
Title: Re: Dave's Galaxy
Post by: Kai on November 25, 2011, 11:59:10 PM
I surrounded his planets with blackbirds and kill most of the stuff he sends out.
Title: Re: Dave's Galaxy
Post by: Nathan on November 26, 2011, 12:37:17 PM
I surrounded his planets with blackbirds and kill most of the stuff he sends out.

Nice. How close do you think you are to moving in and taking the planets?
Title: Re: Dave's Galaxy
Post by: Vellos on November 26, 2011, 09:32:47 PM
Nice. How close do you think you are to moving in and taking the planets?

Not generally possible. Scout defense.

I'm in the process of building PD within his PD for one planet, then will spam blackbirds onto his planet to "target" his ships. What I want to know is if PD happens before planetary assault, and if PD can shoot ships set to "planetary defense" on other planets. If it does, I might be able to PD through Oldry's scouts if he tries a scout defense, and thereby launch an invasion fleet. I have 1.5 million steel saved up for the attack. Goal is 3 million. If I fail, then I will have learned that it is, in fact, impossible to conquer an actively defended planet. If you can't do it with the assistance of PD and 3 million steel, then I just don't believe you can do it.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 26, 2011, 11:48:12 PM
Not generally possible. Scout defense.

I'm in the process of building PD within his PD for one planet, then will spam blackbirds onto his planet to "target" his ships. What I want to know is if PD happens before planetary assault, and if PD can shoot ships set to "planetary defense" on other planets. If it does, I might be able to PD through Oldry's scouts if he tries a scout defense, and thereby launch an invasion fleet. I have 1.5 million steel saved up for the attack. Goal is 3 million. If I fail, then I will have learned that it is, in fact, impossible to conquer an actively defended planet. If you can't do it with the assistance of PD and 3 million steel, then I just don't believe you can do it.

Nope, PD takes place after assaults but before fleet combat.
Title: Re: Dave's Galaxy
Post by: Vellos on November 27, 2011, 01:21:26 AM
Nope, PD takes place after assaults but before fleet combat.

Well damn.

Then I'll still build the PD, and send in some blackbirds to shoot down anything he may have lingering around. But I guess I won't be taking the planet.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 27, 2011, 02:04:23 AM
Well damn.

Then I'll still build the PD, and send in some blackbirds to shoot down anything he may have lingering around. But I guess I won't be taking the planet.

I'm doing the same, just to annoy him. Then I'm going to go after some of his other planets. I've got a few hundred Arcs travelling to my new core areas so I'm kind of bored while I wait for them to arrive.
Title: Re: Dave's Galaxy
Post by: Vellos on November 27, 2011, 03:11:44 AM
I'm doing the same, just to annoy him. Then I'm going to go after some of his other planets. I've got a few hundred Arcs travelling to my new core areas so I'm kind of bored while I wait for them to arrive.

Yeah... I have nothing better to do with my resources, so I'm just engaging in a sort of protracted galactic trench warfare.
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 27, 2011, 09:23:24 PM
Yeah... I have nothing better to do with my resources, so I'm just engaging in a sort of protracted galactic trench warfare.

Yeah, I gotta fix this.   sorry gents.  :(
Title: Re: Dave's Galaxy
Post by: Vellos on November 28, 2011, 04:10:31 PM
Yeah, I gotta fix this.   sorry gents.  :(

Here's an idea how:

It does, somewhat. Eliminate scout defense entirely, and small powers will still have a strong chance in war.

But we need to admit something. There are huge empires. They can AND SHOULD be able to destroy small powers without overwhelming effort. Probably, any even reasonably fair system will result in big powers having a BIGGER advantage than presently.

The advantage we want to remove is the advantage of ACTIVITY. Just because you can devote hours of time to building scouts on each planet shouldn't mean you always get to win. What is needed is a passive defense improvement that reduces the burden of activity, and simultaneously relatively strengthens smaller powers enough to compensate them for the lost "playtime-per-planet" advantage.

Two things in combination could do this:
1. Aforementioned empire size-capitulation ratio
2. "Waste": bigger empires have rising upkeep costs for upgrades. A new player might pay 20% of GDP for an upgrade. A player the size of uranus might pay 30%. Across the whole empire, applied to every upgrade, this could have huge effects on the long-term warmaking capabilities of big empires. Similar efficiency penalties could be levied on production of resources.

Between these two, small empires would have relative production and conquest advantages.

They will still lose if attacked by a huge empire. This is as it should be. We should not create a game where your success in expansion yields no advantages. What is different is that passive defense will be better for small empires than big ones, and active defenses will have to be more focused on specific, strategic planets rather than dispersed to every planet. Simultaneously, small empires will be relatively more efficient: if 10 allies could costlessly coordinate their strategies, they would have an advantage over an empire equal in size to their combined size.

Penalizing empire size promotes alliances and diplomacy at the expense of infinite expansion. This in turn promotes RP, involvement, and communication. This builds a game community. But it will NECESSITATE a message system that isn't completely !@#$ty.

Title: Re: Dave's Galaxy
Post by: fodder on November 29, 2011, 06:43:37 PM
and multies...
---
misspoke earlier.. there is capital. it's got a thin circular ring to it, outside of the thick one.
Title: Re: Dave's Galaxy
Post by: Kai on November 30, 2011, 12:00:21 AM
for gods sake dont quote your own post from jut 1 page ago
Title: Re: Dave's Galaxy
Post by: Nathan on November 30, 2011, 12:19:14 AM
I'm off on holiday tomorrow, won't be able to access Dave's whilst I'm away.

I've set up some defences so hopefully I won't lose anything whilst I'm gone. If I do get attacked, you're all more than welcome to avenge my losses :P
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 12:21:24 AM
I'm off on holiday tomorrow, won't be able to access Dave's whilst I'm away.

I've set up some defences so hopefully I won't lose anything whilst I'm gone. If I do get attacked, you're all more than welcome to avenge my losses :P

All right, I'll just send a few fleets to "defend" you now. :P
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 30, 2011, 03:48:56 AM
Yeah, I basically agree with both of Vellos' ideas, modifying the capitulation chance by empire size should be an easy thing to do, and I think it's a good idea.

I have some different ideas on how to limit growth,  but Varying the upkeep cost of upgrades is easy to implement, and I will do that as well.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 03:50:56 AM
Yeah, I basically agree with both of Vellos' ideas, modifying the capitulation chance by empire size should be an easy thing to do, and I think it's a good idea.

I have some different ideas on how to limit growth,  but Varying the upkeep cost of upgrades is easy to implement, and I will do that as well.


oh dear, should I turn around all my arcs?
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 03:52:35 AM
I looked at the universe for the firs time today. Ain't that big! How many people do you figure are sending arcs to the far opposite side of the galaxy? :P

Also, anything special in the core?
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 04:04:08 AM
I looked at the universe for the firs time today. Ain't that big! How many people do you figure are sending arcs to the far opposite side of the galaxy? :P

Also, anything special in the core?

Only thing special in the core are planets I plan to take over :) I WILL OWN THE CORE

Actually that seems to hard now, I will divert my arcs I WILL OWN A SEGMENT KIND OF CLOSE TO THE CORE

Nothing particularly special about the core, except planet density. Less likely to have planet links, but more planets will fall under your PD and regional governments.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 04:05:25 AM
Only thing special in the core are planets I plan to take over :) I WILL OWN THE CORE

Actually that seems to hard now, I will divert my arcs I WILL OWN A SEGMENT KIND OF CLOSE TO THE CORE

Nothing particularly special about the core, except planet density. Less likely to have planet links, but more planets will fall under your PD and regional governments.

I'd rather have the fringe worlds: no flank.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 04:07:38 AM
I'd rather have the fringe worlds: no flank.

But longer distances between planets to defend. Take a look at the core, now imagine that every planet there has PD and Long Range Sensors. How difficult would it be to find space within PD protected space not covered by sensors? How many PDS are likely to be able to target anyone location? If you want to turtle up area's near the core are the way to go. Of course it takes months to reach it so that is a set back.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 04:08:38 AM
But longer distances between planets to defend. Take a look at the core, now imagine that every planet there has PD and Long Range Sensors. How difficult would it be to find space within PD protected space not covered by sensors? How many PDS are likely to be able to target anyone location? If you want to turtle up area's near the core are the way to go. Of course it takes months to reach it so that is a set back.

Yea, but no resource links.

The best defense is simply not having any neighbors.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 04:16:47 AM
Yea, but no resource links.

The best defense is simply not having any neighbors.

Resource links are nice, but only to a point. With the resources I have on some planets, even if 2 or 3 planets are linked the fleet I can build will outstrip the planets ability to manage upkeep. I much prefer to build more modest fleets (50-100 battleships with some blackbirds) from many planets then to centre my ship building on one planet. Resource links can also be a weakness, I have on a couple of occasions TO'd a central planet in a resource web, and then stolen the enemies resources from his planets.

The way the new player placement code works, one you colonise an area, new players are bound to show up there as well, so its hard to have no neighbours.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 04:28:18 AM
Resource links are nice, but only to a point. With the resources I have on some planets, even if 2 or 3 planets are linked the fleet I can build will outstrip the planets ability to manage upkeep. I much prefer to build more modest fleets (50-100 battleships with some blackbirds) from many planets then to centre my ship building on one planet. Resource links can also be a weakness, I have on a couple of occasions TO'd a central planet in a resource web, and then stolen the enemies resources from his planets.

The way the new player placement code works, one you colonise an area, new players are bound to show up there as well, so its hard to have no neighbours.

Except that there are no planets for him to spawn on.

I figure I'll probably send a colonization mission to one of the spiral's edges next week or in a few after that. If I can send 1 5-arc fleet and 15 1-arc fleets all at the same time, they'll pretty much all arrive at the same time allowing me to colonize that whole space. I can also send in a few military fleets to crush any newbie who starts nearby before the colonies can start producing themselves.

You argue on the use of the PDs, but I'll admit to not even knowing how they work. Could you explain to me how they work?

Also, how the hell do taxes work? I can't find anything anywhere which says the pros and cons of high taxes vs. low taxes.

Edit: as for density, the edge is actually 100000x more dense than where I started. I just checked.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 04:41:29 AM
Except that there are no planets for him to spawn on.

I figure I'll probably send a colonization mission to one of the spiral's edges next week or in a few after that. If I can send 1 5-arc fleet and 15 1-arc fleets all at the same time, they'll pretty much all arrive at the same time allowing me to colonize that whole space. I can also send in a few military fleets to crush any newbie who starts nearby before the colonies can start producing themselves.

You argue on the use of the PDs, but I'll admit to not even knowing how they work. Could you explain to me how they work?

Also, how the hell do taxes work? I can't find anything anywhere which says the pros and cons of high taxes vs. low taxes.

Edit: as for density, the edge is actually 100000x more dense than where I started. I just checked.

PD set up a ring around your planets, if you look at Vellos or Toms area you will see them, they are the large dotted rings. Any enemy fleet that moves within that ring and is spot able from sensors (fleet or planet based) will be targeted and shot at every turn. Use to be a 20% chance for the destruction of each ship, but Dave changed things recently so they are stronger closer to the planet they originate on. Just to give you an idea, I had on fleet of 300 cruisers show up in my space, within the targeting space of 3 PD. I killed 150 of them in one turn. Best thing is the damage to their fleet occurs with no possible retaliation.

High taxes lower your production rate of goods. Most people don't find this significant and run 20% tax, I don't particularly care and run the default 7% so I don't need to waste time changing it. The other factor is that upkeep of facilities is based on GDP, so increasing that tax rate increases the upkeep you owe, but you usually end up with a positive balance from any increase.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 04:43:11 AM
PD set up a ring around your planets, if you look at Vellos or Toms area you will see them, they are the large dotted rings. Any enemy fleet that moves within that ring and is spot able from sensors (fleet or planet based) will be targeted and shot at every turn. Use to be a 20% chance for the destruction of each ship, but Dave changed things recently so they are stronger closer to the planet they originate on. Just to give you an idea, I had on fleet of 300 cruisers show up in my space, within the targeting space of 3 PD. I killed 150 of them in one turn. Best thing is the damage to their fleet occurs with no possible retaliation.

High taxes lower your production rate of goods. Most people don't find this significant and run 20% tax, I don't particularly care and run the default 7% so I don't need to waste time changing it. The other factor is that upkeep of facilities is based on GDP, so increasing that tax rate increases the upkeep you owe, but you usually end up with a positive balance from any increase.

"Goods", as in, "everything other than cash"? By how much?

Also, there are two tax rates.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 04:51:04 AM
Income tax is the one that generate you gold every turn. The Tariff is what you charge merchants ships that travel to your planet.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 05:04:12 AM
Income tax is the one that generate you gold every turn. The Tariff is what you charge merchants ships that travel to your planet.

What are the incentives to have low or high tariff rates? How do trade incentives affect trade, and where is it a good thing to have?

Also, unrelated question: how many accounts are active?
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 06:01:56 AM
What are the incentives to have low or high tariff rates? How do trade incentives affect trade, and where is it a good thing to have?

Also, unrelated question: how many accounts are active?

No idea, trade is mostly a mystery to me. I have plans to set up a script and extract data from my trade fleets so I can graph and analyse it, but I also have a son that is almost 2 years old, so finding the time isn't easy.

At a guess the Trade fleets should calculate tariffs into the profit/loss decisions, so high tariffs might discourage fleets from visiting your worlds. It would depend on what rates and prices surrounding planets have I guess.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 06:03:43 AM
No idea, trade is mostly a mystery to me. I have plans to set up a script and extract data from my trade fleets so I can graph and analyse it, but I also have a son that is almost 2 years old, so finding the time isn't easy.

At a guess the Trade fleets should calculate tariffs into the profit/loss decisions, so high tariffs might discourage fleets from visiting your worlds. It would depend on what rates and prices surrounding planets have I guess.

Is trade with foreign planets a good thing or a bad thing? Does it tend to leak cash or goods?
Title: Re: Dave's Galaxy
Post by: Tom on November 30, 2011, 08:06:34 AM
Is trade with foreign planets a good thing or a bad thing? Does it tend to leak cash or goods?

I went with the real world as a guideline, believe that trade with anyone is a good thing, and set every planet to allow foreign traders. I also have well over a hundred trading fleets in the air at any given moment.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 08:30:32 AM
By the way Tom, Oldry has snuck more fleets into my space, he is targeting my newer colonies. You might want to keep an eye on your own.
Title: Re: Dave's Galaxy
Post by: Tom on November 30, 2011, 10:04:12 AM
By the way Tom, Oldry has snuck more fleets into my space, he is targeting my newer colonies. You might want to keep an eye on your own.

I do. I have scout shields around my empire, and bringing in several strong cruiser fleets to patrol my borders now that expansion starts hitting upon other people all around.
Title: Re: Dave's Galaxy
Post by: De-Legro on November 30, 2011, 11:05:12 AM
I do. I have scout shields around my empire, and bringing in several strong cruiser fleets to patrol my borders now that expansion starts hitting upon other people all around.

Now that my war with Flyingmana is over, I'm moving my battleships fleets this way, but they are SLOW. He is going to try and attack the colonies I am setting up all around his planet from the looks of it, but with 3 arcs going to each colony they should hold till help arrives. As soon as a fix for the scout defense is in I might attempt rushing his planets.
Title: Re: Dave's Galaxy
Post by: Chenier on November 30, 2011, 02:04:31 PM
I went with the real world as a guideline, believe that trade with anyone is a good thing, and set every planet to allow foreign traders. I also have well over a hundred trading fleets in the air at any given moment.

I assumed the same, and did the same.

But then it hit me that cash is actually pretty useless. If the net result is the selling of my resources to other powers to increase my quaterloos, that's no good.
Title: Re: Dave's Galaxy
Post by: Dav3xor on November 30, 2011, 11:11:01 PM
I assumed the same, and did the same.

But then it hit me that cash is actually pretty useless. If the net result is the selling of my resources to other powers to increase my quaterloos, that's no good.

Well, they should be bringing in commodities you don't have, which is reasonably fair.
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 12:42:54 AM
Well, they should be bringing in commodities you don't have, which is reasonably fair.

Mine seem to mostly care about consumer goods. What good are those?
Title: Re: Dave's Galaxy
Post by: Tom on December 01, 2011, 01:57:48 AM
Mine seem to mostly care about consumer goods. What good are those?

You mean your iPad, mobile phone, toaster, TV set, computer, digital camera, MP3 player and 90% of the other stuff around you? ;-)


Or maybe I'm trying too much to actually run an empire instead of just crunching some numbers.
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 02:01:57 AM
You mean your iPad, mobile phone, toaster, TV set, computer, digital camera, MP3 player and 90% of the other stuff around you? ;-)


Or maybe I'm trying too much to actually run an empire instead of just crunching some numbers.

If the Soviet Union didn't care for such luxuries, why should my nation? ;)

I want steel! More steel! How can I claim the far corners of the universe for my empire if I don't get more steel? Petty consumer goods won't help the glory of the nation!

I mean, seriously, with mind control and all, why would our people even care for consumer goods?
Title: Re: Dave's Galaxy
Post by: Andrew on December 01, 2011, 03:21:24 AM
Yea, but no resource links.

The best defense is simply not having any neighbors.

Alternatively, Dyson Sphere around every solar system.

Anyways, I've decided to give this game a try. Name's Kagurati, located at 1863.3, 2155.2.

Also, that's how the mind control works. It's all in the consumer goods!
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 03:22:36 AM
Alternatively, Dyson Sphere around every solar system.

Anyways, I've decided to give this game a try. Name's Kagurati, located at 1863.3, 2155.2.

Also, that's how the mind control works. It's all in the consumer goods!

Unfortunately, that's not how the game puts it. ;)
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 01, 2011, 07:45:17 AM
Unfortunately, that's not how the game puts it. ;)

Hehe, I can change the help...

Consumer goods are in the game so that there's a commodity to send to lower society planets.  Otherwise, trade would be pretty one sided. 
Title: Re: Dave's Galaxy
Post by: De-Legro on December 01, 2011, 07:51:18 AM
Hehe, I can change the help...

Consumer goods are in the game so that there's a commodity to send to lower society planets.  Otherwise, trade would be pretty one sided.

My problem with trade is that with few exception every planet can produce just as much of each resource as the next. Sure some have bonus to steel, or a penalty to oil or what have you, but mostly production is limited by society level and population. I stop most planets at around level 80, so really most of my trade would be consumer goods down to my new planets, which is just filler right now so far as I can tell. The goods I want going to higher society planets like steel and anti matter are likely to be rare on the low society planets, so the return trips are pointless.
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 08:32:27 AM
So both the "go" trip and the return trip are useless?
Title: Re: Dave's Galaxy
Post by: Tom on December 01, 2011, 11:21:13 AM
I mean, seriously, with mind control and all, why would our people even care for consumer goods?

Because I don't use mind control. Nowhere. Not ever, not one. My capital has a society level of 178. And is doing just fine. I don't get all the blabla about having to put in MC at 80. I don't and I'm thriving.
Title: Re: Dave's Galaxy
Post by: fodder on December 01, 2011, 04:26:36 PM
That's the bit I don't get. How do your planets pay for the food and oil?

Or if you have both food and oil subsidies on the same planets (like i have atm in the few planets) how does it produce enough Q to build ships?
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 04:53:24 PM
Because I don't use mind control. Nowhere. Not ever, not one. My capital has a society level of 178. And is doing just fine. I don't get all the blabla about having to put in MC at 80. I don't and I'm thriving.

Well, you don't, so feel free to seek consumer goods, but for those nations that do? ;)

As for capping at 80, looking at the graphs, I don't see why. 85-90 seems like a better place to cap it at.
Title: Re: Dave's Galaxy
Post by: fodder on December 01, 2011, 06:03:07 PM
by 85, you produce no food already.. which sort of defeats the point of capping
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 06:17:20 PM
by 85, you produce no food already.. which sort of defeats the point of capping

I see...
Title: Re: Dave's Galaxy
Post by: fodder on December 01, 2011, 06:23:11 PM
or at least that's the case for one of my planets which mind control went inactive.. and got up to 85. it might be crap food planet for all i know.

but the main thing for me is this. a planet 1st show up in the state tab at 76. you start mc there and then and it'll stop at 80. so the only the things i do really is... lvl 1.. send merchant fleet of 10 ships out. change tax to 20 tariff to 1. lvl 76.. mc. then when i can be bothered.. go back to the lvl 80 planets and build the other stuff like mat synth / scanner / base
Title: Re: Dave's Galaxy
Post by: Kai on December 01, 2011, 10:47:37 PM
can we remove scouts from the military fleets
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 11:22:22 PM
Well, I'm fighting a guy, and he's pulling scout defense.

Could warfare be any lamer?
Title: Re: Dave's Galaxy
Post by: De-Legro on December 01, 2011, 11:26:27 PM
Well, I'm fighting a guy, and he's pulling scout defense.

Could warfare be any lamer?

Yes, I could have a button to make my planets invincible.
Title: Re: Dave's Galaxy
Post by: Chenier on December 01, 2011, 11:41:24 PM
Yes, I could have a button to make my planets invincible.

Isn't that basically what scout defense does...?
Title: Re: Dave's Galaxy
Post by: De-Legro on December 01, 2011, 11:43:38 PM
But I have to press it EVERY DAY, what a drag.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 02, 2011, 01:18:25 AM
Hehe, I am working on the scout defense problem, as we speek...
Title: Re: Dave's Galaxy
Post by: De-Legro on December 02, 2011, 01:30:48 AM
Hehe, I am working on the scout defense problem, as we speek...

NO DON'T, I need 1 or two more days :)

Hopefully we will see more people making good sized patrol fleets with the change
Title: Re: Dave's Galaxy
Post by: Ramiel on December 02, 2011, 04:30:02 PM
I want Scout Defence left in :D
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 02, 2011, 06:21:33 PM
NO DON'T, I need 1 or two more days :)

Hopefully we will see more people making good sized patrol fleets with the change

The new system will use the defensive strength of the defending fleet to determine how much effect it has -- so I'd suggest building frigates or destroyers...  Also, if the defending fleet's defense strength is large enough (greater than attacker's attack strength/10), it will stop the attack from happening that turn (combat of course will still happen...)

The defender(s) will also change the amount of damage done by attacker's who can get through (proportional to their defense strength).

I'm also going to up the capitulation chance a bit...  I'll send out an announcement in the turn report, probably tomorrow, and make the change in a few days (give people some time to fiddle...)
Title: Re: Dave's Galaxy
Post by: Vellos on December 02, 2011, 09:27:35 PM
The new system will use the defensive strength of the defending fleet to determine how much effect it has -- so I'd suggest building frigates or destroyers...  Also, if the defending fleet's defense strength is large enough (greater than attacker's attack strength/10), it will stop the attack from happening that turn (combat of course will still happen...)

The defender(s) will also change the amount of damage done by attacker's who can get through (proportional to their defense strength).

I'm also going to up the capitulation chance a bit...  I'll send out an announcement in the turn report, probably tomorrow, and make the change in a few days (give people some time to fiddle...)

Sounds reasonably fair.

Any progress on ideas about changing capitulation chances for various empire sizes, or inefficiencies as empires increase in size?
Title: Re: Dave's Galaxy
Post by: Kai on December 03, 2011, 05:21:06 AM
hey vellos is qyasogk your alt?
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 03, 2011, 08:03:10 AM
hey vellos is qyasogk your alt?

Hehehehehehe. 

I'll probably do that soon, that, or a happiness index for each planet, haven't decided yet.  This is a work in process, I can't do 8 things at once.
Title: Re: Dave's Galaxy
Post by: Vellos on December 03, 2011, 08:07:58 AM
hey vellos is qyasogk your alt?

No, Haman is my alternate account, and qyasogk is an ally.

Aren't you a bit far from qyasogk?
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 03, 2011, 08:29:25 PM
hey vellos is qyasogk your alt?

I am myself. Why would Vellos make another user account for an alt? Did you have a question? Do you have an alt?

After checking out your empire, I can't tell you how jealous I am of the star density in your area. But that's your advantage for starting way before me.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 05, 2011, 07:19:42 PM
Ok, fodder and I are going to team up against this player known as nineteen99. Anyone else want to join in? *looks at Dave*
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 06, 2011, 09:34:27 PM
Ok, fodder and I are going to team up against this player known as nineteen99. Anyone else want to join in? *looks at Dave*

I try to stay neutral, sorry man.  :)  I need to implement gunrunning -- then I could help you out.  hehe.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 06, 2011, 10:02:41 PM
darn...
Title: Re: Dave's Galaxy
Post by: fodder on December 06, 2011, 10:48:45 PM
meh.. as i said before.. dave should really go and kill off kingdante

and i think 19 might have gone inactive...
Title: Re: Dave's Galaxy
Post by: Tom on December 06, 2011, 10:53:17 PM
Dave should finish undoing the scout defense. I have close to 1000 cruisers standing by to take on two of Oldrys colonies, but with scout defense, that would just be wasting them on the PD until I'm sick of it.

Title: Re: Dave's Galaxy
Post by: De-Legro on December 06, 2011, 11:48:00 PM
Um, can I kill the colony that I'm busy colonising around? My OCD will really really hate you having a planet in the middle of all mine. Hell every day I think about abandoning the Masdus account so I can go colonise somewhere that isn't so packed and results in people having different coloured planets IN MY SPACE.
Title: Re: Dave's Galaxy
Post by: Vellos on December 07, 2011, 12:33:07 AM
Dave should finish undoing the scout defense. I have close to 1000 cruisers standing by to take on two of Oldrys colonies, but with scout defense, that would just be wasting them on the PD until I'm sick of it.

Same.
Title: Re: Dave's Galaxy
Post by: Chenier on December 07, 2011, 12:34:17 AM
Will colonies establish themselves if I have trading ships in the fleet? My far-away colonies don't seem to actually be settling their planets...
Title: Re: Dave's Galaxy
Post by: De-Legro on December 07, 2011, 12:36:44 AM
Will colonies establish themselves if I have trading ships in the fleet? My far-away colonies don't seem to actually be settling their planets...

Check they are set to "colonise" they may default to trade or something
Title: Re: Dave's Galaxy
Post by: Chenier on December 07, 2011, 12:38:36 AM
Check they are set to "colonise" they may default to trade or something

They did indeed. But they still didn't colinize after. So now I made them move out a bit, and telling them to return. I don't think it's working though.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 07, 2011, 12:44:44 AM
They did indeed. But they still didn't colinize after. So now I made them move out a bit, and telling them to return. I don't think it's working though.

can't help, I've never tried mixing arc's with other things. Perhaps the game doesn't know what to do with the fleet after arc's colonise? Sounds like an edge case.
Title: Re: Dave's Galaxy
Post by: Chenier on December 07, 2011, 12:51:37 AM
can't help, I've never tried mixing arc's with other things. Perhaps the game doesn't know what to do with the fleet after arc's colonise? Sounds like an edge case.

I thought the arcs would just split from the rest of the fleet.

Then again, I used to think we could split and merge fleets as desired, so... :/
Title: Re: Dave's Galaxy
Post by: De-Legro on December 07, 2011, 12:52:40 AM
I thought the arcs would just split from the rest of the fleet.

Then again, I used to think we could split and merge fleets as desired, so... :/

That would be the obvious solution, I guess it just depends on if Dave coded it or not.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 07, 2011, 04:59:50 AM
That would be the obvious solution, I guess it just depends on if Dave coded it or not.

One of those low priority things that have been towards the bottom of my todo list for a year.
Title: Re: Dave's Galaxy
Post by: Tom on December 07, 2011, 09:57:54 AM
One of those low priority things that have been towards the bottom of my todo list for a year.

Hehe... want to exchange TODO lists? I have some items on mine for BM that have been there for... not sure... five years?
Title: Re: Dave's Galaxy
Post by: Chenier on December 07, 2011, 06:41:21 PM
One of those low priority things that have been towards the bottom of my todo list for a year.

So those arcs are useless?

Damn.
Title: Re: Dave's Galaxy
Post by: fodder on December 07, 2011, 07:48:57 PM
well.. let them sit there and send 1 other arc to colonise.. then scrap the previous lot on the spot.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 07, 2011, 08:27:54 PM
So those arcs are useless?

Damn.

Ooops, sorry, forgot to reply to this -- Arcs wont colonize unless the colonize disposition is set, do you have the fleet set to trade?
Title: Re: Dave's Galaxy
Post by: Chenier on December 08, 2011, 03:08:07 AM
Ooops, sorry, forgot to reply to this -- Arcs wont colonize unless the colonize disposition is set, do you have the fleet set to trade?

Nop, not since a few days.
Title: Re: Dave's Galaxy
Post by: Sacha on December 08, 2011, 04:29:11 AM
Move it away from the planet and then bring it back.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 08, 2011, 04:30:39 AM
Yeah he is trying that

They did indeed. But they still didn't colinize after. So now I made them move out a bit, and telling them to return. I don't think it's working though.
Title: Re: Dave's Galaxy
Post by: Chenier on December 08, 2011, 04:53:48 AM
Move it away from the planet and then bring it back.

Didn't seem to have any impact.
Title: Re: Dave's Galaxy
Post by: fodder on December 08, 2011, 05:50:17 AM
well.. while you are waiting.. just send another (1) arc over. doesn't hurt really.
Title: Re: Dave's Galaxy
Post by: Chenier on December 08, 2011, 07:55:43 AM
well.. while you are waiting.. just send another (1) arc over. doesn't hurt really.

That was my "far away colony". I sent it out a few days after joining the game, and it only arrived a few days ago... :/
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 08, 2011, 09:29:56 AM
That was my "far away colony". I sent it out a few days after joining the game, and it only arrived a few days ago... :/

I will fix it so that it works, just make sure the fleet's headed back to, or sitting on the planet. 

There's a few subtle bugs that came up the last time I made the turn run faster, this is another one (I just did some looking...)
Title: Re: Dave's Galaxy
Post by: Chenier on December 08, 2011, 06:27:25 PM
I will fix it so that it works, just make sure the fleet's headed back to, or sitting on the planet. 

There's a few subtle bugs that came up the last time I made the turn run faster, this is another one (I just did some looking...)

One colony just got formed, but I'm not sure if that one had a mixed fleet. Should I cancel the other's move and tell it to remain in planet it's on?
Title: Re: Dave's Galaxy
Post by: Vellos on December 09, 2011, 06:24:08 PM
I am PISSED.

Scout defense has been removed without any forewarning whatsoever. I just lost a colony that had scout defense going.

I didn't even get a capture report in my turn report; just couldn't build a scout there.
Title: Re: Dave's Galaxy
Post by: Vellos on December 09, 2011, 06:25:47 PM
Oh, and I notice that capitulation now occurs prior to combat. I thought that was a good idea. Now I realize the problem:

Attackers can take even home planets without contest if they're a little bit lucky.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 09, 2011, 06:28:09 PM
I am PISSED.

Scout defense has been removed without any forewarning whatsoever. I just lost a colony that had scout defense going.

I didn't even get a capture report in my turn report; just couldn't build a scout there.

The warning was in yesterdays turn report. I know cause I upgraded all my own scout defences.
Title: Re: Dave's Galaxy
Post by: Vellos on December 09, 2011, 06:30:38 PM
He gave... 1 turn's warning?

Bah.

I see ship prices are also adjusted.
Title: Re: Dave's Galaxy
Post by: Chenier on December 09, 2011, 06:38:45 PM
The warning was in yesterdays turn report. I know cause I upgraded all my own scout defences.

What, people actually read the turn report?
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 09, 2011, 07:19:32 PM
Oh, and I notice that capitulation now occurs prior to combat. I thought that was a good idea. Now I realize the problem:

Attackers can take even home planets without contest if they're a little bit lucky.

Hmmmm, I didn't change that.  Fleets do their moves first (including trade, colonization, planetary assault), then Planetary Defense, then fleet-fleet battle.

Changing the order around causes all sorts of unintended consequences, as you might imagine...  I'm open to discussion about it, if there's a better order I'm glad to hear it.

Hehe, and I've been talking about making these changes for a week!
Title: Re: Dave's Galaxy
Post by: Tom on December 09, 2011, 09:11:14 PM
What, people actually read the turn report?

Actually, yes.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 09, 2011, 09:22:45 PM
What, people actually read the turn report?

Everyday

How else would I know which of my planets are under attack, or where my assaults had been successful?
Title: Re: Dave's Galaxy
Post by: Sacha on December 09, 2011, 09:33:31 PM
Ctrl-F -> 'new c'
Ctrl-F -> 'tion!'

My watchwords of the day in DG :P
Title: Re: Dave's Galaxy
Post by: De-Legro on December 09, 2011, 09:53:16 PM
Ctrl-F -> 'new c'
Ctrl-F -> 'tion!'

My watchwords of the day in DG :P

Exactly, at least until I can get my scripts working correctly so they just take me to the planets I need to pay attention to.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 09, 2011, 10:52:08 PM
He gave... 1 turn's warning?

Bah.

I see ship prices are also adjusted.

He's been talking about making the change for weeks. Pay attention and you'd know that. >_<
Title: Re: Dave's Galaxy
Post by: fodder on December 10, 2011, 01:18:18 AM
Ctrl-F -> 'new c'
Ctrl-F -> 'tion!'

My watchwords of the day in DG :P

lost me there.... the 1st one would be for new colony? why not just go through the planet list and look up well... lvl 1 (or in my case - 7.0 tax and 0.0 tariff, because i change rates for planets that i've processed)?

--
ah... constructions?
Title: Re: Dave's Galaxy
Post by: Sacha on December 10, 2011, 02:55:40 AM
Takes too long :P
Title: Re: Dave's Galaxy
Post by: De-Legro on December 10, 2011, 04:14:11 AM
lost me there.... the 1st one would be for new colony? why not just go through the planet list and look up well... lvl 1 (or in my case - 7.0 tax and 0.0 tariff, because i change rates for planets that i've processed)?

--
ah... constructions?

My planets list is over 100 pages long. Which do you think is faster?

The second one searches for instances of Capitulation! and will find successful planet takeovers.
Title: Re: Dave's Galaxy
Post by: Chenier on December 10, 2011, 04:15:14 AM
Turn reports are filled with a bunch of useless junk. Could they perhaps be more more user-friendly?
Title: Re: Dave's Galaxy
Post by: Kai on December 10, 2011, 06:48:48 AM
If you could click on planet names in turn reports to go to them that would be nice. Eventually maybe some filters for each type of event.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 10, 2011, 06:54:28 AM
If you could click on planet names in turn reports to go to them that would be nice. Eventually maybe some filters for each type of event.

Yes that would be very nice. I did a script for it, but it takes a good twenty minutes to run so I'm not all that keen on using it. I could probably cache planet locations and use the turn report to find out which planets I'm missing data for. Maybe something to add when I've got the time.
Title: Re: Dave's Galaxy
Post by: fodder on December 10, 2011, 07:23:20 AM
My planets list is over 100 pages long. Which do you think is faster?

turn report doesn't tell you where the planets are?
Title: Re: Dave's Galaxy
Post by: De-Legro on December 10, 2011, 07:26:43 AM
turn report doesn't tell you where the planets are?

Nope, but from long experience I can find a planet quickly in my list given the name. Much faster then clicking through every planet page and scanning them. And then attacks aren't obvious from the planet page anyway
Title: Re: Dave's Galaxy
Post by: fodder on December 10, 2011, 07:42:56 AM
other features to be considered...
planet list can be sorted by lvls / tax rates / etc
a planet finder
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 10, 2011, 08:49:47 AM
I think I'd appreciate most if the merchant activity were in it's own section of the turn report. I'm mostly scanning the turn report for combat updates and new colony info.
Title: Re: Dave's Galaxy
Post by: fodder on December 10, 2011, 09:32:17 AM
split the lot of them into tabs?
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 10, 2011, 04:10:26 PM
I was referring to the emailed turn report, but yeah, if they were in tabs that would be awesome.
Title: Re: Dave's Galaxy
Post by: Chenier on December 10, 2011, 04:19:51 PM
other features to be considered...
planet list can be sorted by lvls / tax rates / etc
a planet finder

Being able to change the number of planets displayed per page.
Title: Re: Dave's Galaxy
Post by: fodder on December 10, 2011, 08:35:06 PM
eh... wtf... why are my planets producing mostly nothing? XD seriously.. a whole bunch of 0s (even for food/oil in planets with both drilling and food subsidy)
Title: Re: Dave's Galaxy
Post by: LilWolf on December 10, 2011, 09:23:13 PM
eh... wtf... why are my planets producing mostly nothing? XD seriously.. a whole bunch of 0s (even for food/oil in planets with both drilling and food subsidy)

Yeah, noticed that too.
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 10, 2011, 10:31:39 PM
eh... wtf... why are my planets producing mostly nothing? XD seriously.. a whole bunch of 0s (even for food/oil in planets with both drilling and food subsidy)

Dave mentioned it on the Google Group, but essentially its a way to limit somewhat the endless advantage larger (older) players have over smaller (newer) players. Basically worlds have a maximum amount of resources they can contain, once they reach that production drops off. If you consume those stockpiled resources, production will pick back up again.
Title: Re: Dave's Galaxy
Post by: fodder on December 10, 2011, 11:26:02 PM
ah... that's been implemented.. no wonder
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 14, 2011, 09:32:29 PM
Just thought I would post in here and apologize for the site being slow, I'm almost done with a fix.  Serving up sectors has hit a bit of a brick wall performance wise, but I've figured out how to make it like an order of magnitude faster.  Almost done with that...
Title: Re: Dave's Galaxy
Post by: Sacha on December 14, 2011, 11:32:28 PM
Is it normal that some of my planets aren't producing anything anymore?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 15, 2011, 12:37:06 AM
YES! For the 100th time, yes!
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 15, 2011, 04:31:47 AM
YES! For the 100th time, yes!

Resource production is now logarithmically capped, you have planets that are over the cap.  If you spend enough of those resources to get under the cap, they'll start producing again.
Title: Re: Dave's Galaxy
Post by: Vellos on December 15, 2011, 04:33:55 AM
Is it normal that some of my planets aren't producing anything anymore?

Yes.

Planets with large stockpiles of resources will stop producing.
Title: Re: Dave's Galaxy
Post by: Vellos on December 15, 2011, 04:35:01 AM
My question now is...

Is it normal that some of my planets that previously never got over 17,000 steel/turn now produce 20,000 steel/turn?
Title: Re: Dave's Galaxy
Post by: De-Legro on December 15, 2011, 05:28:56 AM
My question now is...

Is it normal that some of my planets that previously never got over 17,000 steel/turn now produce 20,000 steel/turn?

Yup, higher population cap now.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 15, 2011, 04:14:07 PM
Yup, higher population cap now.

I also bumped steel production up a bit, and I changed ship pricing around a little bit so it shouldn't be as important as before.
Title: Re: Dave's Galaxy
Post by: Vellos on December 15, 2011, 04:22:49 PM
I also bumped steel production up a bit, and I changed ship pricing around a little bit so it shouldn't be as important as before.

Yup, I noticed. I'm now hitting all sorts of limiting factors for ships: sometimes krellmetal, sometimes antimatter, sometimes unobtanium, sometimes food...

I like it much better this way. Good fix.
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 15, 2011, 04:33:57 PM
My only issue is that anti-matter is so expensive that it's harder to move that back and forth than steel. It seems even merchants from "richer" worlds still only give their merchants a tiny bit of money to buy merchandise with.
Title: Re: Dave's Galaxy
Post by: fodder on December 15, 2011, 07:24:51 PM
don't all merchant ships start with a small cargo of steel (already costed from ship building cost) and then they do their own thing, rather than merchants being given a sum to buy whatever for the 1st outward trip?
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 15, 2011, 08:34:59 PM
don't all merchant ships start with a small cargo of steel (already costed from ship building cost) and then they do their own thing, rather than merchants being given a sum to buy whatever for the 1st outward trip?

Whatever money they get from selling that small cargo of steel when they're first created is what I think is too small. Maybe it would make more sense for the merchant ships to take whatever cargo is most abundant on the colony where the merchant was created, instead of only taking steel?

Or maybe even letting the user pick the cargo? That way the merchant fleets can be put to some strategic trade instead of just being left to their own devices moving random resources.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 16, 2011, 01:59:16 AM
Whatever money they get from selling that small cargo of steel when they're first created is what I think is too small. Maybe it would make more sense for the merchant ships to take whatever cargo is most abundant on the colony where the merchant was created, instead of only taking steel?

Or maybe even letting the user pick the cargo? That way the merchant fleets can be put to some strategic trade instead of just being left to their own devices moving random resources.

They pick the best commodity for whatever destination they are bound for.  If the fleet is still in port, you can set it for different destinations, and it will pick a new commodity.
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 16, 2011, 02:33:04 AM
They pick the best commodity for whatever destination they are bound for.  If the fleet is still in port, you can set it for different destinations, and it will pick a new commodity.

Oh, wow! That's cool, I didn't realize that! I will add that to the wiki! Is there a reason why you couldn't do that for the first trip as well?
Title: Re: Dave's Galaxy
Post by: fodder on December 16, 2011, 09:07:05 AM
is it me... or has unobtanium production at lvl 80 without ms2 been nerfed? i keep looking at a number that predicts production of ~200 the next turn but don't think it ever produced that...
---

cool.. just built a merchant fleet from my oil/food subsidy planet... and it send out food automatically.
---

eh... do bulks bring back food even if it doesn't have to? ie.. is there any point in building bulks from planets that produce lots of food?
Title: Re: Dave's Galaxy
Post by: Nathan on December 16, 2011, 07:40:26 PM
I'm back! For a few days, at least. Until I have to go away again for just shy of a week.

Came back and all my planets had under 10mil population, I'm guessing that's just some sort of really long inactivity thing kicking in since I've seen populations fluctuating on inactive planets before.

Added Kagurati to the front page. Welcome to DG! You seem to be rather well isolated there. Your nearest BM ally is Gustav Kuriga (Komurov) to the north-west of you, he's orange-brown. You only have to go through 1 empire (ruff48) to reach him so between you, you could easily bridge the gap between your empires :P

Also, shame on all of you! Nobody has asked Qyasogk if he would be interested in playing War Islands (http://war-islands.org/), a turn-based strategy game in which you fight against 2/3 other players to conquer an island by force, having only your strategic knowledge to guide you. Or even asked him if he wants to play Battlemaster (http://battlemaster.org/), a roleplaying game in which you control the world around you through political intrigue, military force or maybe even the influence of your God. Both of which he would really enjoy, if only anyone would ask him.

EDIT: Also, loving the new fleet changes. I actually built a nice little fleet with SBS in it since they're now fairly cost effective. I could still build a fleet of Cruisers that had more fire-power than the SBS fleet, but it was a much nicer gap now (and they had a lot more defence). Plus, since it would have to be a fleet of Cruisers of a much larger size, I think that when it came to a battle, the SBS would win (over several battles, of course). I realise this is just one observation of a rather large change, but if it's anything to go by I can see these changes really making a difference to how we all wage wars!

EDIT EDIT: <3 the lack of a scout defence. Now that I'm safely able to defend, that is.
Title: Re: Dave's Galaxy
Post by: Vellos on December 16, 2011, 08:23:05 PM

EDIT: Also, loving the new fleet changes. I actually built a nice little fleet with SBS in it since they're now fairly cost effective. I could still build a fleet of Cruisers that had more fire-power than the SBS fleet, but it was a much nicer gap now (and they had a lot more defence). Plus, since it would have to be a fleet of Cruisers of a much larger size, I think that when it came to a battle, the SBS would win (over several battles, of course). I realise this is just one observation of a rather large change, but if it's anything to go by I can see these changes really making a difference to how we all wage wars!


Indeed, I'm making all my fleets very diverse now. A core of SBS and BS, supported by a large amount of cruisers/destroyers and, depending on the size of the fleet, a supporting element of frigates/subspacers. We'll see how it fares.
Title: Re: Dave's Galaxy
Post by: fodder on December 16, 2011, 08:58:46 PM
...damn and i just sent out a few days ago a 170 sbs 80 cru fleet...
Title: Re: Dave's Galaxy
Post by: Qyasogk on December 16, 2011, 10:20:47 PM
Added Kagurati to the front page. Welcome to DG! You seem to be rather well isolated there. Your nearest BM ally is Gustav Kuriga (Komurov) to the north-west of you, he's orange-brown. You only have to go through 1 empire (ruff48) to reach him so between you, you could easily bridge the gap between your empires :P

Also, shame on all of you! Nobody has asked Qyasogk if he would be interested...

When I first started lurking here, it seemed like most of you guys were friends and whatnot, so I wasn't sure if it was appropriate for me to put my name forward to be added to your list. So if it is, then you can add me as well.

Thank you for the invite for the other games, I will check them out. Will help distract me from my DG empire a bit, which I have to admit is more than a little addictive! and definitely an exercise in patience!
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 17, 2011, 01:07:51 AM
So, I fixed the slowness issue -- if you already have the game up you'll want to do a reload in the browser.

You can all continue zooming out again.  And thank you for your patience.  :)
Title: Re: Dave's Galaxy
Post by: Vellos on December 17, 2011, 06:59:22 AM
When I first started lurking here, it seemed like most of you guys were friends and whatnot, so I wasn't sure if it was appropriate for me to put my name forward to be added to your list. So if it is, then you can add me as well.

Thank you for the invite for the other games, I will check them out. Will help distract me from my DG empire a bit, which I have to admit is more than a little addictive! and definitely an exercise in patience!

Definitely try out BM.

It's a genuinely unique gaming experience.
Title: Re: Dave's Galaxy
Post by: LilWolf on December 17, 2011, 08:11:12 PM
Is it just me or did we have two turns today?

Not that I mind :)
Title: Re: Dave's Galaxy
Post by: fodder on December 17, 2011, 08:17:24 PM
oh... was that why i had some lvl 2 new colonies? XD
Title: Re: Dave's Galaxy
Post by: Vellos on December 18, 2011, 01:28:41 AM
Is it just me or did we have two turns today?

Not that I mind :)

It seems to have happened a couple times recently.

I've noticed on several occasions that I have planets growing 2 society levels in one turn, fleets moving shockingly far, ships engaging in combat with no reports, etc.

I've counted three double-turns thus far. Didn't bother reporting because it didn't seem to matter much, and I don't object to the game speeding up a bit.
Title: Re: Dave's Galaxy
Post by: Kai on December 18, 2011, 07:30:23 AM
wtb: filter planet by steel stockpile
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 19, 2011, 12:21:57 AM
Dear lord! Watch out for amazoneon in the next few weaks, he's going to increase in size about 10 fold soon.
Title: Re: Dave's Galaxy
Post by: Vellos on December 19, 2011, 02:31:52 AM
Dear lord! Watch out for amazoneon in the next few weaks, he's going to increase in size about 10 fold soon.

How do you know?
Title: Re: Dave's Galaxy
Post by: De-Legro on December 19, 2011, 02:58:03 AM
How do you know?

Probably spotted a ARC storm

In other news, due to other commitments, I'm not going to be playing my Masdus account any further. I  might set up a new account and work on playing a nice small empire, or I might not. but what this all means to you guys is FREE PLANETS. I will be logging in every now and then to try and prevent Oldry from taking my planets, but if anyone wants to claim some of my empire let me know and I will move the defences.

Some other things that people might have missed

Dach who is near my southern borders is inactive, I have been taking his planets
Baz, who is also on my southern border is inactive, but I haven't been taking his planets
Uranus, who is everywhere, is inactive, I have been taking his planets
Flyingmana, seems to have gotten bored since our war ended, and is inactive, I've not started my attack on him just yet

So that is more then 4000 planets up for grabs guys, go to it.


Title: Re: Dave's Galaxy
Post by: fodder on December 19, 2011, 07:00:15 AM
eh.. isn't he our chum? am that is.. XD
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 19, 2011, 07:17:45 AM
Yeah, I'm his ally. Lucky me. ^_^

Anyways, my fleets have gotten massive, averaging 50 SB's per fleet now.
Title: Re: Dave's Galaxy
Post by: Tom on December 19, 2011, 10:20:44 AM
but if anyone wants to claim some of my empire let me know and I will move the defences.

As you're right next to me, I might take a few, but I've reached the size I am comfortable with. Much larger and I fear the game is going to be more work than it's worth to me.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 19, 2011, 11:17:32 AM
As you're right next to me, I might take a few, but I've reached the size I am comfortable with. Much larger and I fear the game is going to be more work than it's worth to me.

That is the point I reached. When I discovered the only thing I do every turn is go through the planet list looking for planets that have hit some magic number for the next level of upgrades and moving my conquering fleets I felt it was time to give it up.
Title: Re: Dave's Galaxy
Post by: fodder on December 19, 2011, 11:19:57 AM
... would be funny if there's a "declare war on the whole galaxy" button.. as opposed to just declare war against close neighbours

then go inactive after building pd on every planet..
Title: Re: Dave's Galaxy
Post by: Tom on December 19, 2011, 12:09:23 PM
... would be funny if there's a "declare war on the whole galaxy" button.. as opposed to just declare war against close neighbours

then go inactive after building pd on every planet..

Sounds like a plan. Though I have about a hundred fresh colonies, so it'll be two months or so until I can do it.


Hmm... PD on EVERY planet...
Title: Re: Dave's Galaxy
Post by: fodder on December 19, 2011, 02:48:08 PM
here's another thought.. surround dave and do that.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 20, 2011, 01:40:06 AM
Maybe I will declare war on someone and go out in a blaze of glory. Still got a few things I want to sort out in game at this stage, but a war with Hierulf might be fun. So plan right now, build some 500 PD systems. Colonising past what I already have moving out is unlikely, though I do still have some 500 odd arc fleets running around somewhere. Only problem I am likely to have is a cash flow, once you have built every war based upgrade on a planet, the income isn't great. I might need to look at Regional Governments again.

So if you already started sending fleets at me (not that anyone bothered to send a message) I would turn back now.
Title: Re: Dave's Galaxy
Post by: Tom on December 20, 2011, 01:54:34 AM
Build a massively massive fleet over the course of a month or so and send it to Dave's capital planet...

Title: Re: Dave's Galaxy
Post by: De-Legro on December 20, 2011, 02:05:05 AM
Build a massively massive fleet over the course of a month or so and send it to Dave's capital planet...

I like it, better yet get to 2000 planets, and create a fleet from each one. mmmmmmmmmm now who to take another 800 planets from?
Title: Re: Dave's Galaxy
Post by: De-Legro on December 20, 2011, 03:42:54 AM
Okay, just went through all 24 pages of planets that represent the planets in my empire that have achieved "State" and started them building PD. Now to find which planets aren't currently supporting a fleet and start the build up.

Also Oldry "found" another of my long range Arc convoys. I would love to know which of my supposed "allies" keep showing him where to position his fleets to just "coincidentally" intersect with Arcs that have been travelling for months.
Title: Re: Dave's Galaxy
Post by: Vellos on December 20, 2011, 06:02:39 AM
Okay, just went through all 24 pages of planets that represent the planets in my empire that have achieved "State" and started them building PD. Now to find which planets aren't currently supporting a fleet and start the build up.

Also Oldry "found" another of my long range Arc convoys. I would love to know which of my supposed "allies" keep showing him where to position his fleets to just "coincidentally" intersect with Arcs that have been travelling for months.

He does also have piles of small fleets floating all around our sector of space.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 20, 2011, 06:08:50 AM
He does also have piles of small fleets floating all around our sector of space.

This is way way out of our sector, kind of close to his planet that is on the way to the core. I have several routes going that way, and so far he has managed to land his fleet smack on the route each time, and just waits for Arc's to arrive. He also tends to run away as my defence fleets approach.

In other news, I am now the proud owner of another 2000 battleships.
Title: Re: Dave's Galaxy
Post by: Tom on December 20, 2011, 09:59:13 AM
In other news, I am now the proud owner of another 2000 battleships.

Ok, the scale of this game is frightening. And here I was thinking my new fleet of 100 super-battleships was the most impressive thing in the skies in this sector.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 20, 2011, 10:39:10 AM
Ok, the scale of this game is frightening. And here I was thinking my new fleet of 100 super-battleships was the most impressive thing in the skies in this sector.

100 SB in a single fleet is pretty impressive. My largest fleet at the moment is only 300 battleships.
Mostly I build 100 battleships + 5 Blackbirds for my fleets, that gives me a good powerful fleet, while also giving me the flexibility to field a lot of fleets

I wasn't that happy with the performance of SB for the cost, but I also never tried them in fleets larger then 30. With the resource cap on planets, planetary links just became really important if you want REALLY large fleets. Unless you are happy to build a fleet, move it to another planet, scrap it, build a bigger fleet.
Title: Re: Dave's Galaxy
Post by: Kai on December 20, 2011, 12:10:09 PM
I know for sure that theres some noobs in these forums that like to ally with everyone.

And 2000 battleships, is that in a single fleet? While the scale in this game is large, PD is so OP it doesn't matter.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 20, 2011, 01:41:57 PM
I know for sure that theres some noobs in these forums that like to ally with everyone.

And 2000 battleships, is that in a single fleet? While the scale in this game is large, PD is so OP it doesn't matter.

First, PD was modified recently, so its not nearly so powerful, but even at its best it was defeatable, just expensive to do so. Scout defense made PD overpowered, not the PD itself. I've found that sending 10 fleets of one SB each is enough to easily defeat PD defended inactive planets, usually losing about 2 SB. Against active players 10 fleets of 500 destroyers each has worked for me, generally leaving enough ships surviving to take over the surrounding planets once the PD is down. Now overlapping PD, that is something I haven't really had to worry about yet. Perhaps you would like to share your experience?
 
Title: Re: Dave's Galaxy
Post by: Tom on December 20, 2011, 01:56:38 PM
I wasn't that happy with the performance of SB for the cost, but I also never tried them in fleets larger then 30. With the resource cap on planets, planetary links just became really important if you want REALLY large fleets. Unless you are happy to build a fleet, move it to another planet, scrap it, build a bigger fleet.

Yeah, I am lucky that my home planet is in a good network of connections.

Plus I have about 200 trade fleets in the air at any given time. Resources do get moved around my empire.
Title: Re: Dave's Galaxy
Post by: LilWolf on December 20, 2011, 05:41:06 PM
I wish I could have connections..stars too dense around me and as far as I can tell trading fails miserably at moving resources where I'd like them to go..
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 20, 2011, 08:58:55 PM
Also, just so everybody knows, whoever thinks baz is inactive will be in for a rude awakening....
Title: Re: Dave's Galaxy
Post by: De-Legro on December 21, 2011, 02:24:51 AM
Also, just so everybody knows, whoever thinks baz is inactive will be in for a rude awakening....

Yup looks like he is back and competing with me for Dach's planets. Oh well plenty to go around.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 21, 2011, 04:13:03 AM
Yup looks like he is back and competing with me for Dach's planets. Oh well plenty to go around. Besides I've got all those fleets moving towards my planets from Vellos.
Title: Re: Dave's Galaxy
Post by: Kai on December 21, 2011, 06:40:35 AM
First, PD was modified recently, so its not nearly so powerful, but even at its best it was defeatable, just expensive to do so. Scout defense made PD overpowered, not the PD itself. I've found that sending 10 fleets of one SB each is enough to easily defeat PD defended inactive planets, usually losing about 2 SB. Against active players 10 fleets of 500 destroyers each has worked for me, generally leaving enough ships surviving to take over the surrounding planets once the PD is down. Now overlapping PD, that is something I haven't really had to worry about yet. Perhaps you would like to share your experience?

It takes 6 million steel to kill 1 PD that costs nothing.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 21, 2011, 07:12:55 AM
It takes 6 million steel to kill 1 PD that costs nothing.

No, that is what I use, its not what it takes.    darklatiz took one of Oldy's planets with something in the order of 200 ships, split between battleships, cruisers and destroyers. Unless you have actually tried to challenge PD since it was changed and scout defence destroyed, you really have no idea of its effectiveness.

Then again you have another point to consider. What are you going to do with all the resources your planets generate if not expand. Massive Arc fleets are only entertaining for so long after all.
Title: Re: Dave's Galaxy
Post by: Kai on December 21, 2011, 08:04:37 AM
I killed a PD using about 100k worth of steel and AFK ones only require frigate spam for 5% that should be scripted. Once PD is damaged you can do whatever you want. I think killing active PD requires about 5x the steel on the planet and any reinforcements. Killing active overlapping PD is impossible. Scout defence was important but theres a difference between sending 10 planets worth of fleets to kill an Oldry pimple and dealing with great wall of china PD.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 21, 2011, 09:30:11 AM
I killed a PD using about 100k worth of steel and AFK ones only require frigate spam for 5% that should be scripted. Once PD is damaged you can do whatever you want. I think killing active PD requires about 5x the steel on the planet and any reinforcements. Killing active overlapping PD is impossible. Scout defence was important but theres a difference between sending 10 planets worth of fleets to kill an Oldry pimple and dealing with great wall of china PD.

Like you pointed out it is possible to defeat PD using much less force then I tend to use, co-ordinated attacks against grouped PD are more expensive, but still quite possible. Of course you need to time the attack in this cases, as significant reinforcements can really create a problem. Sometimes you also need to "pick" off the planets on the outer rim of the PD defense one at a time. Of course this costs you resources, but sometimes clearing the sensor path to the central planet means this pays off.

This is what I had to do in my last war. Five PDs had area's of overlap, with good sensor coverage from outlying planets. I had to take a number of outlying planets first which both gave me a clearer path at the PD defended planets and also reduced the defense fleets, and then sent 3 fleets of 100 battleships at each of the PD planets. This initial wave took out 3 planets. After that the remaining two were much simpler.
Title: Re: Dave's Galaxy
Post by: Vellos on December 21, 2011, 06:27:11 PM
Probably spotted a ARC storm

In other news, due to other commitments, I'm not going to be playing my Masdus account any further. I  might set up a new account and work on playing a nice small empire, or I might not. but what this all means to you guys is FREE PLANETS. I will be logging in every now and then to try and prevent Oldry from taking my planets, but if anyone wants to claim some of my empire let me know and I will move the defences.

Some other things that people might have missed

Dach who is near my southern borders is inactive, I have been taking his planets
Baz, who is also on my southern border is inactive, but I haven't been taking his planets
Uranus, who is everywhere, is inactive, I have been taking his planets
Flyingmana, seems to have gotten bored since our war ended, and is inactive, I've not started my attack on him just yet

So that is more then 4000 planets up for grabs guys, go to it.

So, you're not playing your Masdus account anymore... except you're moving all your resources away from the planets I'm attacking, onto PD-defended homeworlds?
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 22, 2011, 12:02:51 AM
Sounds like PD is just about right -- forces you to think a little bit...

Also, someone mentioned this, but I think it's worth repeating -- PD can only shoot at you if they can see you, so if there's a hole in the sensor rings, you can get a lot closer, or even bypass the PD altogether. 
Title: Re: Dave's Galaxy
Post by: De-Legro on December 22, 2011, 01:40:57 AM
So, you're not playing your Masdus account anymore... except you're moving all your resources away from the planets I'm attacking, onto PD-defended homeworlds?

Several times in this Forum I have reversed that decision, since I found something new in the game to keep my interest. Had you messaged me IG like I requested for anyone that was interested in my planets you might have know this.

Maybe I will declare war on someone and go out in a blaze of glory. Still got a few things I want to sort out in game at this stage, but a war with Hierulf might be fun. So plan right now, build some 500 PD systems. Colonising past what I already have moving out is unlikely, though I do still have some 500 odd arc fleets running around somewhere. Only problem I am likely to have is a cash flow, once you have built every war based upgrade on a planet, the income isn't great. I might need to look at Regional Governments again.

So if you already started sending fleets at me (not that anyone bothered to send a message) I would turn back now.

I like it, better yet get to 2000 planets, and create a fleet from each one. mmmmmmmmmm now who to take another 800 planets from?

Okay, just went through all 24 pages of planets that represent the planets in my empire that have achieved "State" and started them building PD. Now to find which planets aren't currently supporting a fleet and start the build up.

Also Oldry "found" another of my long range Arc convoys. I would love to know which of my supposed "allies" keep showing him where to position his fleets to just "coincidentally" intersect with Arcs that have been travelling for months.

This is way way out of our sector, kind of close to his planet that is on the way to the core. I have several routes going that way, and so far he has managed to land his fleet smack on the route each time, and just waits for Arc's to arrive. He also tends to run away as my defence fleets approach.

In other news, I am now the proud owner of another 2000 battleships.

You should also notice that I have several BS fleets moving in locally, and another 3000 battleships coming from further away :)
Title: Re: Dave's Galaxy
Post by: Kai on December 22, 2011, 03:08:22 AM
Hey De Leggers could you give me whatever scripts you use please.
Title: Re: Dave's Galaxy
Post by: Vellos on December 22, 2011, 03:14:59 AM
Ah, okay. WIll back off then.

Back to fighting Oldry...
Title: Re: Dave's Galaxy
Post by: De-Legro on December 22, 2011, 03:17:39 AM
Ah, okay. WIll back off then.

Back to fighting Oldry...


awww crap, what am I going to do with all these fleets now?
Title: Re: Dave's Galaxy
Post by: Kai on December 22, 2011, 12:35:07 PM
I really need the mind control script and also a 'select a planet with 500k steel' script.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 22, 2011, 10:24:42 PM
I really need the mind control script and also a 'select a planet with 500k steel' script.

My scripts need a massive rewrite before I would send them out into the wild. I've stopped using them myself because of the slow down issues they appeared to cause for the server every time I did run them.
Title: Re: Dave's Galaxy
Post by: fodder on December 22, 2011, 11:00:37 PM
so it's you who killed dave's server?!
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 23, 2011, 01:25:39 AM
so it's you who killed dave's server?!

To be fair, there's quite a few people who've written scripts -- it was a combination of scripts, and sector serving taking up huge amounts of cpu and memory (if you zoomed out, you'd use up 40% of memory on the server).

Using scripts will get a lot easier when I put up the API -- if you don't mind waiting a bit.
Title: Re: Dave's Galaxy
Post by: Kai on December 23, 2011, 01:39:29 AM
If people don't use scripts they're just going to lose to Hierulf. Arms race man.

Anyway I can optimise a script, I just don't want to start from scratch.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 23, 2011, 01:41:52 AM
If you give them to me I'll optimise them guaranteed. And if people don't use scripts they're just going to lose to Hierulf. Arms race man.

Define lose, its not like Hierulf is running around declaring war
Title: Re: Dave's Galaxy
Post by: Kai on December 23, 2011, 02:26:29 AM
he get big and then declare war
Title: Re: Dave's Galaxy
Post by: Vellos on December 23, 2011, 03:52:56 AM
he get big and then declare war

I find myself a bit skeptical.
Title: Re: Dave's Galaxy
Post by: Kai on December 23, 2011, 07:15:28 AM
If you're going to psot you might as well say something worthwhile. It takes exactly zero balls to say "I find myself a bit skeptical".
Title: Re: Dave's Galaxy
Post by: Vellos on December 23, 2011, 07:18:09 AM
If you're going to psot you might as well say something worthwhile. It takes exactly zero balls to say "I find myself a bit skeptical".

What I was saying was that I don't see any reason to believe Hierulf's plan is to turn around and start a war.
Title: Re: Dave's Galaxy
Post by: LilWolf on December 23, 2011, 09:47:24 AM
What I was saying was that I don't see any reason to believe Hierulf's plan is to turn around and start a war.

He doesn't need to declare war. He can just take the galaxy with his arc fleets.

It was demoralizing to see him gulp up a swath of space twice the size of my little empire right next to me. Even more annoying was how his massive arc fleet traveled through my territory and made it hard to even find my planets :D
Title: Re: Dave's Galaxy
Post by: De-Legro on December 23, 2011, 10:17:11 AM
He doesn't need to declare war. He can just take the galaxy with his arc fleets.

It was demoralizing to see him gulp up a swath of space twice the size of my little empire right next to me. Even more annoying was how his massive arc fleet traveled through my territory and made it hard to even find my planets :D

Hint, he is rubbish at defending new territory.
Title: Re: Dave's Galaxy
Post by: LilWolf on December 23, 2011, 10:26:45 AM
Hint, he is rubbish at defending new territory.

Maybe, but the main portion of his empire is right next to mine so he'd have an easy enough time to send a few thousand cruisers to crush anything I have or could produce.
Title: Re: Dave's Galaxy
Post by: Tom on December 23, 2011, 10:45:20 AM
Space battles suck for that region. If you have long-range weapons, there is practically no limit to the amount of forces you can bring to bear. In ground battles, you can try to use territory to your advantage and make sure the enemy can only ever get a small part of his army on you. No such luck in space. If he has a million cruisers, they can all shoot you at the same time.

Title: Re: Dave's Galaxy
Post by: De-Legro on December 23, 2011, 11:17:15 AM
Maybe, but the main portion of his empire is right next to mine so he'd have an easy enough time to send a few thousand cruisers to crush anything I have or could produce.

Small empires unite :) Sorry there is bugger all chance of anyone catching him without going to war, and he is very keen on arcs.
Title: Re: Dave's Galaxy
Post by: Vellos on December 23, 2011, 11:45:57 PM
With new resource caps, his inability to manage all of his regions effectively will hurt him: he'll have plenty of planets idling.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 24, 2011, 01:08:11 AM
With new resource caps, his inability to manage all of his regions effectively will hurt him: he'll have plenty of planets idling.

Hehe, maybe my poor support for larger empires is actually a good thing.  It's a limiting factor in and of itself.
Title: Re: Dave's Galaxy
Post by: Nathan on December 24, 2011, 01:22:21 AM
Hehe, maybe my poor support for larger empires is actually a good thing.  It's a limiting factor in and of itself.

Definitely. It'll help when the game picks up more. Seeing a couple of massive empires might put some newer players off, but if a lot of people are around the same size (even if they are fairly large), they'll realise it's achievable and stay.
Title: Re: Dave's Galaxy
Post by: Kai on December 24, 2011, 07:40:34 AM
No it just makes the game best played by those who have no life.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 24, 2011, 08:35:55 AM
No it just makes the game best played by those who have no life.

You really do come across as quite a sour person. Do you actually enjoy playing the game at all?
Title: Re: Dave's Galaxy
Post by: Tom on December 24, 2011, 11:13:03 AM
You really do come across as quite a sour person. Do you actually enjoy playing the game at all?

He has a point, though. The reason I stopped expanding is that it takes way too much time to manage my planets now. In fact, many of my recent expansions aren't properly managed at all, because it is too cumbersome.
Title: Re: Dave's Galaxy
Post by: De-Legro on December 24, 2011, 11:27:14 AM
He has a point, though. The reason I stopped expanding is that it takes way too much time to manage my planets now. In fact, many of my recent expansions aren't properly managed at all, because it is too cumbersome.


Oh I realise, I've got more then 1000 planets. Mostly logging in once a day to build mind control on planets that need it is all I can spare. I just wouldn't characterise those players who choose to spend more time as having "no lives". Just like I don't call the other BM Galaxyer's noobs because they choose to follow a different strategy then I do.
Title: Re: Dave's Galaxy
Post by: Kai on December 24, 2011, 02:00:55 PM
You really do come across as quite a sour person. Do you actually enjoy playing the game at all?

I like the strategy and currently the interface is the price I have to pay.

Daves galaxy is best played with no life and most bm players are noobs.
Title: Re: Dave's Galaxy
Post by: Sacha on December 24, 2011, 03:34:27 PM
You're currently ranked #2 for BM players in the game... what does that say about you? :P
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 24, 2011, 05:45:40 PM
You're currently ranked #2 for BM players in the game... what does that say about you? :P

Crap -- I really meant the "10 minutes a day!" part of the tagline, but the only way to really force that would be to have strict limits on empire size, etc.  And I really do like the limitless aspect of the game...  It's fun to be able to build as many fleets as you want, etc.

I should add checkboxes for "automatically start these upgrades at society level...", so the larger players don't have to deal with starting the same upgrades on all their planets, etc...  Also better fleet/planet lists, but I'm not sure how efficacious that will be really.  Maybe a search would be better, but a good search practically turns into writing queries -- i.e. "all planets with society level > 10 and mindcontrol not in upgrades and...."  Which doesn't sound like a lot of fun for me, or the player...
Title: Re: Dave's Galaxy
Post by: Tom on December 24, 2011, 07:16:11 PM
Crap -- I really meant the "10 minutes a day!" part of the tagline, but the only way to really force that would be to have strict limits on empire size, etc.  And I really do like the limitless aspect of the game...  It's fun to be able to build as many fleets as you want, etc.

I should add checkboxes for "automatically start these upgrades at society level...", so the larger players don't have to deal with starting the same upgrades on all their planets, etc...  Also better fleet/planet lists, but I'm not sure how efficacious that will be really.  Maybe a search would be better, but a good search practically turns into writing queries -- i.e. "all planets with society level > 10 and mindcontrol not in upgrades and...."  Which doesn't sound like a lot of fun for me, or the player...

Yes, please. That would bring back the 10 minutes concept. I have "build plans" for my colonies. I know which upgrades I want everywhere, for example. I would love to be able to tell the game this.

So having the ability to define a few "blueprints" and then just decide which to apply to what planet would be a *massive* timesaver.

Title: Re: Dave's Galaxy
Post by: fodder on December 24, 2011, 08:12:50 PM
on the other hand, next thing that'll get asked would be build plans for ships, that would be the other half of the "problem"... tons of idle planets with all upgrades built, max resource and sits around.

on that vein, if you have build plans for ships,  (hoard XYZ resource, then build W ships) you'll probably end up being pestered to code pre-set waypoint/destinations...
Title: Re: Dave's Galaxy
Post by: LilWolf on December 24, 2011, 08:56:17 PM
on the other hand, next thing that'll get asked would be build plans for ships, that would be the other half of the "problem"... tons of idle planets with all upgrades built, max resource and sits around.

on that vein, if you have build plans for ships,  (hoard XYZ resource, then build W ships) you'll probably end up being pestered to code pre-set waypoint/destinations...

Meh..all you'd need is a reliable way to transfer resources to a few central planets(trading doesn't seem to cut it). Maybe make it part of the regional governments effect. On top of taxes they take in 50% of all resources produced or some such..or make the amount something the player can set himself. That way you'd be left with a much shorter list of planets you need to check daily, but it would still give smaller empires an advantage since they'd have a much easier time of using every single resource.
Title: Re: Dave's Galaxy
Post by: Vellos on December 24, 2011, 09:08:48 PM
Crap -- I really meant the "10 minutes a day!" part of the tagline, but the only way to really force that would be to have strict limits on empire size, etc.  And I really do like the limitless aspect of the game...  It's fun to be able to build as many fleets as you want, etc.

I should add checkboxes for "automatically start these upgrades at society level...", so the larger players don't have to deal with starting the same upgrades on all their planets, etc...  Also better fleet/planet lists, but I'm not sure how efficacious that will be really.  Maybe a search would be better, but a good search practically turns into writing queries -- i.e. "all planets with society level > 10 and mindcontrol not in upgrades and...."  Which doesn't sound like a lot of fun for me, or the player...

Or do what we all suggested a while ago.

Have scaling penalties to productivity/capitulation chances based on empire sizes. Bigger empires have penalties to productivity and capitulation chances, smaller empires have bonuses.
Title: Re: Dave's Galaxy
Post by: Dav3xor on December 24, 2011, 09:13:28 PM
Or do what we all suggested a while ago.

Have scaling penalties to productivity/capitulation chances based on empire sizes. Bigger empires have penalties to productivity and capitulation chances, smaller empires have bonuses.

Getting there..  I'm working on UI improvement while the last changes I made to game mechanics sort themselves out and I can make adjustments with the next ones.  :)
Title: Re: Dave's Galaxy
Post by: Vellos on December 24, 2011, 09:36:22 PM
Meh..all you'd need is a reliable way to transfer resources to a few central planets(trading doesn't seem to cut it). Maybe make it part of the regional governments effect. On top of taxes they take in 50% of all resources produced or some such..or make the amount something the player can set himself. That way you'd be left with a much shorter list of planets you need to check daily, but it would still give smaller empires an advantage since they'd have a much easier time of using every single resource.

Indeed; having more flexible regional government would be very nice.
Title: Re: Dave's Galaxy
Post by: Kai on December 25, 2011, 02:15:34 AM
You're currently ranked #2 for BM players in the game... what does that say about you? :P

I have no life.

Or do what we all suggested a while ago.

Have scaling penalties to productivity/capitulation chances based on empire sizes. Bigger empires have penalties to productivity and capitulation chances, smaller empires have bonuses.

Stop repeating your own suggestions and putting 'we all' as if everyone in the entire galaxy agreed.
Title: Re: Dave's Galaxy
Post by: Vellos on December 26, 2011, 08:47:19 PM
Repetition gets attention. See? It got yours!
Title: Re: Dave's Galaxy
Post by: Kai on December 27, 2011, 04:24:56 PM
Merry Christmas Oldry,

you get:
700 destroyers
1900 subspacers
100 superbattleships
200 battleships

good luck
Title: Re: Dave's Galaxy
Post by: Tom on December 27, 2011, 07:44:05 PM
Hehe, he's also got several hundred cruisers from me inbound, and a hundred or so superbattleships plus assorted small crafts.

And I think he's lost a lot of planets over the past days.

Title: Re: Dave's Galaxy
Post by: De-Legro on December 27, 2011, 11:50:39 PM
Hehe, he's also got several hundred cruisers from me inbound, and a hundred or so superbattleships plus assorted small crafts.

And I think he's lost a lot of planets over the past days.

I've got a few hundred Battleships moving in on one of his planets as well, but I'm not sure I want it, probably better if Vellos gets the planet. Maybe I will donate it to him once Oldry is out of the way.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 28, 2011, 09:46:20 AM
I've got well over 200 SB's.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on December 28, 2011, 09:46:36 AM
all attacking uranus.
Title: Re: Dave's Galaxy
Post by: Nathan on December 28, 2011, 01:30:49 PM
And I think he's lost a lot of planets over the past days.

I hope we're all remembering his colonies up at 1583.8,1555.0? I think by the time any of us can properly get there (I have a fairly useless colony a short distance away) he'll be very solidly entrenched.
Title: Re: Dave's Galaxy
Post by: Tom on December 28, 2011, 04:59:51 PM
I hope we're all remembering his colonies up at 1583.8,1555.0? I think by the time any of us can properly get there (I have a fairly useless colony a short distance away) he'll be very solidly entrenched.

I'm not really worried about wiping him out, I'm worried about getting him away from my small empire, because he's trouble.
Title: Re: Dave's Galaxy
Post by: Vellos on December 31, 2011, 06:15:06 PM
Dunno if anyone knew this already but, in my attack on Oldry, I can confirm that PD can be used to attack fleets directly in orbit around an enemy planet. That is, planetary defense can attack.
Title: Re: Dave's Galaxy
Post by: LilWolf on December 31, 2011, 08:15:08 PM
Dunno if anyone knew this already but, in my attack on Oldry, I can confirm that PD can be used to attack fleets directly in orbit around an enemy planet. That is, planetary defense can attack.

Isn't that fairly evident from the PD description?

Anyway, glad I've started putting them up seeing as it's becoming more and more evident De-Legro and I will end up butting heads over an ally of mine..
Title: Re: Dave's Galaxy
Post by: Vellos on January 01, 2012, 08:22:28 AM
It woudl seem evident, but I was curious if maybe something in the code would prevent it from shooting planets directly on an enemy planet.

My PD is blasting Oldry's fleets that are on his planets. This doesn't surprise me necessarily, but it doesn't seem necessarily obvious.
Title: Re: Dave's Galaxy
Post by: fodder on January 01, 2012, 10:33:54 AM
surely the question is... how the hell does it shoot fleet in somewhere else's orbit.. doesn't miss and hit the planet instead.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 01, 2012, 10:41:31 AM
surely the question is... how the hell does it shoot fleet in somewhere else's orbit.. doesn't miss and hit the planet instead.

Guided Missiles.
Title: Re: Dave's Galaxy
Post by: Kai on January 01, 2012, 03:14:09 PM
guide the missiles to the planet
Title: Re: Dave's Galaxy
Post by: Vellos on January 01, 2012, 07:08:19 PM
guide the missiles to the planet

Heh, it'd be sweet to be able to bombard a planet directly with PD.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 05, 2012, 11:19:49 PM
Someone stole a planet I was about to take from a guy fodder and I were planning to attack, so I declared war on him. Roarg.

Fleet: Fleet #91680, 18 super battleships (91680) Battle! -- Our Ships Lost:
       superbattleships -- 7
Fleet: Fleet #125682, 32 (125682) Battle! -- Their Ships Lost:
               cruisers -- 4
       superbattleships -- 3
               frigates -- 1
Fleet: Fleet #93148, 142 cruisers (93148) Battle! -- Our Ships Lost:
               cruisers -- 7
Fleet: Fleet #125682, 24 (125682) Battle! -- Their Ships Lost:
               cruisers -- 4
       superbattleships -- 1
               frigates -- 1
Fleet: Fleet #78915, 277 (78915) Battle! -- Our Ships Lost:
             destroyers -- 2
               frigates -- 1
Fleet: Fleet #125682, 18 (125682) Battle! -- Their Ships Lost:
               cruisers -- 1
       superbattleships -- 3
Fleet: Fleet #3857, 5 scouts (3857) Battle! -- Their Ships Lost:
                 scouts -- 5
Fleet: Fleet #110451, 4 destroyer (110451) Battle! -- Their Ships Lost:
             destroyers -- 2
Fleet: Fleet #78915, 274 (78915) Battle! -- Our Ships Lost:
             destroyers -- 3
               frigates -- 2
Fleet: Fleet #110450, 19 super battleships (110450) Battle! -- Their Ships Lost:
       superbattleships -- 1
Fleet: Fleet #91680, 11 super battleships (91680) Battle! -- Our Ships Lost:
       superbattleships -- 4
Fleet: Fleet #110450, 18 super battleships (110450) Battle! -- Their Ships Lost:
       superbattleships -- 2
Fleet: Fleet #119610, 14 (119610) Battle! -- Their Ships Lost:
         bulkfreighters -- 5
            merchantmen -- 5
               frigates -- 4
Fleet: Fleet #110451, 2 destroyer (110451) Battle! -- Their Ships Lost:
             destroyers -- 2
Fleet: Fleet #119596, 10 (119596) Battle! -- Their Ships Lost:
         bulkfreighters -- 6
             destroyers -- 4
Fleet: Fleet #93148, 135 cruisers (93148) Battle! -- Our Ships Lost:
               cruisers -- 3
Fleet: Fleet #110450, 16 super battleships (110450) Battle! -- Their Ships Lost:
       superbattleships -- 3
Fleet: Fleet #6929, 3 cruisers (6929) Battle! -- Their Ships Lost:
               cruisers -- 1
Title: Re: Dave's Galaxy
Post by: fodder on January 05, 2012, 11:45:48 PM
incidentally, 1999's capital planet is already taken by someone else to his NE (JohnCusack). i'll attempt to take surrounding planets... since me ships are nearly there already..

waited too long.. doh!
Title: Re: Dave's Galaxy
Post by: De-Legro on January 06, 2012, 07:23:07 AM
So I am getting more and more in game messages from people in the area sick of Hieruf and his massive expansions. Just in case anyone in the BM world is also having problems with this, here is what I advise. Declare war. You never need to attack him, or threaten his colonies, but this way all those damn arc spams will be targeted by your PD. Chances are he will never do anything at all about it, I know a couple of players that have been doing it for months with no problems at all. Hell a little guy called Daz up near lilWolf is actually fighting Hieruf and managing to take planets from him.

If you are really that worried about the big guys (which probably includes me) then there is no better time then now to do SOMETHING against them. The reality is they are all only growing stronger relative to you anyway.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 06, 2012, 11:27:19 AM
Hell a little guy called Daz up near lilWolf is actually fighting Hieruf and managing to take planets from him.

Not for long. Hierulf has some big fleets(well, for Daz to handle) headed his way.

Quote
If you are really that worried about the big guys (which probably includes me) then there is no better time then now to do SOMETHING against them. The reality is they are all only growing stronger relative to you anyway.

I honestly don't mind Hierulf that much. At least he doesn't seem prone to starting wars against much smaller players.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 06, 2012, 11:46:10 AM
Not for long. Hierulf has some big fleets(well, for Daz to handle) headed his way.

I honestly don't mind Hierulf that much. At least he doesn't seem prone to starting wars against much smaller players.

Whom ever said I started the war with Timmac? I had more then enough to deal with before he decided to try and take over some of my far flung planets. Whatever happens to him now was his own doing.

Until you decided to get involved, I had a very small fleet in the area, certainly nothing that Tim should have struggled to handle. Now we will just have to see, I had no particular desire to send any real fleets in this direction, but then it is not like a few thousand battleships will cost me anything.
Title: Re: Dave's Galaxy
Post by: Tom on January 06, 2012, 12:18:53 PM
Something new - at least for me:

I've started moving large arc fleets - some 50 or 100 arcs strong. Not to colonize new planets (I'm getting close to where I can not longer expand without hitting my neighbours or moving through them), but to redistribute population. I have loads of fairly fresh colonies with low population and a bunch of old planets with overpopulation. So today the thought struck me: Why not move a ton of arcs out towards them? That also gives the border planets more steel to build defensive fleets with, so I don't have to move those out from the inner planets.

No idea yet whether it's a smart or stupid idea. I'll do a couple and see what I think of it.

Title: Re: Dave's Galaxy
Post by: LilWolf on January 06, 2012, 12:46:26 PM
Whom ever said I started the war with Timmac? I had more then enough to deal with before he decided to try and take over some of my far flung planets. Whatever happens to him now was his own doing.

He did. You never bothered to state otherwise even when we exchanged messages. According to him you just plopped some colonies near him, then moved in fleets close to his planets and then one day just decided to attack.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 06, 2012, 12:49:02 PM
Something new - at least for me:

I've started moving large arc fleets - some 50 or 100 arcs strong. Not to colonize new planets (I'm getting close to where I can not longer expand without hitting my neighbours or moving through them), but to redistribute population. I have loads of fairly fresh colonies with low population and a bunch of old planets with overpopulation. So today the thought struck me: Why not move a ton of arcs out towards them? That also gives the border planets more steel to build defensive fleets with, so I don't have to move those out from the inner planets.

No idea yet whether it's a smart or stupid idea. I'll do a couple and see what I think of it.

This is why I start Colonies with more then 1 arc. Daz has been showing Hieruf just how vulnerable a colony set with a single arc can be, though of course if Hieruf gets serious I think Daz will be struggling to defend even his little core planet, let alone the planets he took from Hieruf. Perhaps he was betting on Hieruf not having the time to deal with such a little issue.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 06, 2012, 12:51:01 PM
He did. You never bothered to state otherwise even when we exchanged messages. According to him you just plopped some colonies near him, then moved in fleets close to his planets and then one day just decided to attack.

Well of course he did. What is he going to say, oh hey Ally can you come and help me try to beat this player I annoyed? Oh and by the way, his empire eclipses both of ours, should be simple yes?
Title: Re: Dave's Galaxy
Post by: LilWolf on January 06, 2012, 01:17:05 PM
Well of course he did. What is he going to say, oh hey Ally can you come and help me try to beat this player I annoyed? Oh and by the way, his empire eclipses both of ours, should be simple yes?

Heh. He didn't actually ask me for help. I asked if he needed any when I noticed there were battles going on between him and you. Guess I'm too nice an ally :P

Still, all you'd have needed to say was he started it in response to my initial message instead of just going "You know who this is, right?" and I probably wouldn't have gotten involved.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 06, 2012, 01:26:49 PM
Heh. He didn't actually ask me for help. I asked if he needed any when I noticed there were battles going on between him and you. Guess I'm too nice an ally :P

Still, all you'd have needed to say was he started it in response to my initial message instead of just going "You know who this is, right?" and I probably wouldn't have gotten involved.

The more the merrier, it IS a war game after all.
Title: Re: Dave's Galaxy
Post by: Tom on January 06, 2012, 01:47:48 PM
This is why I start Colonies with more then 1 arc.

I've been doing that for a very long time, usually somewhere from 2-5 depending on how many I want to build and how much resources I have available.
Title: Re: Dave's Galaxy
Post by: fodder on January 06, 2012, 02:12:21 PM
Something new - at least for me:

I've started moving large arc fleets - some 50 or 100 arcs strong. Not to colonize new planets (I'm getting close to where I can not longer expand without hitting my neighbours or moving through them), but to redistribute population. I have loads of fairly fresh colonies with low population and a bunch of old planets with overpopulation. So today the thought struck me: Why not move a ton of arcs out towards them? That also gives the border planets more steel to build defensive fleets with, so I don't have to move those out from the inner planets.

No idea yet whether it's a smart or stupid idea. I'll do a couple and see what I think of it.

depends on how far and late it is compared to when the colony is founded. better off to send lots of arcs in the 1st place or have them arrive very early.

eg.. starting with 20k pop off 10 arc is more effective than starting with 2k and then adding 18k a lot later when the planet already has 20k pop, for example. (because the one starting with 2k would have 200k already.. or something a lot more than 38k...)

steel could be a good reason.. but arcs tend to be slow.... so might not be as effective. though... of course, you can view pop transfer as a bonus to the main purpose of steel movement.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 06, 2012, 03:20:57 PM
The more the merrier, it IS a war game after all.

Actually... no, it isn't. It has war elements, true, and a very sophisticated combat system. But it is not a war game in and of itself.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 06, 2012, 03:39:02 PM
Turn's running very late today.
Title: Re: Dave's Galaxy
Post by: Dav3xor on January 06, 2012, 06:47:28 PM
Turn's running very late today.

Dave's sleeping in very late today.  ;)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 06, 2012, 06:58:29 PM
Time to see what damage I have done today to DireKoala, who just won't give me that FOB to use against nineteen99. If he just gave me that, I'd be perfectly fine with having peace with him. But no, he must continue to struggle against my fleets. Little does he know of the power I will soon have at my hands once I get the bases I've captured from uranus  fully operational.
Title: Re: Dave's Galaxy
Post by: Vellos on January 06, 2012, 07:44:43 PM
So, my homeworld on my other account (Haman) has suddenly stopped producing quatloos. It's only 73 society; been MC'd for a long time. I am quite perplexed with why, apparently, the residents of that world don't pay any income taxes.
Title: Re: Dave's Galaxy
Post by: fodder on January 06, 2012, 07:57:01 PM
eh.... question... do i leave a fleet on planetary defense if i'm using it to capture a world? how come i can't select it when clicking on the planet? (it's on the target planet) - can select if i click empty space nearby and pick from "nearby fleets" list...
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 06, 2012, 08:13:52 PM
There go his cruiser fleets, now I just need to take care of his SB fleet.

Fleet: Fleet #91680, 7 super battleships (91680) Battle! -- Our Ships Lost:
       superbattleships -- 1
Fleet: Fleet #125682, 14 (125682) Battle! -- Their Ships Lost:
       superbattleships -- 4
Fleet: Fleet #91680, 6 super battleships (91680) Battle! -- Our Ships Lost:
       superbattleships -- 2
Fleet: Fleet #78915, 269 (78915) Battle! -- Our Ships Lost:
             destroyers -- 2
               frigates -- 1
Fleet: Fleet #110450, 13 super battleships (110450) Battle! -- Their Ships Lost:
       superbattleships -- 3
Fleet: Fleet #78915, 266 (78915) Battle! -- Our Ships Lost:
               frigates -- 2
Fleet: Fleet #102874, 210 (102874) Battle! -- Our Ships Lost:
               cruisers -- 10
       superbattleships -- 2
Fleet: Fleet #106058, 100 cruisers (106058) Battle! -- Their Ships Lost:
               cruisers -- 70
Fleet: Fleet #102874, 198 (102874) Battle! -- Our Ships Lost:
               cruisers -- 2
Fleet: Fleet #106060, 20 cruisers (106060) Battle! -- Their Ships Lost:
               cruisers -- 12
Fleet: Fleet #102874, 196 (102874) Battle! -- Our Ships Lost:
               cruisers -- 7
       superbattleships -- 2
Fleet: Fleet #106059, 100 cruisers (106059) Battle! -- Their Ships Lost:
               cruisers -- 70
Fleet: Fleet #116866, 387 (116866) Battle! -- Our Ships Lost:
             destroyers -- 1
Fleet: Fleet #21180, 2 merchantmen (21180) Battle! -- Their Ships Lost:
            merchantmen -- 2
Fleet: Fleet #27706, 2 merchantmen (27706) Battle! -- Their Ships Lost:
            merchantmen -- 2
Fleet: Fleet #19637, 1 merchantman (19637) Battle! -- Their Ships Lost:
            merchantmen -- 1
Title: Re: Dave's Galaxy
Post by: Vellos on January 06, 2012, 09:33:49 PM
eh.... question... do i leave a fleet on planetary defense if i'm using it to capture a world? how come i can't select it when clicking on the planet? (it's on the target planet) - can select if i click empty space nearby and pick from "nearby fleets" list...

Sometimes its glitchy and the ship isn't technically EXACTLY on the planet.

Set to attack, move it to the planet again.
Title: Re: Dave's Galaxy
Post by: Dav3xor on January 06, 2012, 10:02:50 PM
eh.... question... do i leave a fleet on planetary defense if i'm using it to capture a world? how come i can't select it when clicking on the planet? (it's on the target planet) - can select if i click empty space nearby and pick from "nearby fleets" list...

Fixed in dev, should go up on the server soon.
Title: Re: Dave's Galaxy
Post by: fodder on January 06, 2012, 10:18:26 PM
eh... that fleet attacked the planet this turn but had planetary def settings.. hence my question... do i need to set it to attack, or is it ok to leave it as planetary def?

what happened was, i set fleet on its way to the then neutral planet. declared war when it's close by, then change destination to the current one (because someone else grabbed that planet already) - simply by selecting new move target without touching the task bits..
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 07, 2012, 12:37:19 AM
You don't need to change the disposition if you're assaulting an enemy planet (I believe this to still be the case. I've honestly not noticed a difference between attack and planetery garrison settings.). I do because I have OCD about it, but not for game mechanics reasons.
Title: Re: Dave's Galaxy
Post by: Dav3xor on January 07, 2012, 12:58:42 AM
Yeah, any of those will work, there'll be a big announcement if any of that changes.
Title: Re: Dave's Galaxy
Post by: fodder on January 07, 2012, 06:10:18 AM
thanks!
Title: Re: Dave's Galaxy
Post by: De-Legro on January 07, 2012, 11:46:15 AM
You don't need to change the disposition if you're assaulting an enemy planet (I believe this to still be the case. I've honestly not noticed a difference between attack and planetery garrison settings.). I do because I have OCD about it, but not for game mechanics reasons.

Scout mode seems to have some weird behaviors in terms of planetary attacks and even attacking fleets. Which is annoying since scout mode is the default for any fleet that contains blackbirds.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 07, 2012, 04:46:42 PM
Is it just me or did the turn not run properly today? I got the turn report, but it looks like none of my fleets have moved or planets produced resources.
Title: Re: Dave's Galaxy
Post by: fodder on January 07, 2012, 05:00:45 PM
it;s showing 1/2 hr screen atm...
---
so i left it as planetary def....

and i think that fleet went off planet to kill some merchies? and then set course back to that planet.

i've now changed all the atk fleets to "attack"
Title: Re: Dave's Galaxy
Post by: Galle on January 08, 2012, 04:21:27 PM
I just realised that my massive neighbour MonteDrago has not logged in since Christmas Eve. Has anyone been in contact with him and know if he has quit?
Title: Re: Dave's Galaxy
Post by: fodder on January 08, 2012, 08:23:50 PM
so i captured a planet... and a look at its budget screen says..

Debits:
                Long Range Sensors 1   -80
                Fleet Upkeep  250

eh... what fleet upkeep? did i just get extra merchants to go with the McPlanets? or will it drop to the normal 0 the next turn?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 09, 2012, 03:56:13 AM
It's a known issue in which you inherit your predecessor's fleet upkeep. Try not to worry about it too much. You at least got one in the positive. I have several with thousands in debt... v_v
Title: Re: Dave's Galaxy
Post by: Sacha on January 11, 2012, 01:04:01 AM
Looks like Xolotl went inactive right near my empire's center... I think I'll snatch up his planets >_>
Title: Re: Dave's Galaxy
Post by: De-Legro on January 11, 2012, 11:36:53 AM
So my ally Baz seems to have got himself into a problem. Just before christmas he was testing my new fleet movement scripts. Suffice to say they didn't work all that well, and he ended up with fleets that were supposed to capture a inactive planet, instead orbiting a neighbour. He was made aware of the problem, but left on his christmas break before he had the time to move the fleets. When he came back several days later, the nieghbour had declared war and activated his PD to decimate some rather expensive fleets. Baz mobilised, the neighbour sued for peace instantly. Baz decided he wanted some pay back, so the other player has apparently recruited about 7 players to attack Baz. Long story short seems it was lucky I had one of my armadas in the area, though I am hoping that the allies will back off. Baz and his enemy seem to be similar sized so it would be a fair fight.
Title: Re: Dave's Galaxy
Post by: Kai on January 11, 2012, 01:44:48 PM
just let them fight its entertaining
Title: Re: Dave's Galaxy
Post by: Qyasogk on January 12, 2012, 01:09:17 AM
Baz decided he wanted some pay back, so the other player has apparently recruited about 7 players to attack Baz.

The bear pokes his paw into the beehive for some honey, and is attacked by buzzing swarms from all directions.

Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 12, 2012, 03:16:04 AM
I'll be backing baz if he needs any help, De-Legro, though I'm already involved in a war with someone my size, so that may be a bit troublesome...
Title: Re: Dave's Galaxy
Post by: De-Legro on January 12, 2012, 03:23:03 AM
I'll be backing baz if he needs any help, De-Legro, though I'm already involved in a war with someone my size, so that may be a bit troublesome...

So far the "allies" are mysterious. I see IceHouse sending fleets, but I can't see anything else. Could be they are still sending fleets into the area, could be they don't exist I'm not really sure.
Title: Re: Dave's Galaxy
Post by: Dav3xor on January 12, 2012, 05:23:02 PM
So far the "allies" are mysterious. I see IceHouse sending fleets, but I can't see anything else. Could be they are still sending fleets into the area, could be they don't exist I'm not really sure.

This sounds like a lovely little war, if people are interested in sending me screenshots, I'll keep them around for my collection (and maybe post them in a month or two, with permission.)  I'd like to build a museum or something for the game eventually...

Title: Re: Dave's Galaxy
Post by: fodder on January 12, 2012, 05:44:17 PM
lol.. i think whilst my 200 ships (sbs/cru) are playing yoyo around a planet (occasionally blasting them), someone popped in and took it with 10 cruiser (not actually sure about numbers) XD
Title: Re: Dave's Galaxy
Post by: Qyasogk on January 13, 2012, 12:17:43 AM
This sounds like a lovely little war, if people are interested in sending me screenshots, I'll keep them around for my collection (and maybe post them in a month or two, with permission.)  I'd like to build a museum or something for the game eventually...

I've got a pretty good one for you, you want us to send screenshots to your "dave@davesgalaxy.com" address?
Title: Re: Dave's Galaxy
Post by: Dav3xor on January 13, 2012, 12:25:06 AM
Dav3xor@gmail.com -- dave@davesgalaxy works, but I don't check it as often.
Title: Re: Dave's Galaxy
Post by: Adriddae on January 13, 2012, 08:15:15 PM
If you require any more assistance, I can dust off my factories and planets and muster up a substantial fleet. My planets have been just sitting around, and I've only sent out a few arcs every now and then. I have millions of resources stored up by now.
Title: Re: Dave's Galaxy
Post by: Sacha on January 13, 2012, 08:23:53 PM
TBH I was planning on snatching up some of your planets, but if you're back and wanting someone to fight, I'd ask you to send a bunch of big ass fleets against your neighbor pest, whom I am at war with currently.
Title: Re: Dave's Galaxy
Post by: fodder on January 13, 2012, 10:07:01 PM
XD

um.. don't know about millions.. but after the cap thing.. i tend to just wait for enough to build 60 sbs at a time (on a planet)
Title: Re: Dave's Galaxy
Post by: De-Legro on January 14, 2012, 01:00:08 AM
Looks like Lilwolf is living under the shadow of a full out Hieruf colonisation fleet. Last count there was some where between 1000 and 2000 arcs in the area near his planets.
Title: Re: Dave's Galaxy
Post by: fodder on January 14, 2012, 09:04:22 AM
what.. 1k single ones? or fleets? funny thing about single arcs... Gustav Kuriga saw them go *poof* under pd
Title: Re: Dave's Galaxy
Post by: De-Legro on January 14, 2012, 09:41:40 AM
what.. 1k single ones? or fleets? funny thing about single arcs... Gustav Kuriga saw them go *poof* under pd

Hieruf only ever sends single arcs. If you know where his expansion zone is you can have some nice cruiser fleets ready to take over all those lovely undefended planets.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 14, 2012, 01:26:18 PM
Looks like Lilwolf is living under the shadow of a full out Hieruf colonisation fleet. Last count there was some where between 1000 and 2000 arcs in the area near his planets.

Yeah, I'm having a hard time seeing my own planets from all his arcs. I wish there was a toggle to hide all other fleets than yours.
Title: Re: Dave's Galaxy
Post by: fodder on January 14, 2012, 01:32:00 PM
pd + war button. XD
Title: Re: Dave's Galaxy
Post by: LilWolf on January 14, 2012, 04:29:45 PM
pd + war button. XD

I'm sandwiched between his core areas and his colonies. He's very close to me so he'd be able to attack very quickly. Upsetting him doesn't seem like a good idea unless I somehow get a dozen or so other largish empires to attack him at the same time and continue to work together with them.
Title: Re: Dave's Galaxy
Post by: Kai on January 14, 2012, 04:53:27 PM
if you have any PDs whatsoever its almost impossible to die and what are you waiting for anyway, for him to be so enormously massive that even though you dont feel like attacking him now you'll feel even less like it the more stuff he gets
Title: Re: Dave's Galaxy
Post by: LilWolf on January 14, 2012, 06:40:01 PM
what are you waiting for anyway

The ability to field any sort of decent fleet. I've got well under 1000 battle capable ships as is. I've got allies that are in wars already and looking for help(De-lergo seems to be at the center of all of them so he's looking like more of a threat than Hierulf).  I don't need to stick my head into a hornets nest at this point.

Why aren't you warring Hierulf if he worries you so much? Why isn't everyone?
Title: Re: Dave's Galaxy
Post by: De-Legro on January 15, 2012, 12:02:49 AM
The ability to field any sort of decent fleet. I've got well under 1000 battle capable ships as is. I've got allies that are in wars already and looking for help(De-lergo seems to be at the center of all of them so he's looking like more of a threat than Hierulf).  I don't need to stick my head into a hornets nest at this point.

Why aren't you warring Hierulf if he worries you so much? Why isn't everyone?

What do you mean? Timmac and I are friends again, I needed those fleets to hit a Oldry colony nearby.
Title: Re: Dave's Galaxy
Post by: Kai on January 15, 2012, 04:18:44 AM
i am
Title: Re: Dave's Galaxy
Post by: Ramiel on January 15, 2012, 10:57:21 AM
The Void Imperium is a peaceful Imperium. We only wish to be left to our isolationist and secretive ways. We do NOT wish for others to continue arcing planets near us and effectively being the neighbors from hell... so we asked for help :D
Title: Re: Dave's Galaxy
Post by: De-Legro on January 15, 2012, 10:59:42 AM
The ability to field any sort of decent fleet. I've got well under 1000 battle capable ships as is. I've got allies that are in wars already and looking for help(De-lergo seems to be at the center of all of them so he's looking like more of a threat than Hierulf).  I don't need to stick my head into a hornets nest at this point.

Why aren't you warring Hierulf if he worries you so much? Why isn't everyone?

I would consider it if I didn't have some few thousand arcs travelling though his territory.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 15, 2012, 12:22:34 PM
What do you mean? Timmac and I are friends again, I needed those fleets to hit a Oldry colony nearby.

Ah, but I'm hearing from allies you've got fleets headed for HumanPenguin and that has them worried :)
Title: Re: Dave's Galaxy
Post by: De-Legro on January 15, 2012, 10:02:36 PM
Ah, but I'm hearing from allies you've got fleets headed for HumanPenguin and that has them worried :)

Oh yeah, Daz asked me to take some pressure off him. Seems he is fighting several people in the area. Since all the players are so much larger then he is I have no idea how he manages to survive, but he seems to. Guess I will turn those fleets around as well.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 15, 2012, 11:39:10 PM
Oh yeah, Daz asked me to take some pressure off him. Seems he is fighting several people in the area. Since all the players are so much larger then he is I have no idea how he manages to survive, but he seems to. Guess I will turn those fleets around as well.

From what I hear Daz is the one starting all those fights :P
Title: Re: Dave's Galaxy
Post by: De-Legro on January 16, 2012, 03:08:16 AM
From what I hear Daz is the one starting all those fights :P

I know he did against Thomas, I have no idea why HumanPenguin is fighting, I assumed it was because Thomas was unable to squish him.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 16, 2012, 08:28:25 AM
I've gotten peace with the empire to my east, so now I can focus my juggernaut of a war machine on baz's enemies.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 16, 2012, 11:30:07 AM
I've gotten peace with the empire to my east, so now I can focus my juggernaut of a war machine on baz's enemies.

Last I heard it was still only two players. Looks like a even match from what I can see, Baz has captured a few minor outlying planets. They are trying to hit his home planets but his defense is holding so far. I've no idea why they sent their fleets at his core planets through masses of PD, maybe they thought they could get a fast result if they could harm his central planets. The do have some much larger fleets moving in though, if Baz doesn't destroy the current wave soon the next wave will cause him problems.

He is on the offensive as well, time will tell if they can defend the planets he is targeting. I have noticed that both players do not make use of mind control, and their planets have very high society levels. This might help Baz long term, though so far the PD doesn't seem to be deactivating due to funding, well no that isn't true Icehouse lost all his PD, so his fleets are his only defense right now.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on January 17, 2012, 02:54:57 AM
I'm going to focus my efforts against alanarking, as he's just north of baz and has no PD defences. I have several fleets going to a certain planet of mine, where I'm going to pool the resources of all the other fleets and make one large superfleet. with what I have available, I should produce well over 200 SBS from that one planet.

Anyone know if "Allow Others to Build Ships" does anything? That would be useful if it did, because then I could use a planet of his as a forward base.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 17, 2012, 03:14:27 AM
I'm going to focus my efforts against alanarking, as he's just north of baz and has no PD defences. I have several fleets going to a certain planet of mine, where I'm going to pool the resources of all the other fleets and make one large superfleet. with what I have available, I should produce well over 200 SBS from that one planet.

Anyone know if "Allow Others to Build Ships" does anything? That would be useful if it did, because then I could use a planet of his as a forward base.

That option is not implemented. Make sure the planet has the budget to support 200 SBS, I once saw someone try to move a 1000 SBS fleet against me, but he lacked the funds to support it.
Title: Re: Dave's Galaxy
Post by: Kai on January 17, 2012, 03:53:06 AM
what exactly happens if you cant pay fleet upkeep
Title: Re: Dave's Galaxy
Post by: De-Legro on January 17, 2012, 03:58:47 AM
what exactly happens if you cant pay fleet upkeep

From what I have seen, first your planet upgrades deactivate, it appears that fleets are given priority here. If you still can't meet fleet payments, it appears fleets are destroyed until you can. Of course all this only happens if the planet doesn't have a cash stockpile.
Title: Re: Dave's Galaxy
Post by: fodder on January 17, 2012, 09:21:33 AM
eh... you could find a cluster with no links... then stick a regional gov in the middle one and use that planet as your fleet rallying hub. build elsewhere, send it all there, scrap and build new fleet.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 17, 2012, 09:57:27 AM
eh... you could find a cluster with no links... then stick a regional gov in the middle one and use that planet as your fleet rallying hub. build elsewhere, send it all there, scrap and build new fleet.

Not only can you do this, many people do. I've got a mostly working script somewhere that automates this. Still there is a maximum limit to what you can support.
Title: Re: Dave's Galaxy
Post by: fodder on January 17, 2012, 09:21:32 PM
something died... a 2-3 hour? turn change?
Title: Re: Dave's Galaxy
Post by: Kai on January 18, 2012, 03:18:26 AM
i have this route to a planet but all the ships end up 'behind' the planet
Title: Re: Dave's Galaxy
Post by: De-Legro on January 18, 2012, 03:26:19 AM
i have this route to a planet but all the ships end up 'behind' the planet

This happens to me al ot with routes. Thank god I can at least find the ships now with the nearby fleets function.
Title: Re: Dave's Galaxy
Post by: Kai on January 18, 2012, 05:51:01 AM
who is this valakun dude cause im going to kill him
Title: Re: Dave's Galaxy
Post by: De-Legro on January 18, 2012, 05:53:31 AM
who is this valakun dude cause im going to kill him

He is an ally of Vellos's I believe. He has been helping Vellos fight Oldry for a considerable period of time.
Title: Re: Dave's Galaxy
Post by: Kai on January 18, 2012, 10:30:23 AM
lol they haven't been fighting oldry at all until the PD change after which is trivial
Title: Re: Dave's Galaxy
Post by: De-Legro on January 18, 2012, 11:50:24 AM
lol they haven't been fighting oldry at all until the PD change after which is trivial

I've seen them both be active fighting Oldry near me well before the PD change. They were on the defensive in those situations, but still fighting and working to contain Oldry within his PD spheres. I have no idea why you seem feel the need berate the play style of everyone else who plays this game, but it grows tiring.
Title: Re: Dave's Galaxy
Post by: Vellos on January 19, 2012, 04:02:49 AM
who is this valakun dude cause im going to kill him

Indeed, Valakun is my ally. I'd rather you didn't kill him, all else being equal.
Title: Re: Dave's Galaxy
Post by: Tom on January 21, 2012, 08:12:46 PM
My reliance on trade is starting to pay off. I am now making incredible amounts of money, and I rise about 1 spot on the leaderboard per day.

On the downside, some big empire has discovered the colony cluster I started a long way from home and is moving in. The colonies are still too weak to defend themselves, and support from home is out of the question - it would take weeks before it arrives.
Title: Re: Dave's Galaxy
Post by: fodder on January 21, 2012, 08:38:00 PM
too low lvl for pd?
Title: Re: Dave's Galaxy
Post by: Sacha on January 21, 2012, 10:35:55 PM
I've never relied on trade, and I think I make something of 100-150 million quatloos profit every day (and that figure rises every day) though I'd have to check to get an accurate number... All through aggressive and opportunistic expansion. I've gobbled up so many abandoned newbie home worlds and conquered my allies when they went inactive that I've now got at least 300 planets with a budget surplus of over 350k daily, and I just received word that two more of my neighbors went inactive... and I counted several planets with treasuries of over 100 million each. I've been in the top 10 richest players for 2 months now, and all that with barely a trade fleet worth mentioning :)
Title: Re: Dave's Galaxy
Post by: fodder on January 21, 2012, 10:59:55 PM
.... how the hell did i get to 12 in most money.... or 28 in pop? ... from not fighting? XD
Title: Re: Dave's Galaxy
Post by: Vellos on January 22, 2012, 01:41:27 AM
I've never relied on trade, and I think I make something of 100-150 million quatloos profit every day (and that figure rises every day) though I'd have to check to get an accurate number... All through aggressive and opportunistic expansion. I've gobbled up so many abandoned newbie home worlds and conquered my allies when they went inactive that I've now got at least 300 planets with a budget surplus of over 350k daily, and I just received word that two more of my neighbors went inactive... and I counted several planets with treasuries of over 100 million each. I've been in the top 10 richest players for 2 months now, and all that with barely a trade fleet worth mentioning :)

Amusingly, some of your activity has begun causing consternation among the allies of my other account. It's a small galaxy, eh?
Title: Re: Dave's Galaxy
Post by: Sacha on January 22, 2012, 02:17:52 AM
Tell them to come get some! ;D
Title: Re: Dave's Galaxy
Post by: De-Legro on January 22, 2012, 02:29:04 AM
Problem I have with trade, it the profit mostly comes from my own planets, so it is no profit at all. I have a few traders to feed those planets that went above 80 ish society level and nothing more. Considering the size of my war fleets, I really have no idea how I managed to get to 3rd in money, most my planets barely have a surplus of 5k.
Title: Re: Dave's Galaxy
Post by: Tom on January 22, 2012, 11:29:12 AM
Size. You have tons and tons of planets and that small surplus adds up.

And yes, I think the fact that I aggressively trade with my neighbours (my average trade fleet is 50 merchantmen) plays a part. Since I have pretty much reached the maximum possible expansion I can get without either a) going to war or b) sendind a colony fleet far, far away, I have to make do with whatever I have.

Since I can't put more time into the game, I've decided that this is the game I'm now trying to play - I want to have an empire with all planets maxed out. Something even a powerful player thinks twice about entering because EVERY planet is inside a dozen overlapping PDs and I can throw up a defensive fleet practically everywhere instead of having to keep them around. With enough resources stockpiled, that should frighten even the big guys. Sure you have 5000 planets and I have 500. But every single one of mine can throw up a 100 superbattleship fleet immediately. Maybe you can also come up with 50,000 SBS - but how long does it take them to reach me?

At least that's the plan. Plan B is to go pirate. Anyone got experience with that? Does it actually generate a profit or does it just destroy enemy ships?

Title: Re: Dave's Galaxy
Post by: De-Legro on January 22, 2012, 11:34:15 AM
Size. You have tons and tons of planets and that small surplus adds up.

And yes, I think the fact that I aggressively trade with my neighbours (my average trade fleet is 50 merchantmen) plays a part. Since I have pretty much reached the maximum possible expansion I can get without either a) going to war or b) sendind a colony fleet far, far away, I have to make do with whatever I have.

Since I can't put more time into the game, I've decided that this is the game I'm now trying to play - I want to have an empire with all planets maxed out. Something even a powerful player thinks twice about entering because EVERY planet is inside a dozen overlapping PDs and I can throw up a defensive fleet practically everywhere instead of having to keep them around. With enough resources stockpiled, that should frighten even the big guys. Sure you have 5000 planets and I have 500. But every single one of mine can throw up a 100 superbattleship fleet immediately. Maybe you can also come up with 50,000 SBS - but how long does it take them to reach me?

At least that's the plan. Plan B is to go pirate. Anyone got experience with that? Does it actually generate a profit or does it just destroy enemy ships?

Hieruf is doing the PD thing, it is VERY scary to be honest looking over his empire. Pirates give me messages that they have captured goods, but I have never figured out where they go. Then again I've not actually tried to figure it our, so perhaps my pirate fleets are full of goodies. My pirate plan is pretty simple, get someone to ally the target, and then have them guide me to their main trading lines.
Title: Re: Dave's Galaxy
Post by: Adriddae on January 22, 2012, 06:10:19 PM
I've pirated. Once you have your fleets set on piracy they automatically try to attack merchant fleets. Its really easier when the player has no escorts and have merchants stacked up large groups, the highest I've seen is 200! Anyway, the pirates capture the enemy merchant ships and add them to your pirate fleet along with whatever goods they have in them. You'll have to bring the fleet to a nearby planet to trade the goods, and dismantle the fleet to get rid of the merchants. This is another reason I'd like to be able to manage the ships in a fleet to be able to divide the merchants up from the subspacers.

You can still manage to snap up merchants even if they have escorts in the same fleet, but the chances seem to be pretty low. They can fight back, and I've lost a few pirate fleets from running them into large patrols of cruisers and destroyers.
Title: Re: Dave's Galaxy
Post by: Sacha on January 22, 2012, 07:14:47 PM
@Dave

I was always under the impression that planetary connections couldn't cross each other. I have found two that do. Bug?
Title: Re: Dave's Galaxy
Post by: fodder on January 22, 2012, 08:04:11 PM
lol.. you aren't supposed to link to other players' either... but dave and me share a link XD
Title: Re: Dave's Galaxy
Post by: Sacha on January 22, 2012, 10:25:20 PM
Maybe you just took a rogue planet that was already linked to his?
Title: Re: Dave's Galaxy
Post by: fodder on January 22, 2012, 11:26:04 PM
um.. but if you grabbed any planet.. links disappear if the links are not to empty/your planets..

i think what happened was that we both grabbed empty planets at the same time.. not certain though...
Title: Re: Dave's Galaxy
Post by: De-Legro on January 23, 2012, 02:23:24 AM
um.. but if you grabbed any planet.. links disappear if the links are not to empty/your planets..

i think what happened was that we both grabbed empty planets at the same time.. not certain though...

I've never heard of links disappearing. I've got TONS of links to other players.
Title: Re: Dave's Galaxy
Post by: Vellos on January 23, 2012, 04:52:09 AM

At least that's the plan. Plan B is to go pirate. Anyone got experience with that? Does it actually generate a profit or does it just destroy enemy ships?

I'm going to stockpile a few big fleets, launch'em across the galaxy, and just harass peoples' colonies because I can.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 23, 2012, 05:04:24 AM
I'm going to stockpile a few big fleets, launch'em across the galaxy, and just harass peoples' colonies because I can.

Hey that is my modus operandi go get your own.
Title: Re: Dave's Galaxy
Post by: Kai on January 24, 2012, 04:02:27 PM
made some progress on scripts prepare to be scared
Title: Re: Dave's Galaxy
Post by: LilWolf on January 24, 2012, 06:23:58 PM
I finally got tired of Hierulfs arc and trading fleets. So I'm sprinkling subspacers all around my own space and setting them to piracy mode. Already captured a few arcs and destroyed others. Once my net is complete I doubt he'll get anything through my space. Best part..no need to declare war and I get some arcs in return :)
Title: Re: Dave's Galaxy
Post by: De-Legro on January 25, 2012, 01:20:55 AM
I finally got tired of Hierulfs arc and trading fleets. So I'm sprinkling subspacers all around my own space and setting them to piracy mode. Already captured a few arcs and destroyed others. Once my net is complete I doubt he'll get anything through my space. Best part..no need to declare war and I get some arcs in return :)

I love this so much I'm going to copy it.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 25, 2012, 06:37:01 PM
I love this so much I'm going to copy it.

It seems to work decently, though capturing an arc seems pretty rare. Most just end up destroyed. Also, you need to layer the line of pirates because sometimes a ship slips through so you need something to back up the first line.
Title: Re: Dave's Galaxy
Post by: fodder on January 25, 2012, 08:37:33 PM
it pirates any and everyone's ships?
Title: Re: Dave's Galaxy
Post by: LilWolf on January 25, 2012, 08:50:41 PM
it pirates any and everyone's ships?

Allies should be safe, but other than that everyone is a target.
Title: Re: Dave's Galaxy
Post by: Dav3xor on January 25, 2012, 10:56:21 PM
Yeah, I need to add some more support for pirating -- if you capture ships, the captured ships should head towards the pirate's home port, and if you capture goods, you should be able to sell them at a friendly port.

Also, the connections are a little wierd right now, will fix ASAP.

I've had some much bigger fish to fry at the moment unfortunately.  :)
Title: Re: Dave's Galaxy
Post by: Tom on January 26, 2012, 12:08:32 AM
I've been wondering about piracy recently - what exactly does it do?

Title: Re: Dave's Galaxy
Post by: Sacha on January 26, 2012, 09:43:52 AM
It attacks neutral and enemy fleets, with a chance to capture/destroy any ships in the fleet. If you capture merchant ships, everything in their cargo hold will be yours as well. I haven't used it myself, so that's pretty much the extent of my knowledge on the subject.
Title: Re: Dave's Galaxy
Post by: fodder on January 26, 2012, 12:09:42 PM
hm.. home planet? would that not give the game away?
eg.. if you are pirating in someone else's space with a "stealthy" boat
Title: Re: Dave's Galaxy
Post by: LilWolf on January 26, 2012, 01:06:54 PM
hm.. home planet? would that not give the game away?
eg.. if you are pirating in someone else's space with a "stealthy" boat

The stealth is gone anyway once you have a merchant ship or something else in the fleet.
Title: Re: Dave's Galaxy
Post by: fodder on January 26, 2012, 01:10:58 PM
eh.. i thought he's implying a change where the captured fleet leaves on its own?
Title: Re: Dave's Galaxy
Post by: LilWolf on January 27, 2012, 08:43:54 PM
Well, seems my little piracy operation got noticed. Oldry, an ally of Hierulf, declared war on me and is demanding I give Hierulf free passage through my territory. There seems to already be some fleet shooting down arcs I have going out near my space..not sure whether it's Hierulfs or his allys, but I think this will turn ugly soon.

Oddly enough Hierulf has said nothing.
Title: Re: Dave's Galaxy
Post by: fodder on January 27, 2012, 10:13:48 PM
probably reading this forum XD
Title: Re: Dave's Galaxy
Post by: Vellos on January 28, 2012, 12:17:19 AM
Well, seems my little piracy operation got noticed. Oldry, an ally of Hierulf, declared war on me and is demanding I give Hierulf free passage through my territory. There seems to already be some fleet shooting down arcs I have going out near my space..not sure whether it's Hierulfs or his allys, but I think this will turn ugly soon.

Oddly enough Hierulf has said nothing.

Aha! I knew it!

I have long suspected Oldry and Hierulf were compatriots. This validates that belief.

I suspect they're actually the exact same person, Oldry being essentially the more military wing, Hierulf being the more civilian wing.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 28, 2012, 02:36:17 AM
Aha! I knew it!

I have long suspected Oldry and Hierulf were compatriots. This validates that belief.

I suspect they're actually the exact same person, Oldry being essentially the more military wing, Hierulf being the more civilian wing.

AHAH oh run in fear of Oldry. His only skill is finding new places to hide. Does explain EXACTLY how Oldry was seeing my own arc fleets though. Perhaps is is finally time to see just how well Hierulf can fight, he has massive PD defenses, I have lets see at last count 40k battleships.

Title: Re: Dave's Galaxy
Post by: Nathan on January 28, 2012, 10:31:55 AM
I hate having weekend only internet access... Lost my planet at the centre of the galaxy and not sure how easy it's going to be to get it back, given the amount of resources that were left on it and the amount I have on my other planets there.

Some of you may notice a rather large fleet coming from my home planet area up to the centre, that's essentially a back-up in case I lose my planets. I may lose them now, but I'm hoping I can take them back in a few months' time :P

How goes everything btw? I've not been able to go through everything I've missed, so I'm a little out-of-date on DG info.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 28, 2012, 11:30:22 AM
I hate having weekend only internet access... Lost my planet at the centre of the galaxy and not sure how easy it's going to be to get it back, given the amount of resources that were left on it and the amount I have on my other planets there.

Some of you may notice a rather large fleet coming from my home planet area up to the centre, that's essentially a back-up in case I lose my planets. I may lose them now, but I'm hoping I can take them back in a few months' time :P

How goes everything btw? I've not been able to go through everything I've missed, so I'm a little out-of-date on DG info.

Spend every resource you can on those planets, and do it NOW. No point letting him steal even more from you. I really really should have brought a main battle fleet to the core earlier then now. From what I can see he is making masses and masses of 1 scout fleets. Building destroyer fleets as powerful as you can should help kill them.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 28, 2012, 12:07:37 PM
AHAH oh run in fear of Oldry. His only skill is finding new places to hide. Does explain EXACTLY how Oldry was seeing my own arc fleets though. Perhaps is is finally time to see just how well Hierulf can fight, he has massive PD defenses, I have lets see at last count 40k battleships.

Well, he does do hiding well enough. If you try to center on him from your neighbors list all you get is Hierulfs planets, none of his :P Apparently they're real life friends.

Hierulf is sending some scrap fleets at me from the last report I heard. 30 battleships so nothing to worry about. Seems he isn't taking me too seriously yet. I should start talking to some of my other neighbors. I bet they're as fed up with Hierulf as everyone else I've talked to. Already have myself and another player of similar size looking to cause grief for him.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 28, 2012, 12:12:00 PM
Well, he does do hiding well enough. If you try to center on him from your neighbors list all you get is Hierulfs planets, none of his :P Apparently they're real life friends.

Hierulf is sending some scrap fleets at me from the last report I heard. 30 battleships so nothing to worry about. Seems he isn't taking me too seriously yet. I should start talking to some of my other neighbors. I bet they're as fed up with Hierulf as everyone else I've talked to. Already have myself and another player of similar size looking to cause grief for him.

Go for it. The more people you get on board, the more people will want to join anyway :) I've never gotten the idea that he really knows how to fight, or has the time to bring his empire to bear on the problem anyway.
Title: Re: Dave's Galaxy
Post by: Nathan on January 28, 2012, 01:53:33 PM
Spend every resource you can on those planets, and do it NOW. No point letting him steal even more from you. I really really should have brought a main battle fleet to the core earlier then now. From what I can see he is making masses and masses of 1 scout fleets. Building destroyer fleets as powerful as you can should help kill them.

Cheers, did that last night before I went to bed. Built as much as I can on all my planets and sent them towards the main, with a handful sent elsewhere to stop his expansion (he has a few planets I want, so no long-run harm :P). I had a few small fleets orbiting and had them head there too. Hopefully everything combined will be enough to take it and hold it until next weekend :P

EDIT: Lots of single scout fleets are very effective at taking inactive players btw. They have a 4.5% chance at capitulation, so lots of them can increase your chances quite significantly (yes, we have been over the maths before, no, I don't remember if what I just said is correct :P)
Title: Re: Dave's Galaxy
Post by: Vellos on January 28, 2012, 07:14:36 PM
Well, he does do hiding well enough. If you try to center on him from your neighbors list all you get is Hierulfs planets, none of his :P Apparently they're real life friends.

Hierulf is sending some scrap fleets at me from the last report I heard. 30 battleships so nothing to worry about. Seems he isn't taking me too seriously yet. I should start talking to some of my other neighbors. I bet they're as fed up with Hierulf as everyone else I've talked to. Already have myself and another player of similar size looking to cause grief for him.

I'll join you. I've got fairly good PD defenses and sitting on a large pile of resources.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 30, 2012, 05:51:06 AM
Well, he does do hiding well enough. If you try to center on him from your neighbors list all you get is Hierulfs planets, none of his :P Apparently they're real life friends.

Hierulf is sending some scrap fleets at me from the last report I heard. 30 battleships so nothing to worry about. Seems he isn't taking me too seriously yet. I should start talking to some of my other neighbors. I bet they're as fed up with Hierulf as everyone else I've talked to. Already have myself and another player of similar size looking to cause grief for him.

Maybe with his constant arc fleets, he just doesn't have the resources to send more?
Title: Re: Dave's Galaxy
Post by: Vellos on January 30, 2012, 08:15:59 AM
So, I just took a peek at Hierulf's borders.

And.... that's a lot of PD. Is it even possible to get through that kind of PD?
Title: Re: Dave's Galaxy
Post by: De-Legro on January 30, 2012, 10:32:11 AM
So, I just took a peek at Hierulf's borders.

And.... that's a lot of PD. Is it even possible to get through that kind of PD?

Yes, But and this a a Big but, the one and only time I tried against PD like this, was testing with an ally so its not like he threw everything at me. I sent 30 fleets of 100 battleships and 5 black birds at the planet, I had about 500 battleships left at the end. In a real war trying to take it on would be slow going an invite a lot of counter attacks.
Title: Re: Dave's Galaxy
Post by: Kai on January 30, 2012, 04:20:30 PM
Even 1 PD actively defended is a nightmare and requires about 5k destro equivalent to even have a chance. Taking 2 PD actively defended overlapping would be really hard.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 30, 2012, 06:25:20 PM
Well, I'll probably declare war on Hierulf tomorrow. Even sniping at his colonies would probably be quite an effective strategy. See how he likes it when his empire gets surrounded by others and he can't go anywhere. Maybe he'd play nicer after that.
Title: Re: Dave's Galaxy
Post by: Kai on January 31, 2012, 02:09:14 AM
Send 4 cruisers to each colony, free clonies.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 31, 2012, 02:13:44 AM
Send 4 cruisers to each colony, free clonies.

He has been known to defend his colonies, so 4 crusisers will probably take some planets but not hold them long. However, if you accompanied a mass of small crusier fleets with a few large defense fleets, you should be able to take planets rapidly and defend them long enough to get them to the stage where they can defend themselves.
Title: Re: Dave's Galaxy
Post by: LilWolf on January 31, 2012, 06:54:03 PM
Well, war declared. The biggest fleets I have going towards his colonies are about 100 cruisers with a whole bunch of ~20 cruiser fleets sprinkled in. We'll see how things go. Got a couple of stronger fleets I'm holding back to deal with anything large he might send my way. Probably going to have my ass handed to me, but what ever :)
Title: Re: Dave's Galaxy
Post by: Vellos on January 31, 2012, 07:25:27 PM
Well, war declared. The biggest fleets I have going towards his colonies are about 100 cruisers with a whole bunch of ~20 cruiser fleets sprinkled in. We'll see how things go. Got a couple of stronger fleets I'm holding back to deal with anything large he might send my way. Probably going to have my ass handed to me, but what ever :)

Given my "angle" on Hierulf, he has mega-PD walls between me and him, so I can't get a good angle of attack.

But I can spam defensive fleets to you to defend your borders. Where are you located?
Title: Re: Dave's Galaxy
Post by: LilWolf on January 31, 2012, 07:48:26 PM
Given my "angle" on Hierulf, he has mega-PD walls between me and him, so I can't get a good angle of attack.

But I can spam defensive fleets to you to defend your borders. Where are you located?

1709.6, 1564.4

Hierulf has plenty of colonies nearby. Above me and a fair way to the right. Feel free to attack them if you bother to send fleets all the way up to where I am.
Title: Re: Dave's Galaxy
Post by: De-Legro on January 31, 2012, 09:56:36 PM
Given my "angle" on Hierulf, he has mega-PD walls between me and him, so I can't get a good angle of attack.

But I can spam defensive fleets to you to defend your borders. Where are you located?

If you have path North West, Hieruf has been sending colonies up towards the galactic core. You would have to go that way to get to Lilwolf anyway.
Title: Re: Dave's Galaxy
Post by: Nathan on February 03, 2012, 07:53:07 PM
Can someone remind me: is Kenwillard one of the good guys, or the bad guys? He's expanding rapidly around a planet of mine and I'd rather he didn't (I want those planets :(). I've got a large-ish fleet up there so I could attack him easily, but could he attack back?
Title: Re: Dave's Galaxy
Post by: De-Legro on February 03, 2012, 11:22:23 PM
Can someone remind me: is Kenwillard one of the good guys, or the bad guys? He's expanding rapidly around a planet of mine and I'd rather he didn't (I want those planets :(). I've got a large-ish fleet up there so I could attack him easily, but could he attack back?

I've got decent relations with Kenwillard, in that I've never actually attacked him. What does it say about me when my idea of good relations with a neighbour is, have I declared war on them ever?
Title: Re: Dave's Galaxy
Post by: Kai on February 04, 2012, 07:04:19 AM
good relations means they're dead and have quit e.g. copla
Title: Re: Dave's Galaxy
Post by: LilWolf on February 04, 2012, 06:44:54 PM
So..how much do you actually need to take on a planet with a PD? Are fleets of 50-100 cruisers just one shot out of the sky?
Title: Re: Dave's Galaxy
Post by: De-Legro on February 05, 2012, 12:20:51 AM
So..how much do you actually need to take on a planet with a PD? Are fleets of 50-100 cruisers just one shot out of the sky?

Really depends on what the player does to defend his planet. If they are stupid, then multiple fleets of 100 cruisers will do the trick. If they aren't then they will build a massive fleet at the planet, and those smaller fleets just get picked off while trying to get to the stage where they can bombard. I've taken out PD planets with as little as 400 destroyers, I've also needed more then 6k of destroyers when the player dumped a 100 SB on the planet as I approached.
Title: Re: Dave's Galaxy
Post by: Kai on February 07, 2012, 03:50:10 PM
how does that fleet movement script work and has anyone figured out automated fleet build?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on February 07, 2012, 04:46:57 PM
shoo, you are not wanted...
Title: Re: Dave's Galaxy
Post by: De-Legro on February 07, 2012, 11:19:58 PM
Which fleet movement script? Mine? Auto build is indeed possible, but a bit annoying. I am cleaning up my scripts at the moment. I  hit on a idea to reduce server load by using a browser local database to store the planet data and predicting things like resource increases, society level increases etc. Not quite working yet, resource prediction always seems to be off. When it is complete my hope is that so long as you log in every turn, it should know which planets need attention and not just poll every planet.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 09, 2012, 05:51:59 AM
Oldry is setting up shop in MonteDrago's old empire

1818.4,1685.5

I Think I'm about the only player anywhere near by, and I've got to get through an empire I'm at war with to get at him.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 10, 2012, 12:00:56 AM
So my massed fleets are a huge success, took down Oldry's PD the first turn I was in range. Fly by planet assaults are also great, lets me take over planets as I charge towards PD's.
Title: Re: Dave's Galaxy
Post by: Kai on February 11, 2012, 02:08:44 PM
lag and eyeblinding of new mass arrows makes building 100 arcs intolerable
Title: Re: Dave's Galaxy
Post by: LilWolf on February 11, 2012, 05:36:39 PM
There's something fishy going on with Hierulf and his new colonies. I've now taken several planets from him with a society level of 15 or below that have Matter Synth 1 building(40-60% done). You need society level 35 for that, right?

Just a few examples:

Mu Phoesini 3 (1691.1,1552.5) Society level 12. Matter Synth 1 54% done.
Lambda Arsepeia (1661.3,1544.5) Society level 11 Matter Synth 1 60% done

These have all been new colonies he set up just two weeks ago or so. I'm reluctant to say he's out right cheating or using some hack, but something is going on that isn't normal.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on February 11, 2012, 07:14:56 PM
There's something fishy going on with Hierulf and his new colonies. I've now taken several planets from him with a society level of 15 or below that have Matter Synth 1 building(40-60% done). You need society level 35 for that, right?

Just a few examples:

Mu Phoesini 3 (1691.1,1552.5) Society level 12. Matter Synth 1 54% done.
Lambda Arsepeia (1661.3,1544.5) Society level 11 Matter Synth 1 60% done

These have all been new colonies he set up just two weeks ago or so. I'm reluctant to say he's out right cheating or using some hack, but something is going on that isn't normal.

report it in the forum group on Dave's Galaxy.
Title: Re: Dave's Galaxy
Post by: LilWolf on February 11, 2012, 08:04:27 PM
report it in the forum group on Dave's Galaxy.

Meh..need to wait to be let into the group..
Title: Re: Dave's Galaxy
Post by: Chenier on February 11, 2012, 09:01:42 PM
My old empire's up for the taking, I'm vacating everything and going for the edge of the galaxy!
Title: Re: Dave's Galaxy
Post by: De-Legro on February 11, 2012, 10:28:34 PM
There's something fishy going on with Hierulf and his new colonies. I've now taken several planets from him with a society level of 15 or below that have Matter Synth 1 building(40-60% done). You need society level 35 for that, right?

Just a few examples:

Mu Phoesini 3 (1691.1,1552.5) Society level 12. Matter Synth 1 54% done.
Lambda Arsepeia (1661.3,1544.5) Society level 11 Matter Synth 1 60% done

These have all been new colonies he set up just two weeks ago or so. I'm reluctant to say he's out right cheating or using some hack, but something is going on that isn't normal.

The hack that allowed that was supposed to be fixed. IK discovered it and it was brought to Daves attention. Perhaps Hieruf has found another hack. One thing to check, what was the SL before you started the assault?

In other news, I'm making 10k battleships a turn right now. My next war should be very interesting.
Title: Re: Dave's Galaxy
Post by: Qyasogk on February 17, 2012, 12:00:42 AM
I don't know how many of you guys check on the Google Group, but there's a really obnoxious bug with building merchant fleets with 5 or more merchants. If you build a 50 merchant fleet, it should have 250,000 quataloos to spend, but the moment you set its destination to a port, all  but 5,000 will go back to the home port. The same is true of bulkfreighters.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 12:10:55 AM
I don't know how many of you guys check on the Google Group, but there's a really obnoxious bug with building merchant fleets with 5 or more merchants. If you build a 50 merchant fleet, it should have 250,000 quataloos to spend, but the moment you set its destination to a port, all  but 5,000 will go back to the home port. The same is true of bulkfreighters.

It would affect me more if I ever let my merchant fleets return to their home planets :) Trading is slowed to start, but after a while my fleets are carrying around masses of extra money so its not an issue.
Title: Re: Dave's Galaxy
Post by: Adriddae on February 17, 2012, 12:58:28 AM
My old empire's up for the taking, I'm vacating everything and going for the edge of the galaxy!

Build a restaurant there!
Title: Re: Dave's Galaxy
Post by: Vellos on February 17, 2012, 04:08:33 AM
Build a restaurant there!

On my Haman account, I've had an arc headed for the literal edge of the galaxy for weeks on weeks now. I'm hoping when I get there I can build myself a nice little base.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 04:30:57 AM
On my Haman account, I've had an arc headed for the literal edge of the galaxy for weeks on weeks now. I'm hoping when I get there I can build myself a nice little base.

You and at least 8 other players that I've seen. One can only hope you are all heading to different edges of the galaxy.
Title: Re: Dave's Galaxy
Post by: Chenier on February 17, 2012, 04:58:01 AM
You and at least 8 other players that I've seen. One can only hope you are all heading to different edges of the galaxy.

I'm bringing a lot more than just an arc, though. My whole production. Plus a few military ships.

I'm going bottom right tail edge, more or less.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 05:19:56 AM
I'm bringing a lot more than just an arc, though. My whole production. Plus a few military ships.

I'm going bottom right tail edge, more or less.

Let me put it this way. I'm sending a modest colony fleet to one of the spiral arms, I've seen several much larger fleets. My fleet consists of a few thousand arcs and about 10k of battleships. I would send a second wave, but I have to go through enemy territory now so the first wave will just have to look after itself.

Lots of the big players are looking for space to expand into and are moving to the uncolonised area's all hoping to grab up large tracts of real estate. Some have scripts pumping out arcs from their planets as fast as they can make them. If you are unlucky in the your choice of position, that is what you will be competing with.
Title: Re: Dave's Galaxy
Post by: Chenier on February 17, 2012, 05:24:27 AM
Let me put it this way. I'm sending a modest colony fleet to one of the spiral arms, I've seen several much larger fleets. My fleet consists of a few thousand arcs and about 10k of battleships. I would send a second wave, but I have to go through enemy territory now so the first wave will just have to look after itself.

Lots of the big players are looking for space to expand into and are moving to the uncolonised area's all hoping to grab up large tracts of real estate. Some have scripts pumping out arcs from their planets as fast as they can make them. If you are unlucky in the your choice of position, that is what you will be competing with.

Well, that's what I'll compete with, then.

I barely play, and don't really care anyhow.

I honestly don't see anything fun with this game once you got your core worked out. It's way too much of a choir to do yourself, and scripts don't feel fair. And besides, why bother if you have scripts doing it all for you?
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 05:33:11 AM
Well, that's what I'll compete with, then.

I barely play, and don't really care anyhow.

I honestly don't see anything fun with this game once you got your core worked out. It's way too much of a choir to do yourself, and scripts don't feel fair. And besides, why bother if you have scripts doing it all for you?

If you rely on scripts completely, then when someone like me comes along who uses very targeted scripts that still require my intervention, you will lose, that simple. Where some people use scripts to automate everything about fleets, I use a script that creates armada's. I can move 300 fleets like a single fleet, but I still need to move it.
Title: Re: Dave's Galaxy
Post by: Chenier on February 17, 2012, 05:46:15 AM
If you rely on scripts completely, then when someone like me comes along who uses very targeted scripts that still require my intervention, you will lose, that simple. Where some people use scripts to automate everything about fleets, I use a script that creates armada's. I can move 300 fleets like a single fleet, but I still need to move it.

Might be fun for you, doesn't sound very fun to me. I'll probably just try to settle and then abandon my gains for someone else to acquire.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 05:55:59 AM
Might be fun for you, doesn't sound very fun to me. I'll probably just try to settle and then abandon my gains for someone else to acquire.

Like all online games, it is largely what you make of it. If you haven't plugged into the regional politics and conflicts, then its likely to be a very boring game.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on February 17, 2012, 07:24:58 AM
Yeah, I've long seen scripts that automate stuff to be a drain on the game. I take the time to run my empire within the mechanics of the game, and see some asshat pumping out !@#$loads of crap because he has a script run his empire for him. I don't care if your scripts need intervention. They still circumvent the gaming mechanics. How would you feel if someone suddenly started using scripts to maximize food  trade income on Battlemaster? or to automatically keep the tax at the maximum without causing the region to revolt? There'd be a !@#$storm about that, so why is this different?
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 07:29:08 AM
Yeah, I've long seen scripts that automate stuff to be a drain on the game. I take the time to run my empire within the mechanics of the game, and see some asshat pumping out !@#$loads of crap because he has a script run his empire for him. I don't care if your scripts need intervention. They still circumvent the gaming mechanics. How would you feel if someone suddenly started using scripts to maximize food  trade income on Battlemaster? or to automatically keep the tax at the maximum without causing the region to revolt? There'd be a !@#$storm about that, so why is this different?

Firstly, it is likely someone already does that in BM. Secondly Dave approves of scripts, or at least the concept behind them, which is why he is working on a API for them to reduce the server load inherent in having to use web page scraping techniques. Somehow I doubt he would be putting in such effort if scripts didn't fit his vision of the game.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on February 17, 2012, 07:43:50 AM
If I found out someone was doing that in my realm, I would petition the ruler for an OOC ban faster than you could say "Lazy player can't do his own work."
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 12:02:25 PM
If I found out someone was doing that in my realm, I would petition the ruler for an OOC ban faster than you could say "Lazy player can't do his own work."

If the script was to automate activities, I would probably feel the same, though I think I would probably start a forum thread to get Tom's opinion or start a magistrate case rather then just make my own judgement. BM is a very different game and I'm not sure automation scripts have a place in it.

Of course scripts don't just automate things. I use two scripts in battlemaster. The first allows me to save messages into a indexDB database and provides message search/filtering capability. I created it to allow me to easily have a way to store messages past 30 days and to also allow me to easily find the messages I wanted. My second script reorganises the military tab on scout report and region pages, because I prefer to organise the date in a slightly different way.

For Daves Galaxy the main script I use is a planet search for my own planets. With some 250 pages of planets, it is much easier to find a planet that is referenced in the turn report by entering the name in a search box then flicking through pages to find it. I encountered a player once that was obviously using a automation script to send out arc fleets. Turns out he didn't log in much himself, so I set up fleets all around his empire and just killed every arc he produced for a few weeks until he actually logged in for himself. Scripts aren't an auto win, the more you automate and rely of them the more you risk someone taking advantage of the scripted behavior.

In all games people have advantages. For Daves Galaxy people with large amounts of time to dedicate to fleet and planet management have an advantage. People who understand the game mechanics have an advantage, and people that can either write or obtain scripts have a potential advantage. You don't have to use them yourself, but why critise players for playing is a way that has been approved by the creator of the game?
Title: Re: Dave's Galaxy
Post by: Tom on February 17, 2012, 12:06:38 PM
I've kind of lost interest in the game, I must admit.

With the 500 or so planets I now have, it is simply impossible to manage the empire without scripts. And I don't feel like playing a game of "who can write the better script".

Plus all of my core planets are suddenly starving for no apparent reason, and despite me having somewhere in the area of 400 trading fleets in the air.


There needs to be less micro-management in this game, and allowing scripting isn't the solution.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 17, 2012, 12:15:46 PM
I've kind of lost interest in the game, I must admit.

With the 500 or so planets I now have, it is simply impossible to manage the empire without scripts. And I don't feel like playing a game of "who can write the better script".

Plus all of my core planets are suddenly starving for no apparent reason, and despite me having somewhere in the area of 400 trading fleets in the air.


There needs to be less micro-management in this game, and allowing scripting isn't the solution.

What society level are they? I've noticed that many empires seem to have massive starvation problems now. I know I do among planets I recently took over that just have massive society levels. Due to the trade fleet bug, big trading fleets might not be optimal. The amount a fleet keeps when it returns to the home planet seems to be fixed, not dependent on the size of the fleet. The end result is large fleets (like my fleets of 100-500 bulkfreighters) can't afford to fill their holds after returning to the home planet, and need to make some good trades to get to that point. Smaller fleets (I think < 10 or something) don't suffer from this.

Dave is talking about changes that should see Empire sizes not explode to the current levels, but then depending on exactly what the changes are, people might just use scripts to automate that as well.
Title: Re: Dave's Galaxy
Post by: Tom on February 17, 2012, 01:51:23 PM
I don't do Mind Control, so I have high society levels.

Most of my trading fleets are around 50 merchants, so it shouldn't be such a problem.

Title: Re: Dave's Galaxy
Post by: Chenier on February 17, 2012, 01:59:06 PM
If the script was to automate activities, I would probably feel the same, though I think I would probably start a forum thread to get Tom's opinion or start a magistrate case rather then just make my own judgement. BM is a very different game and I'm not sure automation scripts have a place in it.

Of course scripts don't just automate things. I use two scripts in battlemaster. The first allows me to save messages into a indexDB database and provides message search/filtering capability. I created it to allow me to easily have a way to store messages past 30 days and to also allow me to easily find the messages I wanted.

I wish there was an in-game option for this. I try to save messages, but I always forget and get massive holes in the logs. For example, I know the window in which Old Grehk said they would give back Wudenkin, but not the exact date, 'cause I had saved my logs just a few days prior and then forgot to do it again for more than a month.

For a game that goes around messages, I find the ability to record things disappointing. I can understand Tom doesn't want to store it all on his dbase (extremely understandable), but the option to automatically save it on our own hard drives would be extremely appreciated.
Title: Re: Dave's Galaxy
Post by: Vellos on February 17, 2012, 06:51:05 PM
I don't do Mind Control, so I have high society levels.

Most of my trading fleets are around 50 merchants, so it shouldn't be such a problem.

Dave just tweaked trading mechanics, and messed it up horribly. It's hitting some of the allies on my other account quite hard as well.
Title: Re: Dave's Galaxy
Post by: Qyasogk on February 18, 2012, 12:37:18 AM
Due to the trade fleet bug, big trading fleets might not be optimal. The amount a fleet keeps when it returns to the home planet seems to be fixed, not dependent on the size of the fleet. The end result is large fleets (like my fleets of 100-500 bulkfreighters) can't afford to fill their holds after returning to the home planet, and need to make some good trades to get to that point. Smaller fleets (I think < 10 or something) don't suffer from this.

The bug actually affected any fleet with 5 or more merchants (or bulkfreighters).... and GOOD NEWS, Dave just fixed the bug last night. Your larger merchant fleets won't get their full starting money until after they return home though.
Title: Re: Dave's Galaxy
Post by: Qyasogk on February 18, 2012, 12:38:50 AM
I don't do Mind Control, so I have high society levels.

Most of my trading fleets are around 50 merchants, so it shouldn't be such a problem.

It's the difference between your fleet having 250,000 quataloos to purchase cargo with or 5,000. I'd say that's quite a shortfall!
Title: Re: Dave's Galaxy
Post by: De-Legro on February 18, 2012, 02:52:31 AM
I don't do Mind Control, so I have high society levels.

Most of my trading fleets are around 50 merchants, so it shouldn't be such a problem.

Past level 80 you don't produce food. Are you using Food Subsidies?
Title: Re: Dave's Galaxy
Post by: De-Legro on February 18, 2012, 02:56:31 AM
I wish there was an in-game option for this. I try to save messages, but I always forget and get massive holes in the logs. For example, I know the window in which Old Grehk said they would give back Wudenkin, but not the exact date, 'cause I had saved my logs just a few days prior and then forgot to do it again for more than a month.

For a game that goes around messages, I find the ability to record things disappointing. I can understand Tom doesn't want to store it all on his dbase (extremely understandable), but the option to automatically save it on our own hard drives would be extremely appreciated.

Chrome is the only browser that provided easy access to your hardrive via the browser interface. No other browser currently implements the fileAPI from HTML 5. You can get around this by using one of the HTML 5 database options, again on browsers that support it. But then for the average user you won't know where it is stored so if you move to another machine, nothing will be saved.
Title: Re: Dave's Galaxy
Post by: Tom on February 18, 2012, 10:11:45 AM
Past level 80 you don't produce food. Are you using Food Subsidies?

No, except on the food planets.

I expected the planets to have a bit of demand, but NOTHING? That's not for real, is it?
Title: Re: Dave's Galaxy
Post by: fodder on February 18, 2012, 05:16:34 PM
um.. those are excess resources i think.. ie.. the planet has a deficit of food after certain levels.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 19, 2012, 12:50:05 AM
No, except on the food planets.

I expected the planets to have a bit of demand, but NOTHING? That's not for real, is it?

I'm going to set up some trade fleets from my surrounding planets and see if that makes a difference. Really wish there was a easier way to control merchant fleets then with routes.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 20, 2012, 02:47:26 AM
I've kind of lost interest in the game, I must admit.

With the 500 or so planets I now have, it is simply impossible to manage the empire without scripts. And I don't feel like playing a game of "who can write the better script".

Plus all of my core planets are suddenly starving for no apparent reason, and despite me having somewhere in the area of 400 trading fleets in the air.


There needs to be less micro-management in this game, and allowing scripting isn't the solution.

So I created some bulkfreighter fleets to try and supply your planets. It appears they are more interested in selling you Steel then food. The help implies that Bulkfreighters will try and return to their home planet with food, so perhaps you need to build masses of fleets from those planets? Really moving specific resources in the game is a pain.
Title: Re: Dave's Galaxy
Post by: Qyasogk on February 20, 2012, 05:23:58 AM
So I created some bulkfreighter fleets to try and supply your planets. It appears they are more interested in selling you Steel then food. The help implies that Bulkfreighters will try and return to their home planet with food, so perhaps you need to build masses of fleets from those planets? Really moving specific resources in the game is a pain.

Bulkfreighters only bring BACK food to their home port. If you want to deliver food, you've got to use Merchants.

But I do agree is difficult to address shortages, the pricing of commodities should fluctuate more when a colony has 0 amount of resources compared to maximum amount of resources. And merchants do not always pick the most profitable cargo for a particular destination, though they're supposed to. I'm sure Dave is working on it.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 20, 2012, 05:47:58 AM
Bulkfreighters only bring BACK food to their home port. If you want to deliver food, you've got to use Merchants.

But I do agree is difficult to address shortages, the pricing of commodities should fluctuate more when a colony has 0 amount of resources compared to maximum amount of resources. And merchants do not always pick the most profitable cargo for a particular destination, though they're supposed to. I'm sure Dave is working on it.

That's simply not true, while the Bulkfrieghters are carrying mostly steel, they also have food in their compartments to deliver, just not as much as I would like. The issue would seem to be the fact I use circular routes for trade. Just created a bulkfreighter fleet and directly click on of the planets, and it grabbed a full food load. However if I then set the fleet on a circular route to the same planet, it changes its load to steel.

Don't know how to handle this, I can't afford the ships to just wander around, they always seem to end up heading to a enemy planet and getting blown up, but they are pointless if they can't work out what to take on the route properly.
Title: Re: Dave's Galaxy
Post by: LilWolf on February 21, 2012, 09:31:32 PM
Have to admit I'm thinking whether it's worth it to keep playing the game. The amount of time and effort it's taking me it just feels more like a chore than anything else. I could easily spend a few hours every day just clicking through planets to keep things moving. Heck, it already takes almost an hour to just move my fleets from newly taken planets to new ones and from outlying planets to the production centers. I don't even want to think what it would take to go through my planets to start all the upgrades I've missed on hundreds of them.

The game turns seriously unfriendly towards you once you start a war, take/lose planets or grow past a certain point.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on February 21, 2012, 11:11:04 PM
unless you turn into a script whore... which is something I hate.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 21, 2012, 11:22:21 PM
Have to admit I'm thinking whether it's worth it to keep playing the game. The amount of time and effort it's taking me it just feels more like a chore than anything else. I could easily spend a few hours every day just clicking through planets to keep things moving. Heck, it already takes almost an hour to just move my fleets from newly taken planets to new ones and from outlying planets to the production centers. I don't even want to think what it would take to go through my planets to start all the upgrades I've missed on hundreds of them.

The game turns seriously unfriendly towards you once you start a war, take/lose planets or grow past a certain point.

Currently, on the days that I actually do something in the game, I spend in excess of 4 hours checking fleets, assigning new targets etc. This is why most days I just log in and check my messages, who the hell has 4 hours a day to spend on a web game.
Title: Re: Dave's Galaxy
Post by: Dav3xor on February 21, 2012, 11:45:32 PM
:) Errr, haven't posted here in a while, apologies.

The heart of all the trade issues is the pricing algorithm, I've found what I think the bug is, and it should be fixed very soon.

Scripts -- Yeah, I don't know..  The nature of my game is that it's scriptable, and I can either get super angry at people who write scripts, and make their lives miserable, or I can go with it and see what happens.  Several people like that aspect, and I flipped the coin, and decided "scripts ok!".  Zootcat isn't a programmer, and as far as I know he's not using scripts, and he's towards the top of most of the scoreboards.

I apologize for experimenting with the game all the time, I'm just trying to find the mix of stuff.  If your empire is too ungainly, and you want to start over, I'm more than happy to restart anyone who wants it -- there are still plenty of stars left in the galaxy, even with Heirulf and Ik spamming arcs all over the place.

And I'm working on making it better!  :)
Title: Re: Dave's Galaxy
Post by: De-Legro on February 21, 2012, 11:51:14 PM
:) Errr, haven't posted here in a while, apologies.

The heart of all the trade issues is the pricing algorithm, I've found what I think the bug is, and it should be fixed very soon.

Scripts -- Yeah, I don't know..  The nature of my game is that it's scriptable, and I can either get super angry at people who write scripts, and make their lives miserable, or I can go with it and see what happens.  Several people like that aspect, and I flipped the coin, and decided "scripts ok!".  Zootcat isn't a programmer, and as far as I know he's not using scripts, and he's towards the top of most of the scoreboards.

I apologize for experimenting with the game all the time, I'm just trying to find the mix of stuff.  If your empire is too ungainly, and you want to start over, I'm more than happy to restart anyone who wants it -- there are still plenty of stars left in the galaxy, even with Heirulf and Ik spamming arcs all over the place.

And I'm working on making it better!  :)

Heh, once you get the system up and running for things like Morale, those of us that have gone crazy with planets will pay the price, so long as scripts don't automate that as well. Would it be possible to have a system to abandon or destroy planets? I'm getting to the stage were I simply don't want to fight any more cause I have more planets then I could possible ever want. Yet there are players I want to do significant damage too, and pirate fleets just don't cut it.
Title: Re: Dave's Galaxy
Post by: LilWolf on February 22, 2012, 12:27:26 AM

Scripts -- Yeah, I don't know..  The nature of my game is that it's scriptable, and I can either get super angry at people who write scripts, and make their lives miserable, or I can go with it and see what happens.  Several people like that aspect, and I flipped the coin, and decided "scripts ok!".  Zootcat isn't a programmer, and as far as I know he's not using scripts, and he's towards the top of most of the scoreboards.

And I'm working on making it better!  :)

Getting to the score boards is relatively easy. I was doing just fine when all I did was peacefully expand, but that gets boring and Hierulf was putting a death grip on me. So I went to war and it all sort of blew up when you had 10 times more things to worry about.

The first time I lost a planet to Hierulf I spent 15 minutes just looking for where that planet was since it was a complete surprise it was taken. There's no obvious easy way to find a planet that isn't yours anymore.

Finding newly taken planets from your planet list is a chore as well when you have 90 pages of planets. A simple search box would be nice or even if you made the planet names in the in-game turn report clickable and then had the map center on that planet. Heck, if you even put in a option to set default society levels when to start building stuff on all you planets it'd be even nicer(like, society level 11 - start Long Range Scanner 1, Society level 20 - Start Long Range Scanner 2, Society level 70 - Start Mind Control etc.).

Honestly, I don't mind the script people, but the user interface really could be more friendly to those who don't have the inclination to run them. Right now it's a nightmare to try and manage things by hand if you try to do anything else but spam out arcs.
Title: Re: Dave's Galaxy
Post by: Chenier on February 22, 2012, 12:29:44 AM
I find scripts to be an unfair advantage: all should be playing with the same tools.

I'm not opposed to what they do, just the advantage they give.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 22, 2012, 12:32:23 AM
Getting to the score boards is relatively easy. I was doing just fine when all I did was peacefully expand, but that gets boring and Hierulf was putting a death grip on me. So I went to war and it all sort of blew up when you had 10 times more things to worry about.

The first time I lost a planet to Hierulf I spent 15 minutes just looking for where that planet was since it was a complete surprise it was taken. There's no obvious easy way to find a planet that isn't yours anymore.

Finding newly taken planets from your planet list is a chore as well when you have 90 pages of planets. A simple search box would be nice or even if you made the planet names in the in-game turn report clickable and then had the map center on that planet. Heck, if you even put in a option to set default society levels when to start building stuff on all you planets it'd be even nicer.

Honestly, I don't mind the script people, but the user interface really could be more friendly to those who don't have the inclination to run them. Right now it's a nightmare to try and manage things by hand if you try to do anything else but spam out arcs.

When I've got some time I will release some of the scripts I use to make the user interface more friendly. The only thing I can't do is take you to a planet you have lost, since I haven't found a way to just provide the planet ID to the game engine and be taken to that planet, currently I have to find planets in your planet list and then use the link provided in that table.

IF I start caching planets in a database on the client side, then I could do this, but I'm loathe to start providing scripts that do that.
Title: Re: Dave's Galaxy
Post by: Vellos on February 22, 2012, 02:13:05 AM
My Haman account is actually staying pretty manageable, and that's despite fighting constant wars.

The trick is to have plenty of active allies you can collaborate with, and to look for lopsided wars. I take out small players pretty routinely--- not inactives mind you, but little outlying empires. I'm about to crush a fifth, and I've already got my sixth conquest picked out. From there, I arc-spam the surrounding pace until I link up with my main empire. Once a week, I log on to put on upgrades for my planets. Takes about 30 minutes to an hour.

Again, you've just got to limit your borders. Get solid allies on most sides, limit wars to one or two areas. I may be about to have my first big war here soon, but we'll see...
Title: Re: Dave's Galaxy
Post by: De-Legro on February 22, 2012, 02:19:29 AM
My Haman account is actually staying pretty manageable, and that's despite fighting constant wars.

The trick is to have plenty of active allies you can collaborate with, and to look for lopsided wars. I take out small players pretty routinely--- not inactives mind you, but little outlying empires. I'm about to crush a fifth, and I've already got my sixth conquest picked out. From there, I arc-spam the surrounding pace until I link up with my main empire. Once a week, I log on to put on upgrades for my planets. Takes about 30 minutes to an hour.

Again, you've just got to limit your borders. Get solid allies on most sides, limit wars to one or two areas. I may be about to have my first big war here soon, but we'll see...

If I targeted smaller players regularly, well enough people already complain about me and my wars. Besides where would the fun be? It is trivial at this stage for me to take down empires of 200-300 planets. All I would be doing is beating down on someone that has next to zero chance of fending me off. Thus I look to bigger players, which generally means they are either super active, or running scripts. Even if they are neither the PD means I need to me amassing MASSIVE fleets which of course takes time to go through your planets, build fleets, send them off, monitor when they all arrive etc. That can all be scripted away, but then people would once again whine about using scripts. Besides which Baz's experiments with allowing scripts to handle everything ended up with a massive war when the scripts had a bug.

 That is forgetting that it isn't always YOU who chooses a war at any rate. I could work on getting more allies, but really people see my empire and just figure why bother. People are willing to ally with me, rarely are they interested in fighting with me.
Title: Re: Dave's Galaxy
Post by: Dav3xor on February 22, 2012, 04:46:02 AM
Getting to the score boards is relatively easy. I was doing just fine when all I did was peacefully expand, but that gets boring and Hierulf was putting a death grip on me. So I went to war and it all sort of blew up when you had 10 times more things to worry about.

The first time I lost a planet to Hierulf I spent 15 minutes just looking for where that planet was since it was a complete surprise it was taken. There's no obvious easy way to find a planet that isn't yours anymore.

Finding newly taken planets from your planet list is a chore as well when you have 90 pages of planets. A simple search box would be nice or even if you made the planet names in the in-game turn report clickable and then had the map center on that planet. Heck, if you even put in a option to set default society levels when to start building stuff on all you planets it'd be even nicer(like, society level 11 - start Long Range Scanner 1, Society level 20 - Start Long Range Scanner 2, Society level 70 - Start Mind Control etc.).

Honestly, I don't mind the script people, but the user interface really could be more friendly to those who don't have the inclination to run them. Right now it's a nightmare to try and manage things by hand if you try to do anything else but spam out arcs.


Yeah, I want to do all this, but I've been putting out fires, haven't had a lot of chances to fix the UI stuff I really want to fix.  Getting there slowly.
Title: Re: Dave's Galaxy
Post by: Chenier on February 23, 2012, 04:54:28 AM
My Haman account is actually staying pretty manageable, and that's despite fighting constant wars.

The trick is to have plenty of active allies you can collaborate with, and to look for lopsided wars. I take out small players pretty routinely--- not inactives mind you, but little outlying empires. I'm about to crush a fifth, and I've already got my sixth conquest picked out. From there, I arc-spam the surrounding pace until I link up with my main empire. Once a week, I log on to put on upgrades for my planets. Takes about 30 minutes to an hour.

Again, you've just got to limit your borders. Get solid allies on most sides, limit wars to one or two areas. I may be about to have my first big war here soon, but we'll see...

Is this the kind of behavior that's meant to be encouraged? Just go gang up on the newbies?

Hell of a lot of fun it is to be a newbie in this game...
Title: Re: Dave's Galaxy
Post by: Vellos on February 24, 2012, 06:44:46 PM
Is this the kind of behavior that's meant to be encouraged? Just go gang up on the newbies?

Hell of a lot of fun it is to be a newbie in this game...

 ::)
Title: Re: Dave's Galaxy
Post by: Ramiel on February 24, 2012, 08:11:44 PM
Welcome to Earth; which is inhabited by Humans, Chénier.
Title: Re: Dave's Galaxy
Post by: Qyasogk on February 25, 2012, 11:44:27 PM
Is this the kind of behavior that's meant to be encouraged? Just go gang up on the newbies?

Hell of a lot of fun it is to be a newbie in this game...

As long as there are stronger empires and weaker empires there will be those that try to dominate and conquer others. If you treat the newbies around you better than that, you are to be commended for your noble alien rights record.

The seemingly weaker empires are not always as weak as the stronger empire would imagine, and vice versa. Smaller empires can always employ diplomacy, though it seems that many players overlook this very valuable part of the game. If I've got a problem with a particular empire, I try  to reach out to that empire's neighbors for intel, learn who his allies and enemies are and exploit that if I can.

Finally, by virtue of being located on the outer areas, the newbies have the advantage of totally empty space on their border. They can send out arc escape pods, so that even if they lose their homeworld, they can still survive (and maybe one day seek revenge on their conqueror?)
Title: Re: Dave's Galaxy
Post by: Kai on February 26, 2012, 11:21:38 AM
yeah, revenge, half a year later. i don't think my attention span would last that long.
Title: Re: Dave's Galaxy
Post by: Chenier on February 26, 2012, 06:52:04 PM
Finally, by virtue of being located on the outer areas, the newbies have the advantage of totally empty space on their border. They can send out arc escape pods, so that even if they lose their homeworld, they can still survive (and maybe one day seek revenge on their conqueror?)

Growth is exponential. All the time they spend running away, their conqueror keeps growing.
Title: Re: Dave's Galaxy
Post by: fodder on February 26, 2012, 07:06:54 PM
heh... war with dave XD
Title: Re: Dave's Galaxy
Post by: Dav3xor on February 27, 2012, 03:33:47 AM
heh... war with dave XD

You are entering a world of pain my friend.
Title: Re: Dave's Galaxy
Post by: fodder on February 27, 2012, 07:03:55 AM
heh.. you sent ships at my planets.. i merely sent a load out on circular trips (as mostly pirates...) around yours... XD

actually.. i was going to quit. so i killed all my pd (bit of a pain, because i need to look up every planet in case there are some pd still being built) for merc to grab them.. going to take a while...

which is why you can send ships out....
Title: Re: Dave's Galaxy
Post by: Tom on February 27, 2012, 12:29:46 PM
Everyone gang up on Dave. :-)


Even though I'm not very active right now, only playing half-hearted once a week or so, I'm not going to make it easy for anyone. I'm still going through with my plan of having a PD on every freaking planet I own. And I just sent a couple hundred arcs and cruisers down south to find me a new spot to create a small offspring empire that is fun again. Will take a few months to arrive, though.

Oh, and that guy who thought he could conquer my remote colonies with a couple ships per planet? Time to give him a fight.


But still, this game desperately needs automation for massive empires.
Title: Re: Dave's Galaxy
Post by: De-Legro on February 27, 2012, 12:58:50 PM
Everyone gang up on Dave. :-)


Even though I'm not very active right now, only playing half-hearted once a week or so, I'm not going to make it easy for anyone. I'm still going through with my plan of having a PD on every freaking planet I own. And I just sent a couple hundred arcs and cruisers down south to find me a new spot to create a small offspring empire that is fun again. Will take a few months to arrive, though.

Oh, and that guy who thought he could conquer my remote colonies with a couple ships per planet? Time to give him a fight.


But still, this game desperately needs automation for massive empires.

Name and shame him. After all he might be near one of MY colonies, and I'm always looking to expand. Chasing Oldry around the map isn't that entertaining, but I've just destroyed two more of his cores, moving on a third and starting to look at his new holdings over in the east. I can't understand how I've had the time to move all my ships from that big joint assault effort and take on several of his cores while there are still planets left under his control in those cores nearest us.
Title: Re: Dave's Galaxy
Post by: Adriddae on February 27, 2012, 05:06:06 PM
Oldry, the menace of the stars!
Title: Re: Dave's Galaxy
Post by: fodder on February 27, 2012, 07:34:49 PM
Piracy - Fleet # 122084(pirate) The other fleet is not a pushover...
Fleet: Fleet #96193, 10 bulkfreighters (96193) Battle! -- Menacing jestures were made, but no damage was done.
 

lmfao (think that's with 1 subspacer.. .lost a bunch of loose subspacers with nothing better to do with that way)

Piracy - Fleet # 83665(pirate) Prey dropped cargo, retrieved.

Piracy - Fleet # 151487(pirate) Prey escaped.

Piracy - Fleet # 146080(pirate) They see us and are attacking.
Fleet: Fleet #146080, 1 subspacer (146080) Battle! --
   They Lost               scouts -- 1

Piracy - Fleet # 83663(pirate) Prey surrendered.

only thing is... did piracy only start doing something once i declared war?! don't remember seeing them do much before today..
Title: Re: Dave's Galaxy
Post by: LilWolf on February 27, 2012, 07:45:52 PM

only thing is... did piracy only start doing something once i declared war?! don't remember seeing them do much before today..

Worked fine for me against Hierulf before I declared war on him.
Title: Re: Dave's Galaxy
Post by: Dav3xor on February 27, 2012, 11:38:10 PM
heh.. you sent ships at my planets.. i merely sent a load out on circular trips (as mostly pirates...) around yours... XD

actually.. i was going to quit. so i killed all my pd (bit of a pain, because i need to look up every planet in case there are some pd still being built) for merc to grab them.. going to take a while...

which is why you can send ships out....

Haha, you were the one who declared war -- isn't next week fleet week?  I was just visiting..  Plus, I have these charred remains of a radio station on our mutual border -- clearly sabotage.
Title: Re: Dave's Galaxy
Post by: fodder on February 28, 2012, 06:42:29 AM
just noticed this one XD

Piracy - Fleet # 233091(pirate) They see us and are attacking.
Fleet: Fleet #233091, 1900 subspacers (233091) Battle! --
   They Lost             cruisers -- 212
   We Lost             subspacers -- 540

roughly lost 1/3 each?

---
also just noticed. a subspacer on piracy grabbed a blackbird?!
Title: Re: Dave's Galaxy
Post by: Tom on February 28, 2012, 10:23:54 AM
Name and shame him. After all he might be near one of MY colonies, and I'm always looking to expand.

Darth_Law

Let me know if he's in reach. I'd love to send him a message telling him he's made the wrong enemies...
Title: Re: Dave's Galaxy
Post by: De-Legro on February 28, 2012, 11:19:50 AM
Darth_Law

Let me know if he's in reach. I'd love to send him a message telling him he's made the wrong enemies...

Oh, I'm kind of close to the guy, he has never been much of a problem. He is closest to my Core Colonies. I'll check out his defenses, I think I've got a few attack fleets somewhere nearby.

Update

My only fleets near him are unfortunately occupied, but the majority of his planets have no PD coverage. It would probably take me a month or so to get a proper force over there.
Title: Re: Dave's Galaxy
Post by: fodder on March 02, 2012, 07:32:03 PM
yay... pds going up on both sides.... XD

guess i'll stick a few more on and then go inactive after those ships all die... heh
Title: Re: Dave's Galaxy
Post by: Dav3xor on March 03, 2012, 08:41:18 PM
yay... pds going up on both sides.... XD

guess i'll stick a few more on and then go inactive after those ships all die... heh

Hehehehehe, thinking about reducing the effective radius of pd some, maybe to 3 units from 4.  Does seem to be a little egregious.  Thanks for attacking me actually, I haven't been involved in a war in a long time.  :)
Title: Re: Dave's Galaxy
Post by: LilWolf on March 03, 2012, 08:52:09 PM
Hehehehehe, thinking about reducing the effective radius of pd some, maybe to 3 units from 4.  Does seem to be a little egregious.  Thanks for attacking me actually, I haven't been involved in a war in a long time.  :)

I think a better solution would be to make PD planets just not produce much in the way of resources(steel etc.). Maintaining the system can't be cheap and it would mean you have to actually place them strategically or you wouldn't be able to produce much fleets to actually attack someone or even colonize new planets.

So you'd end up with players having to decide between being able to project force and being defensive. Have a PD on every single planet? Well, you won't be producing those superbattleships fleets in any meaningful time frame and your new colonies will be in trouble. So players would need to come up with a balance and maybe we wouldn't end up with players building them on ever planet.

Reducing the area of effect will just make it worse I think. I know I'd have to build more of them.
Title: Re: Dave's Galaxy
Post by: fodder on March 03, 2012, 09:52:40 PM
heh.. think i lost like 3 or 4 planets so far and took 1.
Title: Re: Dave's Galaxy
Post by: Vellos on March 03, 2012, 11:21:07 PM
I think a better solution would be to make PD planets just not produce much in the way of resources(steel etc.). Maintaining the system can't be cheap and it would mean you have to actually place them strategically or you wouldn't be able to produce much fleets to actually attack someone or even colonize new planets.

So you'd end up with players having to decide between being able to project force and being defensive. Have a PD on every single planet? Well, you won't be producing those superbattleships fleets in any meaningful time frame and your new colonies will be in trouble. So players would need to come up with a balance and maybe we wouldn't end up with players building them on ever planet.

Reducing the area of effect will just make it worse I think. I know I'd have to build more of them.

Just don't let PD overlap have an effect.

Would it be hard to code something saying that "a fleet can only be shot by 1 PD per turn"?

So the incentive would be, rather than to make overlapping PD, make tangential PD.
Title: Re: Dave's Galaxy
Post by: Dav3xor on March 03, 2012, 11:40:34 PM
heh.. think i lost like 3 or 4 planets so far and took 1.

Haha, I was thinking that you were winning (I swear I see more weight to your fleets than mine...)
Title: Re: Dave's Galaxy
Post by: Dav3xor on March 03, 2012, 11:48:28 PM
Just don't let PD overlap have an effect.

Would it be hard to code something saying that "a fleet can only be shot by 1 PD per turn"?

So the incentive would be, rather than to make overlapping PD, make tangential PD.

Hmmm...  PD is pretty expensive already, and it's not very effective at the limits of it's range - I like things that make tradeoffs you have to think about.  How close do you weave your fleets through a maze of stuff to attack your neighbor, etc.  Maybe I could make it so that overlapping PD's cancel each other out...  that'd be a lot of computational geometry to do, especially in Heirulf-Space...
Title: Re: Dave's Galaxy
Post by: LilWolf on March 04, 2012, 12:23:40 AM
Hmmm...  PD is pretty expensive already

Only in quantaloos. Make it cut into steel production in a significant manner and it'll be a strategic decision instead of a build it everywhere and forget it sort of thing. No need for complex code to decide which PD hits a fleet and which ignores a fleet.
Title: Re: Dave's Galaxy
Post by: Dav3xor on March 04, 2012, 12:45:44 AM
Only in quantaloos. Make it cut into steel production in a significant manner and it'll be a strategic decision instead of a build it everywhere and forget it sort of thing. No need for complex code to decide which PD hits a fleet and which ignores a fleet.

So I'll set it to 5000 steel a turn, and watch the screaming start....
Title: Re: Dave's Galaxy
Post by: LilWolf on March 04, 2012, 12:53:37 AM
So I'll set it to 5000 steel a turn, and watch the screaming start....

The anguished screams of nerds is my preferred way to wake up in the morning  8)
Title: Re: Dave's Galaxy
Post by: Tom on March 04, 2012, 01:05:50 AM
Just don't let PD overlap have an effect.

Excuse me?

Not only does that make no sense at all, it also makes defense against huge fleets entirely impossible. My PDs eat tons of resources every turn, and I haven't used them once. They better give it all when an enemy comes into range.


Plus, it kind of defeats my entire strategy. :-)
Title: Re: Dave's Galaxy
Post by: Tom on March 04, 2012, 01:07:02 AM
Only in quantaloos. Make it cut into steel production in a significant manner and it'll be a strategic decision instead of a build it everywhere and forget it sort of thing. No need for complex code to decide which PD hits a fleet and which ignores a fleet.

But the "build it everywhere and forget it" part is exactly what makes PD interesting to players like me, who don't run 500 scripts and 20 excel sheets over our empires.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 04, 2012, 01:23:44 AM
But the "build it everywhere and forget it" part is exactly what makes PD interesting to players like me, who don't run 500 scripts and 20 excel sheets over our empires.

True, but do you really need 5 of them overlapping? I mean, if someone attacks you I'd assume you'd care enough to build a fleet for some additional defense instead of just relying on the PD's to take care of everything :)

In some cases players have like 10 PDs covering a single planet. Add in the fleets they can produce from those planets and you're looking at impossible odds to overcome. Hecks, my planet with a single PD held out against 50SBS with very little problems. A single PD beat the crap out of some 1000 cruiser and a few hundred battleships I sent against it. I can't even begin to try any sort of assault on something that has more than a single PD covering it and I'm a player with some 900 planets.
Title: Re: Dave's Galaxy
Post by: Vellos on March 04, 2012, 02:32:53 AM
I've actually wondered if breaking overlapping PD is really even possible.

With, say, 7 or 8 PD overlapping on planets that are quite productive and that are close together (a star cluster), and with those planets able to produce 15,000 Steel a day each...

Yeah.... I feel like that'd be pretty tough to break. How many thousands of ships would you need?

Or you could just say that PD only has a limited amount of "shots" per turn. Overlapping would still be valuable, but less so.

I personally don't like high resource costs, as it doesn't really fix the problem. Stack up steel to your maximum thresholds, then build PD. Add most existing PD great-walls-of-china have been sitting around for a while, and so probably have big piles of resources already accumulated. IMHO, the most effective means of balancing PD is not to raise the cost of PD, but to diminish its power.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 04, 2012, 02:45:39 AM
I personally don't like high resource costs, as it doesn't really fix the problem. Stack up steel to your maximum thresholds, then build PD. Add most existing PD great-walls-of-china have been sitting around for a while, and so probably have big piles of resources already accumulated. IMHO, the most effective means of balancing PD is not to raise the cost of PD, but to diminish its power.

And once that resource pileup is used to build a fleet and they see they're only making 2000 steel per turn instead of 12 000, they'll seriously consider whether they need all those planetary defenses. They'll certainly be worse off than someone who has a balanced setup since a single non-pd planet equals six that have one :)
Title: Re: Dave's Galaxy
Post by: fodder on March 04, 2012, 07:18:25 AM
Haha, I was thinking that you were winning (I swear I see more weight to your fleets than mine...)

i probably do have more weight due to lots of "full" planets... (and now getting shot up by your pd) not touching planets that don't have your fleet near them (so merc can eventually grab them and the resources XD)

not even sure how you got the planets as most of your fleets are like 3 destroyers or some such, even though you had a bundle of them. as opposed to me with 1k this 300 that, etc.. oh well... they should be fairly empty anyway...

as for pd.. you want overlap anyway right at the borders, because a damaged pd might not shoot?
Title: Re: Dave's Galaxy
Post by: Tom on March 04, 2012, 09:49:19 AM
True, but do you really need 5 of them overlapping?

No, I need 10 of them overlapping. 5 is when you're trying to attack one of my outer planets. If you try to hit my home world, you need to fly through at least 20 PDs before you even get in range of its own PD.

And that's exactly how I want it. Because I spent months building up that defense, it should be equally hard to get past it.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 04, 2012, 11:56:57 AM
I've actually wondered if breaking overlapping PD is really even possible.

With, say, 7 or 8 PD overlapping on planets that are quite productive and that are close together (a star cluster), and with those planets able to produce 15,000 Steel a day each...

Yeah.... I feel like that'd be pretty tough to break. How many thousands of ships would you need?

Or you could just say that PD only has a limited amount of "shots" per turn. Overlapping would still be valuable, but less so.

I personally don't like high resource costs, as it doesn't really fix the problem. Stack up steel to your maximum thresholds, then build PD. Add most existing PD great-walls-of-china have been sitting around for a while, and so probably have big piles of resources already accumulated. IMHO, the most effective means of balancing PD is not to raise the cost of PD, but to diminish its power.

Its possible. I just took a planet protected by nine PD's. 4 of these were at maximum range though so their effectiveness wasn't great. In the end I sent 15k of battleships, I think I've got 2k left and I will probably lose those too. Need to reinforce the area quickly. There are tricks to taking heavy PD defenses, but they rely on the other player making some mistakes.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 04, 2012, 12:00:44 PM
No, I need 10 of them overlapping. 5 is when you're trying to attack one of my outer planets. If you try to hit my home world, you need to fly through at least 20 PDs before you even get in range of its own PD.

And that's exactly how I want it. Because I spent months building up that defense, it should be equally hard to get past it.

Completely agree, the time taken to go through planets lists and make sure every planet has PD defenses, and that every planet is still running a surplus is pretty high. The reality is that the players using the defense are probably doing so for a reason, and the main reason is cause they don't have the time to defend their empires otherwise. This is why you see large players adopt it, those massive empires would be impossible to defend otherwise, and even with the massive PD defense they have their weaknesses.

Not sure how many players have actually TRIED taking on a full PD defense, it is a lot more intimidating in ones mind then it is in reality.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 04, 2012, 01:03:57 PM
No, I need 10 of them overlapping. 5 is when you're trying to attack one of my outer planets. If you try to hit my home world, you need to fly through at least 20 PDs before you even get in range of its own PD.

And that's exactly how I want it. Because I spent months building up that defense, it should be equally hard to get past it.

Well, nothing would prevent you from still keeping all of them. You just wouldn't be able to field much fleets, but that'd be the price for going the safe turtling way. Right now you've got no downside to essentially building yourself an invincible fortress. No matter how you look at it that's not balanced in any way.


Not sure how many players have actually TRIED taking on a full PD defense, it is a lot more intimidating in ones mind then it is in reality.

I took one from Hierulf that had a single PD. Didn't even have Long Range sensors 2 on it so his visibility was quite limited and I sailed through half of the PD defense range with no problems. Still, it was expensive enough that I can't try it again and he didn't even try to actively defend it. The fact is I'm almost surrounded by a Great Wall of PDs from him and I absolutely can not touch him in most places. It's not because of good tactic or play on his part. He just spammed the build button on one upgrade. It's not even a hard choice to make.

The fact you had to send out 15k battleships and lost 13k of them against 9 PDs and are now still left with 8 more to fight should tell how horribly imbalanced they are.
Title: Re: Dave's Galaxy
Post by: Chenier on March 04, 2012, 04:37:56 PM
No, I need 10 of them overlapping. 5 is when you're trying to attack one of my outer planets. If you try to hit my home world, you need to fly through at least 20 PDs before you even get in range of its own PD.

And that's exactly how I want it. Because I spent months building up that defense, it should be equally hard to get past it.

I tend to agree.

Well, nothing would prevent you from still keeping all of them. You just wouldn't be able to field much fleets, but that'd be the price for going the safe turtling way. Right now you've got no downside to essentially building yourself an invincible fortress. No matter how you look at it that's not balanced in any way.

Outer planets should be targetted first, that way there will be less overlapping PDs.
Title: Re: Dave's Galaxy
Post by: Galle on March 04, 2012, 09:01:50 PM
Does anyone have an idea what the chances of successful piracy are? I had 150+ cruisers in three fleets shooting at two arches belonging to GundamMerc for three turns without success. Is there any point to piracy at all?
Title: Re: Dave's Galaxy
Post by: Vellos on March 04, 2012, 11:17:54 PM
Does anyone have an idea what the chances of successful piracy are? I had 150+ cruisers in three fleets shooting at two arches belonging to GundamMerc for three turns without success. Is there any point to piracy at all?

I'm having similar problems; piracy doesn't seem to be working for me at all.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 05, 2012, 12:57:29 AM
Well, nothing would prevent you from still keeping all of them. You just wouldn't be able to field much fleets, but that'd be the price for going the safe turtling way. Right now you've got no downside to essentially building yourself an invincible fortress. No matter how you look at it that's not balanced in any way.

I took one from Hierulf that had a single PD. Didn't even have Long Range sensors 2 on it so his visibility was quite limited and I sailed through half of the PD defense range with no problems. Still, it was expensive enough that I can't try it again and he didn't even try to actively defend it. The fact is I'm almost surrounded by a Great Wall of PDs from him and I absolutely can not touch him in most places. It's not because of good tactic or play on his part. He just spammed the build button on one upgrade. It's not even a hard choice to make.

The
Title: Re: Dave's Galaxy
Post by: Adriddae on March 05, 2012, 01:02:38 AM
Quote of lilwolf

Quoted for emphasis?
Title: Re: Dave's Galaxy
Post by: Ramiel on March 05, 2012, 01:04:36 AM
Pfft, PD's are my lifesaver at the moment.

LilAnnie cannot march straight into my core worlds thanks to my overwhelming majority. Its resulted in a stalemate with both of us sending bigger and bigger fleets to try and knock out a key planet.

Its actually very fun on a strategic level as we are both now trying flanking tactics and actively seeking out weaknesses in the other's sensor grid and defence network. Its also resulted in my reclusive, isolationist civilization in dealing with other players and using diplomacy to secure support and neutrality from those around us.

All in all, PD's = FUN!
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 05, 2012, 01:07:10 AM
Does anyone have an idea what the chances of successful piracy are? I had 150+ cruisers in three fleets shooting at two arches belonging to GundamMerc for three turns without success. Is there any point to piracy at all?

Hmmm.. don't think I have any arcs out... any you little weasel, I'll get you for this!

Also, yes I think PD should more of a strategic option than spamming, if that's what people can already do for little cost, there's little point in making it an upgrade. It might as well be included with the planets. Tom says he thinks that the PD protects against the people who use scripts. Here's a wake up call for you Tom. Look at Hierulf. There's no doubt in my mind that he uses scripts, and he's nigh invicible BECAUSE he can PD spam with little to no consequences.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 05, 2012, 01:11:29 AM
Hmmm.. don't think I have any arcs out... any you little weasel, I'll get you for this!

Also, yes I think PD should more of a strategic option than spamming, if that's what people can already do for little cost, there's little point in making it an upgrade. It might as well be included with the planets. Tom says he thinks that the PD protects against the people who use scripts. Here's a wake up call for you Tom. Look at Hierulf. There's no doubt in my mind that he uses scripts, and he's nigh invicible BECAUSE he can PD spam with little to no consequences.

Hierulf does use scripts, you can tell by the * at the end of his planet names. I've seen quite a few players with similar planet names, so either they use the same/similar scripts or they are other accounts of his.

That said, Heirulf and other script uses are unlikely to attack concentrated PD. It takes significant planning to do so succesfully, and significant time. Most script users are in reality barely playing the game, which is why for all his PD Hierulf is a reasonably easy target, half the time he appears to forget to defend planets with fleets.
Title: Re: Dave's Galaxy
Post by: Ramiel on March 05, 2012, 03:33:30 AM
I use no scripts at all and all of my planets will have PD's when they are able to...

Protects me from those that DO use scripts to basically just steamroll over anyone.


Maybe if Dave banned Scripts all together I wouldnt need to spend 3 minutes loading yellow dotted lines... but I already know that would be an unpopular option.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 05, 2012, 03:44:12 AM
I use no scripts at all and all of my planets will have PD's when they are able to...

Protects me from those that DO use scripts to basically just steamroll over anyone.


Maybe if Dave banned Scripts all together I wouldnt need to spend 3 minutes loading yellow dotted lines... but I already know that would be an unpopular option.

Dave could try banning them. I've played enough of the really competitive web games to know that bans never stop the determined ones though, they just write their scripts to try and disguise it.
Title: Re: Dave's Galaxy
Post by: fodder on March 05, 2012, 03:58:39 AM
piracy does something. though it only seem to do something for me when i declared war. lilwolf seems to have had it do something when neutral.

perhaps it's a % thing... neutral... occasionally.. allied.. never.. war.. always.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 05, 2012, 04:20:24 AM
piracy does something. though it only seem to do something for me when i declared war. lilwolf seems to have had it do something when neutral.

perhaps it's a % thing... neutral... occasionally.. allied.. never.. war.. always.

It was working for me at peace, but I've seen very little from the same fleets that once worked. Perhaps it is because only warfleets pass them these days.
Title: Re: Dave's Galaxy
Post by: Vellos on March 05, 2012, 05:39:08 AM
Pfft, PD's are my lifesaver at the moment.

LilAnnie cannot march straight into my core worlds thanks to my overwhelming majority. Its resulted in a stalemate with both of us sending bigger and bigger fleets to try and knock out a key planet.

Its actually very fun on a strategic level as we are both now trying flanking tactics and actively seeking out weaknesses in the other's sensor grid and defence network. Its also resulted in my reclusive, isolationist civilization in dealing with other players and using diplomacy to secure support and neutrality from those around us.

All in all, PD's = FUN!

LOL, you're LucasAvis?

hahaha. Wow. Small galaxy. I'm Haman, LilAnnie's ally to the east.
Title: Re: Dave's Galaxy
Post by: Tom on March 05, 2012, 09:51:26 AM
Tom says he thinks that the PD protects against the people who use scripts.

No, I didn't. I said PDs are the defensive option of players like me who don't think Dave's Galaxy is a fulltime job.

If you come to attack me, my PDs firing at you will likely be the first warning I get of the attack. Without PDs or with significantly reduced PDs, I'd have lost 10 planets before my freshly built defense forces would arrive.
Title: Re: Dave's Galaxy
Post by: Ramiel on March 05, 2012, 12:17:54 PM
LOL, you're LucasAvis?

hahaha. Wow. Small galaxy. I'm Haman, LilAnnie's ally to the east.


Hmmm...

Guess I best PD up my eastern flank lol.

And yea, LucasAvis is my gamer name on most things now. Only a very few places do I still use my old old old old name lol.
Title: Re: Dave's Galaxy
Post by: Vellos on March 05, 2012, 03:53:58 PM

Hmmm...

Guess I best PD up my eastern flank lol.


heh, nah, LilAnnie doesn't think she needs any help. She's pretty confident she can take you on her own.
Title: Re: Dave's Galaxy
Post by: Ramiel on March 05, 2012, 07:47:46 PM
heh, nah, LilAnnie doesn't think she needs any help. She's pretty confident she can take you on her own.

She has been failing so far. Taken a good handful of planets of hers and only lost about three.

Does make me wonder what will happen when her whole empire falls down though, will she call for help or submit and die? Questions, Questions!
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 05, 2012, 08:01:12 PM
I'm staying out of it. Komurov has no need to get into conflicts he can't afford.
Title: Re: Dave's Galaxy
Post by: Tom on March 05, 2012, 10:09:17 PM
I'm staying out of it. Komurov has no need to get into conflicts he can't afford.

I wish I had neighbours who aren't three times my size or allied. :-(
Title: Re: Dave's Galaxy
Post by: De-Legro on March 05, 2012, 10:16:43 PM
I wish I had neighbours who aren't three times my size or allied. :-(

Awww, you can attack me Tom. I probably wouldn't even notice, it would be war number 7 in my list of current wars :)
Title: Re: Dave's Galaxy
Post by: Tom on March 05, 2012, 11:02:01 PM
Pah.

I sent a couple thousand cruisers towards that guy who attacked my remote colonies. But it'll probably be months until they arrive, because no matter what your acceleration, speed is capped at 5.

Title: Re: Dave's Galaxy
Post by: De-Legro on March 05, 2012, 11:08:32 PM
Pah.

I sent a couple thousand cruisers towards that guy who attacked my remote colonies. But it'll probably be months until they arrive, because no matter what your acceleration, speed is capped at 5.

I know the feeling, I've got a war fleet that has been travelling for 2 months now. By time it arrives the overwhelming force it once represented will probably get laughed at. Even fighting neighbours is very slow when they are large enough that you need the support of your entire empire, takes months for my ships to get from one side to the other :)

Title: Re: Dave's Galaxy
Post by: Ramiel on March 05, 2012, 11:59:05 PM
I'm staying out of it. Komurov has no need to get into conflicts he can't afford.

Hehe, you could always join in and attack her whilst I keep her occupied, its what some other empires are going to do ;)

I have sent communiques to Komurov, he never replied. However I have three/four allies who wanted my assistance against him, so if he does join the war... well.

But pretty much its the Void Imperium fighting to protect its planets and territory against an aggressor who kept bringing arcs, arcs and more damned arcs into its zone. Thats why I started building defences heavily :D

Go on Gustav, help us kill her - you know you want to :D
Title: Re: Dave's Galaxy
Post by: Vellos on March 06, 2012, 01:46:36 AM
I'm staying out of it. Komurov has no need to get into conflicts he can't afford.

You're Komurov? lol. Wow. What a very tiny galaxy.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 06, 2012, 01:56:16 AM
You're Komurov? lol. Wow. What a very tiny galaxy.

Am I the only player that only has time for a single account?
Title: Re: Dave's Galaxy
Post by: Ramiel on March 06, 2012, 02:05:09 AM
Bah thought he was Hamman, just re-read to understand!

So if Komurov is staying out of it, have him fight LilAnnie :D


@De-Legro I also have only one account... at the moment.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 06, 2012, 12:35:27 PM
Am I the only player that only has time for a single account?

Komurov is my very neglected account. I consider it more of a wayward colony of the Earth Federation. And Komurov is allied to LilAnnie. so no, no support against her unless Amaury decides to push the issue.
Title: Re: Dave's Galaxy
Post by: Tom on March 06, 2012, 01:00:38 PM
Am I the only player that only has time for a single account?

I don't even have time for the one account I have, so no you aren't.
Title: Re: Dave's Galaxy
Post by: Ramiel on March 06, 2012, 01:05:28 PM
lol Sacha was trying to get me to invade Komurov a few months ago :D
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 06, 2012, 01:53:36 PM
You would have had Dr. Capitalism up your ass then. Hope you like lots of green...
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 06, 2012, 08:28:48 PM
LilAnnie cannot march straight into my core worlds thanks to my overwhelming majority. Its resulted in a stalemate with both of us sending bigger and bigger fleets to try and knock out a key planet.

Seriously, I've never seen such a tiny empire with that many PDs. There are so many PDs, how do you even see what you're doing? But all those little red circles mean your colonies are out of money and your people are starving.

Have you thought of trying a diplomatic solution to your crisis?
Title: Re: Dave's Galaxy
Post by: Ramiel on March 06, 2012, 08:39:38 PM
You would have had Dr. Capitalism up your ass then. Hope you like lots of green...

How quaint. Me and DrCap seem to have gotten on so far. Both respecting our mutual boundaries, and me and my ally being prepared just in case! :)
Title: Re: Dave's Galaxy
Post by: Ramiel on March 06, 2012, 08:42:57 PM
Seriously, I've never seen such a tiny empire with that many PDs. There are so many PDs, how do you even see what you're doing? But all those little red circles mean your colonies are out of money and your people are starving.

Have you thought of trying a diplomatic solution to your crisis?

Quite easily I assure you. The only challenge I have is discerning which dotted lines are mine and which are hers on our front lines.

My planets are not out of money, mores the shame, but out of another resource. However it is being dealt with.

A diplomatic solution? Why yes, its called going to my allies and thus forcing LilAnnie to accept Peace Terms. She started this war with her aggressive hostility and her aggressive policies. If she wants peace, then the Void Imperium is always up to negotiation.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 07, 2012, 01:23:39 PM
I'm sending some fleets to her planets for "defense" purposes. <_<
Title: Re: Dave's Galaxy
Post by: Ramiel on March 07, 2012, 01:58:03 PM
I'm sending some fleets to her planets for "defense" purposes. <_<

Aww bless. I look forward to seeing them take "defensive" action soon! :D
Title: Re: Dave's Galaxy
Post by: Kai on March 07, 2012, 02:22:55 PM
Seriously, I've never seen such a tiny empire with that many PDs. There are so many PDs, how do you even see what you're doing? But all those little red circles mean your colonies are out of money and your people are starving.

Have you thought of trying a diplomatic solution to your crisis?

Is it something along the lines of "please don't attack me please"
Title: Re: Dave's Galaxy
Post by: Dav3xor on March 08, 2012, 01:02:19 AM
Re: piracy -- I think something in the last turn fix messed with piracy, I need to sort it out.  It is working, but there's something stopping it from happening frequently (might be the at-war thing mentioned above, might be a couple other things I've seen), should be fixed soon.

Have a new upgrade going up -- the map will show damaged planets, and color PD's differently depending on whether you are at war with the owner or not (and a few other things, but those are the biggies)
Title: Re: Dave's Galaxy
Post by: Ramiel on March 08, 2012, 02:01:45 AM
Have a new upgrade going up -- the map will show damaged planets, and color PD's differently depending on whether you are at war with the owner or not (and a few other things, but those are the biggies)

Sweeet!
Title: Re: Dave's Galaxy
Post by: LilWolf on March 10, 2012, 05:49:35 PM
Hmm, so, when you take a planet that has had its population reduced to 0 you actually have to send an arc to the planet or scrap some ships there for populations to grow?

Also, bit daunting to realize I've probably taken 100-200 planets from Hierulf, but he hasn't even noticed it much :)
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 10, 2012, 09:34:21 PM
0 people can't produce more people, that's how it's always worked! :]

The guy has 15 TIMES the number of planets you do, more than the next five people under him COMBINED. There's NO WAY he can keep track of all of that. Welcome to the fall of Rome!

Hmm, so, when you take a planet that has had its population reduced to 0 you actually have to send an arc to the planet or scrap some ships there for populations to grow?

Also, bit daunting to realize I've probably taken 100-200 planets from Hierulf, but he hasn't even noticed it much :)
Title: Re: Dave's Galaxy
Post by: Nathan on March 16, 2012, 08:34:51 PM
I finally have the internet back, so I shall be cleaning up loads of built up resources on all my planets, doing some general admin of planets and then jumping back into the fray - most likely with a new war with someone.

Thanks greatly to De-Legro for helping me clear out ik.
Title: Re: Dave's Galaxy
Post by: fodder on March 16, 2012, 09:23:13 PM
0 people can't produce more people, that's how it's always worked! :]

unless you are chinese. we all know babies came from rocks.
Title: Re: Dave's Galaxy
Post by: Kai on March 17, 2012, 09:12:37 AM
this game should be dead pretty soon
Title: Re: Dave's Galaxy
Post by: LilWolf on March 17, 2012, 09:55:31 AM
this game should be dead pretty soon

Care to elaborate?

On another note, seems Hierulf has finally gotten his fleets to where I am. Fleets with 100SBS all over the place and yesterday I spotted a fleet with 500SBS. I suppose it's time to finally start losing to him  ::)
Title: Re: Dave's Galaxy
Post by: Kai on March 17, 2012, 11:09:16 AM
how many players are there really?
Title: Re: Dave's Galaxy
Post by: Tom on March 17, 2012, 02:04:23 PM
When someone is flying 100 SBS, it's time to introduce a death star - or re-think the relation between the ships, make the SBS really super by making it ten times as expensive as it is, etc.

Title: Re: Dave's Galaxy
Post by: fodder on March 17, 2012, 02:06:13 PM
eh... i think i had 100 sbs before. it's just a matter of gathering a wad of them at a planet and group them up.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 17, 2012, 02:36:00 PM
When someone is flying 100 SBS, it's time to introduce a death star - or re-think the relation between the ships, make the SBS really super by making it ten times as expensive as it is, etc.

100SBS isn't that hard to come by to be honest. I've been popping out fleets like that once every other day or so. Sometimes there's 150 of them in the fleet or more, depends a bit on how the ships from surrounding planets arrive in the production centers. In total I've probably got about 2000 of them flying around right now.

But yeah, they're not that super as far as difficulty of obtaining them goes. They're pretty super in combat though, but PD plops them out of the sky quite effectively(I've seen ~15 out of 90 go down in one shot from a PD).

I think the game would actually benefit more from making mixed fleets a lot better and making a fleet consisting only of 100SBS incredibly vulnerable to, say, destroyers or frigates, since there'd be nothing screening for the big ships. I don't think anyone actually uses frigates or destroyers other than as a panic defense when a fleet gets nearby a planet that can't produce anything else.

btw. just noticed the Help section has carriers and fighters listed now. Can't seem to build them though, but sounds like an interesting addition :)
Title: Re: Dave's Galaxy
Post by: dustole on March 17, 2012, 04:15:35 PM
Are there many still playing this?   Can you tell me a little bit about the game?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 17, 2012, 06:17:04 PM
I'm still playing this, there are quite a few here still playing this as well. Basically it's a turn-based space strategy game. Unlike many out there, however, you do not need to go to war to expand. In fact, war can slow down your expansion, if you're not careful.

100SBS isn't that hard to come by to be honest. I've been popping out fleets like that once every other day or so. Sometimes there's 150 of them in the fleet or more, depends a bit on how the ships from surrounding planets arrive in the production centers. In total I've probably got about 2000 of them flying around right now.

Yes, it isn't very hard to get 100 SBS. I got that with my alt account, and the player of LucasAvis can tell you that Komurov is not a very large empire.
Title: Re: Dave's Galaxy
Post by: Chenier on March 17, 2012, 06:28:10 PM
My arcs are finally getting close to the galaxy's edge.

So far, no sign of anyone else settle in the area.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 18, 2012, 01:36:30 AM
how many players are there really?

A few more then when I started playing it. In general it would seem that the game is slowly building up its retained player base. That said a lot of new players come and go, but those that stay tend to stick around from what I see.
Title: Re: Dave's Galaxy
Post by: Kai on March 18, 2012, 03:15:45 PM
Well the standard way to win is to grow but to grow is to lose so to win is to lose is to quit.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 18, 2012, 06:01:46 PM
Or maybe you're not doing it in an efficient manner?
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 18, 2012, 09:50:21 PM
Well the standard way to win is to grow but to grow is to lose so to win is to lose is to quit.

Wow, someone woke up a little grumpy this morning.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 18, 2012, 10:22:40 PM
Wow, someone woke up a little grumpy this morning.

No, he is always like that.

Think of Dave's Galaxy like BM. There is no "win" just goals and plans.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 18, 2012, 11:16:24 PM
No, he is always like that.

Think of Dave's Galaxy like BM. There is no "win" just goals and plans.

Well, you can take over the entire galaxy and win. Nothing actually preventing that :)
Title: Re: Dave's Galaxy
Post by: De-Legro on March 18, 2012, 11:38:47 PM
Well, you can take over the entire galaxy and win. Nothing actually preventing that :)

Shhh don't tell everyone my plan
Title: Re: Dave's Galaxy
Post by: Kai on March 19, 2012, 02:09:51 PM
Or maybe you're not doing it in an efficient manner?

...pretty sure I'm slaughtering all of you noobs

Think of Dave's Galaxy like BM. There is no "win" just goals and plans.

The only goal is expansion. Imagine if everyone just stopped expanding and massed PD.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 19, 2012, 09:50:44 PM
...pretty sure I'm slaughtering all of you noobs

The only goal is expansion. Imagine if everyone just stopped expanding and massed PD.

And yet those who aren't following your supposed "goal" seem to be enjoying the game far more then yourself. I gave up pure expansion some time ago. Diplomacy and war are a hell of a lot more fun. I'm still expanding mind you, but their is a significant purpose behind it and I'm certainly not just spamming arcs from ever planet possible.
Title: Re: Dave's Galaxy
Post by: Adriddae on March 19, 2012, 10:05:19 PM
I'm hoping for a galactic reset.  :-[
Title: Re: Dave's Galaxy
Post by: De-Legro on March 19, 2012, 10:10:05 PM
I'm hoping for a galactic reset.  :-[

I used to, but then I realised that those using the auto arc scripts will just out compete everyone again but probably on a greater scale. When/If Dave implements things that make larger empires require more attention perhaps a reset would be good.
Title: Re: Dave's Galaxy
Post by: Sacha on March 20, 2012, 03:37:20 PM
Expansion alone isn't a challenge with 85% of the map still unclaimed. It's just a matter of how many arcs you can send out.
Title: Re: Dave's Galaxy
Post by: Chenier on March 21, 2012, 12:46:41 AM
Expansion alone isn't a challenge with 85% of the map still unclaimed. It's just a matter of how many arcs you can send out.

And how long you are willing to wait before they arrive.
Title: Re: Dave's Galaxy
Post by: Kai on March 21, 2012, 11:24:22 AM
how many times you'll tolerate the !@#$ty interface and click until you have RSI
Title: Re: Dave's Galaxy
Post by: De-Legro on March 21, 2012, 11:54:26 AM
how many times you'll tolerate the !@#$ty interface and click until you have RSI

Nah just write a script like Hierulf.
Title: Re: Dave's Galaxy
Post by: Adriddae on March 26, 2012, 10:33:14 PM
Nah just write a script like Hierulf.

How?
Title: Re: Dave's Galaxy
Post by: De-Legro on March 27, 2012, 01:14:05 AM
How?

Few different ways. You could use a language like Python or Ruby and use their URL handling routines to basically automate different commands on the page. Or you could use something like Greasemonkey and Javascript to interact with the page as well. The simplest way is to use a macro language, but I don't have much experience with that and all the best ones look like they cost a fair bit of cash.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 27, 2012, 01:38:25 AM
For those interested in Hierufs defense. For the last few months I've been placing fleets at his planets ready to go. I hit war last night and the results are in. I've lost somewhere between 50-75% of my fleets to overlapping defenses. Looks like I have captured about 60% of my targets in one turn. I expect things will be much much worse for my following waves though.
Title: Re: Dave's Galaxy
Post by: Vellos on March 27, 2012, 02:35:39 AM
For those interested in Hierufs defense. For the last few months I've been placing fleets at his planets ready to go. I hit war last night and the results are in. I've lost somewhere between 50-75% of my fleets to overlapping defenses. Looks like I have captured about 60% of my targets in one turn. I expect things will be much much worse for my following waves though.

Well done. I wish you luck. I've basically stopped playing my Vellos account; my Haman account is far more interesting, and Hierulf is so far from there that I hardly give him any thought.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 27, 2012, 02:38:49 AM
Well done. I wish you luck. I've basically stopped playing my Vellos account; my Haman account is far more interesting, and Hierulf is so far from there that I hardly give him any thought.

Well at my best estimate is I just lost 30,000 battleships to the opening turn :) My main hope is my own defense frightens him off. I can already see him trying to claim !@#$ty little undefended planets I took off his buddy Oldry, but no movement towards my own core.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 27, 2012, 11:14:45 AM
Well at my best estimate is I just lost 30,000 battleships to the opening turn :) My main hope is my own defense frightens him off. I can already see him trying to claim !@#$ty little undefended planets I took off his buddy Oldry, but no movement towards my own core.

Once he wakes up he'll come at you with 30,000 superbattleships ;)
Title: Re: Dave's Galaxy
Post by: De-Legro on March 27, 2012, 11:42:41 AM
Once he wakes up he'll come at you with 30,000 superbattleships ;)

Yeah but he sends them 100 at a time. To take on serious PD defence you need to spam fleets at the one time and I've not seen Hieruf do that. I will lose some planets I'm sure, after all I'm only logging in once every few days, but I just don't see him making a real impact against my core production areas.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 27, 2012, 02:06:58 PM
Yeah but he sends them 100 at a time. To take on serious PD defence you need to spam fleets at the one time and I've not seen Hieruf do that. I will lose some planets I'm sure, after all I'm only logging in once every few days, but I just don't see him making a real impact against my core production areas.

Dunno..he has sent like 10 such fleets at one of my planets and they've arrived pretty closely together. He's starting to do that at a few other locations as well.
Title: Re: Dave's Galaxy
Post by: De-Legro on March 28, 2012, 04:07:41 AM
Dunno..he has sent like 10 such fleets at one of my planets and they've arrived pretty closely together. He's starting to do that at a few other locations as well.

Damn he is learning, he is also sending even bigger fleets, 300-400 SB each fleet. Sounds like we might go down fighting.
Title: Re: Dave's Galaxy
Post by: LilWolf on March 28, 2012, 07:25:06 PM
Damn he is learning, he is also sending even bigger fleets, 300-400 SB each fleet. Sounds like we might go down fighting.

To be honest I'm probably going to quit the game. Trying to fight a war on this scale is just too tedious and time consuming. No fun or enjoyment in it.
Title: Re: Dave's Galaxy
Post by: Nathan on March 28, 2012, 08:47:52 PM
To be honest I'm probably going to quit the game.

I'm thinking the same. I just don't have the time any more to fight wars and playing the expansion game isn't overly fun :(
Title: Re: Dave's Galaxy
Post by: Chenier on March 29, 2012, 12:12:29 AM
I like sending arcs to spread my color. That's about it....
Title: Re: Dave's Galaxy
Post by: De-Legro on March 29, 2012, 04:42:47 AM
To be honest I'm probably going to quit the game. Trying to fight a war on this scale is just too tedious and time consuming. No fun or enjoyment in it.


Noooo then I'm facing him alone. I declared war to take the heat off you, not to end up fighting it alone.
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 29, 2012, 06:35:41 AM
I'm thinking the same. I just don't have the time any more to fight wars and playing the expansion game isn't overly fun :(

I've noticed a trend of people expanding so much that now they have this huge ungainly empire and no desire to manage it. They complain about how much work it is, and how much time it takes, yet they never stop expanding! You guys are like welfare moms complaining about all the children you have to take care of, but are still getting pregnant every chance you get.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 29, 2012, 06:46:54 AM
why do you think I've stopped expanding as GundamMerc?
Title: Re: Dave's Galaxy
Post by: Vellos on March 29, 2012, 08:02:05 AM
why do you think I've stopped expanding as GundamMerc?

You're GundamMerc?

lol, I feel like the entire galaxy is just BM players....
Title: Re: Dave's Galaxy
Post by: fodder on March 29, 2012, 10:01:18 AM
... the ones around dave anyway.. or at least used to be.. west and south sides of him were us
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 29, 2012, 10:52:33 AM
You're GundamMerc?

lol, I feel like the entire galaxy is just BM players....

Amazoneon is my ally, as is baz. Talk about friends in high places.
Title: Re: Dave's Galaxy
Post by: Vellos on March 29, 2012, 03:02:18 PM
Amazoneon is my ally, as is baz. Talk about friends in high places.

Yeah, I'm allied with Amazoneon and Petriborg.
Title: Re: Dave's Galaxy
Post by: Nathan on March 29, 2012, 08:24:17 PM
I've noticed a trend of people expanding so much that now they have this huge ungainly empire and no desire to manage it. They complain about how much work it is, and how much time it takes, yet they never stop expanding! You guys are like welfare moms complaining about all the children you have to take care of, but are still getting pregnant every chance you get.

I was fine with the empire I had before I got a job, now I just don't have disposable time to play DG in :P
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 29, 2012, 09:25:53 PM
why do you think I've stopped expanding as GundamMerc?

I didn't know you were GundamMerc! Hi there neighbor! :D

Cuurz might disagree with your statement.... I had assumed he was inactive because I saw you invading his western colonies. I went to get in on the action only to discover that he wasn't inactive (and ran into more of DireKoala's fleets to boot.)

I consider my empire a mercantile power. We like to trade merchandise and count cash. When DireKoala destroyed several of our merchant fleets, that was basically our Pearl Harbor.

Now if only there were nuke's in this game....  >:(
Title: Re: Dave's Galaxy
Post by: De-Legro on March 29, 2012, 11:34:27 PM
Got bored so I've set up a new account. I programmed up some basic AI and the account runs itself completely. Be interesting to see how it goes. Bonus points to anyone that works out the account name.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 30, 2012, 01:47:10 AM
I didn't know you were GundamMerc! Hi there neighbor! :D

Cuurz might disagree with your statement.... I had assumed he was inactive because I saw you invading his western colonies. I went to get in on the action only to discover that he wasn't inactive (and ran into more of DireKoala's fleets to boot.)

I consider my empire a mercantile power. We like to trade merchandise and count cash. When DireKoala destroyed several of our merchant fleets, that was basically our Pearl Harbor.

Now if only there were nuke's in this game....  >:(

Cuurz decided to declare war on me, not the other way around. I've sent him several messages, and he has declined any peace offers.
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 30, 2012, 02:35:20 AM
Cuurz decided to declare war on me, not the other way around. I've sent him several messages, and he has declined any peace offers.

Ah, well in that case.... Would you like some assistance?  8)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 30, 2012, 02:38:25 AM
Sure, why not? Gonna defeat him either way.
Title: Re: Dave's Galaxy
Post by: Nathan on March 30, 2012, 02:41:55 PM
Bonus points to anyone that works out the account name.

De-Legro? :P

Maybe orgeL-eD?
Title: Re: Dave's Galaxy
Post by: Galle on March 30, 2012, 04:53:20 PM
Running a 1000 planet empire without scripts is micromanagement hell.

Is anyone interested in posting their scripts?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on March 30, 2012, 10:14:46 PM
Eh... scripts are for those who don't care to put in the effort...
Title: Re: Dave's Galaxy
Post by: Galle on March 30, 2012, 11:28:27 PM
Eh... scripts are for those who don't care to put in the effort...

Colour me guilty then. I don't have hours to waste per day building upgrades.

This game is unplayable for nonscriptmakers beyond a certain point.
Title: Re: Dave's Galaxy
Post by: Chenier on March 30, 2012, 11:57:36 PM
Colour me guilty then. I don't have hours to waste per day building upgrades.

This game is unplayable for nonscriptmakers beyond a certain point.

If someone wants to show me a script to make all of my planets pump arcs to a common destination (and tell me how to use said script), I'm all ears.
Title: Re: Dave's Galaxy
Post by: Qyasogk on March 31, 2012, 01:23:28 AM
Colour me guilty then. I don't have hours to waste per day building upgrades.

This game is unplayable for nonscriptmakers beyond a certain point.

It all depends on how efficiently you run your empire. I have an empire just short of 1000 planets, not a single one of them has Mind Control and I've never used a script.

Title: Re: Dave's Galaxy
Post by: LilWolf on March 31, 2012, 01:33:06 AM
It all depends on how efficiently you run your empire. I have an empire just short of 1000 planets, not a single one of them has Mind Control and I've never used a script.

Enjoy the starvation :)
Title: Re: Dave's Galaxy
Post by: Kai on March 31, 2012, 06:06:06 AM
It all depends on how efficiently you run your empire. I have an empire just short of 1000 planets, not a single one of them has Mind Control and I've never used a script.

1k is about the limit.
Title: Re: Dave's Galaxy
Post by: Sacha on March 31, 2012, 07:14:46 PM
I'm approaching 1200 and I have to agree, it's unmanageable. At least 150 planets are using subsidies to get food. I have planets at level 130+ cause I'll forget I even have them. I'll even miss entire clusters of planets if they're a bit far from my main empire. Wars are a drag, since every  is either too small, weak, dead, inactive or far to have a fun fight. I've thought about quitting and starting fresh maybe, but I don't wanna just give up on 9 months of daily efforts to get there.

Also, I wanna keep my #3 spot on the money board :D
Title: Re: Dave's Galaxy
Post by: LilWolf on March 31, 2012, 07:26:18 PM
I'm starting to lose stuff to Hierulf mainly because I don't want to spend 2-3 hours producing/moving ships from my planets. I suspect I'll lose to him pretty quickly since I don't have the luxury of scripting the tedious stuff.
Title: Re: Dave's Galaxy
Post by: Qyasogk on April 01, 2012, 05:45:47 AM
Enjoy the starvation :)

If you have planets that are starving then you're not doing a good job of managing your empire.

Enough farming colonies (not too many) + Enough Merchants ships (no bulkfreighters) = More than enough food for all my colonies.

But hey, you're the expert.  8)
Title: Re: Dave's Galaxy
Post by: Kai on April 01, 2012, 08:56:04 AM
Or... you could write a very simple script that builds MC, and have 100% baller planets.
Title: Re: Dave's Galaxy
Post by: Qyasogk on April 02, 2012, 02:03:29 AM
Or... you could write a very simple script that builds MC, and have 100% baller planets.

Mind Control has been outlawed in our colonies, and we are founding members of the Anti-Mind Control Alliance and the Equal Rights for All Aliens Society.

Your second sentence didn't quite make sense to us. Aren't all planets suitable for inhabitation more or less ball-ish?
Title: Re: Dave's Galaxy
Post by: fodder on April 02, 2012, 07:17:22 AM
does he mean planetary def?
Title: Re: Dave's Galaxy
Post by: LilWolf on April 02, 2012, 01:15:04 PM
Sorry, De-Legro, I just ended the war with Hierulf. It was either that or me quitting the game. Need a bit of peace time to get things under control in just about every regard.

He seems pretty adverse to war so I don't really see it that hard to get peace out of him if you want to, especially if you tell him you attacked only to help me out.
Title: Re: Dave's Galaxy
Post by: De-Legro on April 03, 2012, 12:41:16 AM
Sorry, De-Legro, I just ended the war with Hierulf. It was either that or me quitting the game. Need a bit of peace time to get things under control in just about every regard.

He seems pretty adverse to war so I don't really see it that hard to get peace out of him if you want to, especially if you tell him you attacked only to help me out.

Yeah no problem, I will see if he wants some peace and go back to focusing on other targets? I took a fair few planets in my first blitz though, not sure it was worth the few hundred thousand battleships I lost, but I have learnt some VERY interesting ways to attack heavily PD defences now, so I am confident I can take down most players using that system.
Title: Re: Dave's Galaxy
Post by: fodder on April 03, 2012, 04:26:37 AM
what.. you mean damaging the planet enough to take it off line but not enough to take the planet?
Title: Re: Dave's Galaxy
Post by: De-Legro on April 03, 2012, 12:29:21 PM
what.. you mean damaging the planet enough to take it off line but not enough to take the planet?

Nah, that still cost me a stack of ships. If I have the size advantage sure that will work, though be costly. If I'm against a better resourced or more active empire that is just going to waste my fleets.
Title: Re: Dave's Galaxy
Post by: Sacha on April 03, 2012, 01:04:31 PM
I just found this on one of my planets:

Credits:   Debits:
Income Tax   476599   
Mind Control   -1000
Fleet Upkeep   -2164500
Total Credits
476599   
Total Debits
-2165500
Budget Surplus
-1688901

Thing is, there isn't a fleet near the planet, let alone a fleet taking over 2 million a turn in upkeep... any idea what could be wrong?
Title: Re: Dave's Galaxy
Post by: De-Legro on April 03, 2012, 01:27:00 PM
I just found this on one of my planets:

Credits:   Debits:
Income Tax   476599   
Mind Control   -1000
Fleet Upkeep   -2164500
Total Credits
476599   
Total Debits
-2165500
Budget Surplus
-1688901

Thing is, there isn't a fleet near the planet, let alone a fleet taking over 2 million a turn in upkeep... any idea what could be wrong?

Yup, its not talking about fleets near the planet. Upkeep is fleets built on the planet.
Title: Re: Dave's Galaxy
Post by: Sacha on April 03, 2012, 01:41:43 PM
Wait... so you pay upkeep for any fleet built on that planet? That's baaaaaad... I'm gona have a bunch of bankrupt frontline planets -_-
Title: Re: Dave's Galaxy
Post by: fodder on April 03, 2012, 03:33:18 PM
you didn't know? XD you even pay upkeep for enemy ships (if you captured the ships' home planet)
Title: Re: Dave's Galaxy
Post by: Sacha on April 03, 2012, 04:03:55 PM
oh well... i had too many planets anyway, what's a few ruined ones :p
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 03, 2012, 04:29:59 PM
ah, Sacha, been meaning to talk to you. I'm Komurov, if you didn't know.
Title: Re: Dave's Galaxy
Post by: Vellos on April 03, 2012, 07:25:22 PM
ah, Sacha, been meaning to talk to you. I'm Komurov, if you didn't know.

You're Komurov AND GundamMerc?

Bah!
Title: Re: Dave's Galaxy
Post by: Qyasogk on April 03, 2012, 10:50:41 PM
Wait... so you pay upkeep for any fleet built on that planet? That's baaaaaad... I'm gona have a bunch of bankrupt frontline planets -_-

That's one of those things that Dave knows is messed up but hasn't fixed it yet. We all have to deal with it.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 04, 2012, 01:40:11 AM
Muahahaha! Komurov is my wayward colony.
Title: Re: Dave's Galaxy
Post by: Sacha on April 04, 2012, 02:00:33 AM
You should get into the fight with LilAnnie... I'm burning through my 2,000 SBS faster than expected :p
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 04, 2012, 02:02:13 AM
You haven't seen the fleet she has lurking to my east.... you know what, whatever, it's pixels. Let the war begin!
Title: Re: Dave's Galaxy
Post by: Sacha on April 04, 2012, 02:54:13 AM
Excellent, maybe I'll bring MtnDew into it as well.
Title: Re: Dave's Galaxy
Post by: Qyasogk on April 05, 2012, 12:42:51 AM
You haven't seen the fleet she has lurking to my east.... you know what, whatever, it's pixels. Let the war begin!

Is Komurov your suicidal empire?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 05, 2012, 01:12:14 AM
Is Komurov your suicidal empire?


They're the Australia of my GundamMerc account... what do you think?
Title: Re: Dave's Galaxy
Post by: Shizzle on April 05, 2012, 09:26:34 PM
133 pages devoted to this game. Congratz guys :)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 11, 2012, 04:40:08 PM
GundamMerc's coming down to pay Komurov a visit and demand some protection money. ^_^
Title: Re: Dave's Galaxy
Post by: Qyasogk on April 11, 2012, 06:47:28 PM
GundamMerc's coming down to pay Komurov a visit and demand some protection money. ^_^

If GundamMerc starts attacking LilAnnie, we're going to have a problem.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 11, 2012, 07:37:57 PM
No, the Earth Federation is allied to you, and so won't attack allies of their allies. They will, however, attack a wayward colony that decided it should have independence. ^_^

Yay for declaring war on myself!
Title: Re: Dave's Galaxy
Post by: Spitfire5793 on April 13, 2012, 04:58:14 AM
Ok, ive just seen this thread, ive only just started the game.  It all seems cool but im a bit of a noob.

Anyway, my name on the game is also Spitfire5793 and my planets location is 1640.7,2523.7
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on April 13, 2012, 04:25:33 PM
if you'll look on the front page in Nathan's post, you'll see all the players who are from Battlemaster and their empires.
Title: Re: Dave's Galaxy
Post by: Duvaille on May 11, 2012, 02:20:21 PM
So I started this too, with the name of "Duvaille". It seems that I neighbor someone big by the name of "harlow".

If I have understood it correctly, after some point this game becomes too much of a chore simply because there is too much to handle, with or without scripts. BM is excellent in this regard because there are limits built in when you expand too much. I do not suppose Dave sees a need for anything like that.

If there were a natural limit (something like diminishing returns) based on the number of planets you had, another strategy would need to be thought of. You would need to subjugate your weaker neighbors and make them your pawns. They could of course always turn against you if they found a better master. But then at least you would need to put in some effort in diplomacy. Then the smaller players could in turn subjugate some of the even smaller ones that are otherwise not worth the trouble for the big ones.

Or I suppose the game could be seen as "just fine" as it is now, each doing their own thing as long as that is fun. We shall see.

By the way, from the looks of it, "hydrocarbons" are the only resource that in due time vanish completely. Does that mean that after awhile, the heavily colonized areas become essentially uninhabitable and worthless, forcing migration to yet undiscovered places?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on May 11, 2012, 02:43:51 PM
So I started this too, with the name of "Duvaille". It seems that I neighbor someone big by the name of "harlow".

If I have understood it correctly, after some point this game becomes too much of a chore simply because there is too much to handle, with or without scripts. BM is excellent in this regard because there are limits built in when you expand too much. I do not suppose Dave sees a need for anything like that.

If there were a natural limit (something like diminishing returns) based on the number of planets you had, another strategy would need to be thought of. You would need to subjugate your weaker neighbors and make them your pawns. They could of course always turn against you if they found a better master. But then at least you would need to put in some effort in diplomacy. Then the smaller players could in turn subjugate some of the even smaller ones that are otherwise not worth the trouble for the big ones.

Or I suppose the game could be seen as "just fine" as it is now, each doing their own thing as long as that is fun. We shall see.

By the way, from the looks of it, "hydrocarbons" are the only resource that in due time vanish completely. Does that mean that after awhile, the heavily colonized areas become essentially uninhabitable and worthless, forcing migration to yet undiscovered places?

Actually, Dave is developing a mechanic that causes large empires to be harder to maintain.  Also, the hydrocarbon thing is not true, due to the wonders of mind control.
Title: Re: Dave's Galaxy
Post by: Kai on May 11, 2012, 03:30:27 PM
making large empires harder to maintain just means the game becomes tedious sooner
Title: Re: Dave's Galaxy
Post by: Sacha on May 11, 2012, 05:02:45 PM
Well it became tedious to me about 2 months ago. My empire is up for grabs... Ive got a few fleets floating around but nothing too big.
Title: Re: Dave's Galaxy
Post by: Qyasogk on May 12, 2012, 03:07:58 AM
If I have understood it correctly, after some point this game becomes too much of a chore...

If there were a natural limit (something like diminishing returns) based on the number of planets you had...

Can god make a boulder that is so large that even he can't lift it? The game only becomes a chore if you've built a larger empire than you care to manage. I think there's a few players who maybe have some sort of OCD complex. Anyway, the moment you arrive at this point of feeling like its a chore, you should stop expanding, because you've reached the "big enough" state.

The other part of this is that there are several techniques for optimizing how you run your empire. Not every colony needs to be checked every turn once you've reached a certain size/colony age. Some players use Mind Control to avoid having colonies that run out of food/hydrocarbons. A mind controlled colony needs very little maintenance.

People that want to try to manage larger empires should be allowed to. The problem is the players that don't seem to be able to stop themselves from continually expanding even after they've reached the "big enough" point. (looking at you Amazoneon)

Quote
By the way, from the looks of it, "hydrocarbons" are the only resource that in due time vanish completely. Does that mean that after awhile, the heavily colonized areas become essentially uninhabitable and worthless, forcing migration to yet undiscovered places?

A colony with the Drilling Planetary upgrade enabled never runs out of hydrocarbons.
Title: Re: Dave's Galaxy
Post by: Foundation on May 12, 2012, 03:54:41 AM
If I have understood it correctly, after some point this game becomes too much of a chore simply because there is too much to handle, with or without scripts.

Corrected it for ya.  What you mean is at some point if you don't know how to program epic level scripts to automate everything for you, the game becomes too difficult. 8)
Title: Re: Dave's Galaxy
Post by: Sacha on May 12, 2012, 09:00:44 AM
Well, I tried to stop expanding, but that was no fun... The war I had going ended before any major fighting was done, and I don't enjoy just managing what I have and having no action otherwise.
Title: Re: Dave's Galaxy
Post by: Kai on May 12, 2012, 12:40:09 PM
Can god make a boulder that is so large that even he can't lift it? The game only becomes a chore if you've built a larger empire than you care to manage. I think there's a few players who maybe have some sort of OCD complex. Anyway, the moment you arrive at this point of feeling like its a chore, you should stop expanding, because you've reached the "big enough" state.

The other part of this is that there are several techniques for optimizing how you run your empire. Not every colony needs to be checked every turn once you've reached a certain size/colony age. Some players use Mind Control to avoid having colonies that run out of food/hydrocarbons. A mind controlled colony needs very little maintenance.

People that want to try to manage larger empires should be allowed to. The problem is the players that don't seem to be able to stop themselves from continually expanding even after they've reached the "big enough" point. (looking at you Amazoneon)

A colony with the Drilling Planetary upgrade enabled never runs out of hydrocarbons.

Haha yeah you can afk your planets but only if you don't want to actually do anything useful with them. Steel only builds up to about 400k so you hae to check about once every 2 months to build. Also wtf with the big enough stuff, that doesn't even make any sense. Military power is more or less proportional to number of mature planets. Tedium shouldn't be a constraint on size of empire. No rome references pls.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on May 12, 2012, 02:44:49 PM
Haha yeah you can afk your planets but only if you don't want to actually do anything useful with them. Steel only builds up to about 400k so you hae to check about once every 2 months to build. Also wtf with the big enough stuff, that doesn't even make any sense. Military power is more or less proportional to number of mature planets. Tedium shouldn't be a constraint on size of empire. No rome references pls.

Thus why I like links. I regularly have well over 3.5 million steel available for use at my capital. Also, it's called build your fleet, then scrap it at the planet you wish to build ships from. Or if you have linked planets, build then scrap until you have all your resources able to be used by one planet in the link chain. ^_^ It's how I build huge fleets even though my empire is relatively small. (compare me to Amazoneon)
Title: Re: Dave's Galaxy
Post by: Kai on May 13, 2012, 06:18:04 PM
Build/scrap is even more tedious and the reason I'm fat and huge is because that's what I did. I have zero planets with links. You know one cure for this would be to automatically build links over time, so that individual planets become 'chunks'.
Title: Re: Dave's Galaxy
Post by: Kai on May 20, 2012, 06:29:02 PM
well the games getting a reset. if they have a reset they might as well put in a way to win. would be more fun.
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on May 20, 2012, 07:35:46 PM
Putting in a way to win would be boring and only encourage scripting...
Title: Re: Dave's Galaxy
Post by: Tom on May 21, 2012, 08:44:00 AM
I've long lost interest in DG, I must admit. The problem is that there really isn't much to do, and that scale effects are way too strong. That means that going up against someone much smaller than you is boring, while going up against someone much larger is suicide. And the one time I found someone roughly my size to fight, he soon after stopped playing and taking over his inactive planets wasn't interesting.
Title: Re: Dave's Galaxy
Post by: Daycryn on May 21, 2012, 10:50:11 PM
Me too, for the same reasons. Interesting game design and all, but what it taught me is what I learned in MOO 3: running a gigantic space empire is boring. Running a small space empire with gigantic space empire neighbors is also boring, in a reverse grind fest kind of way. Instead of slowly grinding up, you slowly grind down. It's like a little bit of soul death each day. And who needs a game for that when one could just work retail?
Title: Re: Dave's Galaxy
Post by: Kai on May 22, 2012, 01:49:01 PM
Putting in a way to win would be boring and only encourage scripting...

lol complete non sequitir. What you have to face is that a game like DG doesn't have enough static texture to be long term playable without an objective.
Title: Re: Dave's Galaxy
Post by: Chenier on May 27, 2012, 09:17:17 PM
My arcs are finally about to colonize the edge of the universe.
Title: Re: Dave's Galaxy
Post by: Nathan on June 10, 2012, 11:28:44 PM
Anyone still playing?

Anyone not currently playing thinking about rejoining once everything is reset?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on June 10, 2012, 11:38:07 PM
I'm still playing.
Title: Re: Dave's Galaxy
Post by: Qyasogk on June 11, 2012, 12:17:00 AM
I'm still playing.

...the only person you're playing with is YOURSELF.  :P

I'm looking forward to the addition of nebulae clouds, and changes to the combat system. I do not like outgunning my target by 1000 to 1 only to lose ships because only the weakest part of my fleet is contributing to the fight.
Title: Re: Dave's Galaxy
Post by: LilWolf on June 11, 2012, 12:40:22 AM
Not really playing much at the moment. Not much to do before the reset. Maybe I'll be more active after it. Fresh start and all.
Title: Re: Dave's Galaxy
Post by: Kai on June 12, 2012, 09:02:57 AM
...the only person you're playing with is YOURSELF.  :P

I'm looking forward to the addition of nebulae clouds, and changes to the combat system. I do not like outgunning my target by 1000 to 1 only to lose ships because only the weakest part of my fleet is contributing to the fight.

what do nebulae even do. and what is being done to fix the fundamental problem of expsnaniton
Title: Re: Dave's Galaxy
Post by: Qyasogk on June 13, 2012, 01:35:24 AM
what do nebulae even do. and what is being done to fix the fundamental problem of expsnaniton

"Are the nebula for looks or do they have an effect in the game?"

Dave Case:
"They will have effects. Ships will be able to accelerate faster in
them (Boussard Ramjet -- probably an upgrade), probably use them for
some sort of mining type operation (Helium 3?) that you can use on
your planets as well. I might make the 2nd level of nebulae provide
ftl speeds, not sure about that one yet.
I'm also going to try to do something with yellow stars and red
giants. "
Title: Re: Dave's Galaxy
Post by: Kai on June 13, 2012, 07:04:32 PM
Not a bad idea, the game needs more ways to extend conflict range. Interestingly the way things are  'landlocked' probably comes a lot from restricting the game to 2 dimensions. Cause if you random walk in three dimensions you can get lost forever.
Title: Re: Dave's Galaxy
Post by: LilWolf on July 05, 2012, 02:38:03 PM
So, the galaxy has been reset. Who's playing again and where are you? :)

I'm at 1892.4, 1708.1

The game now has nebulae and power stations(buildings need power) among other additions.
Title: Re: Dave's Galaxy
Post by: Sacha on July 05, 2012, 04:50:27 PM
Name:   Askileon Prime
Owner:   Amaury
Location:   (2033.5,1646.9 )
Title: Re: Dave's Galaxy
Post by: D'Espana on July 05, 2012, 07:32:28 PM
Well, just started playing this. Absolut noob on everything, so I guess it'll be a long way 'till I achieve your mastery, guys. Anyways:

Name: Mu Octanseus
Owner: Baeltimazifas
Location: (1951.7, 1574.8 )

Guess that's everything. See you there!
Title: Re: Dave's Galaxy
Post by: Sacha on July 06, 2012, 01:34:34 PM
I'm not terribly far from you... some way south-east.
Title: Re: Dave's Galaxy
Post by: Nathan on July 06, 2012, 02:33:55 PM
So, the galaxy has been reset. Who's playing again and where are you? :)

I'll wait and be a bit sheepish on this. If quite a few of you start playing again and say it's better than before, I might join you.
Title: Re: Dave's Galaxy
Post by: Vellos on July 07, 2012, 05:23:03 AM
I'm playing. meh. We'll see how it goes.
Title: Re: Dave's Galaxy
Post by: LilWolf on July 07, 2012, 12:21:50 PM
I'm hoping Dave has been smart with the whole energy thing so you can't actually build all buildings on a single planet, but have to distribute things. No more PD on every planet without leaving out something else that's important. Hopefully :)

Probably not going to expand as much as I did the first time either. The whole 1000+ planets became quite unmanageable. Going to build myself a nice core of 100-200 planets and then maybe expand in further off places and make another cluster like that. Seems more manageable.
Title: Re: Dave's Galaxy
Post by: D'Espana on July 10, 2012, 09:15:46 PM
I'm not terribly far from you... some way south-east.

Glad to hear that. I've also noticed that Tan (or if not him, someone named just after him) is amongst my neighbours. Gotta scout you, my rival and nearby competitor  ;D!
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on July 10, 2012, 09:49:42 PM
GundamMerc: 2011.5,1861.8
Komurov: 1979.7,1682.9
Title: Re: Dave's Galaxy
Post by: Vellos on July 11, 2012, 02:55:11 AM
I'm hoping Dave has been smart with the whole energy thing so you can't actually build all buildings on a single planet, but have to distribute things. No more PD on every planet without leaving out something else that's important. Hopefully :)

Probably not going to expand as much as I did the first time either. The whole 1000+ planets became quite unmanageable. Going to build myself a nice core of 100-200 planets and then maybe expand in further off places and make another cluster like that. Seems more manageable.

Same.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 11, 2012, 06:08:54 AM
Considering the low energy cost for the stuff I've built so far, I don't think it is going to be a big issue. I've yet to build Planetary Defense and Mind control which may be BIG consumers. But then they would have to be, otherwise it looks like I can support everything in my old build with a single power plant, assuming it is running at full capacity.
Title: Re: Dave's Galaxy
Post by: LilWolf on July 11, 2012, 12:47:23 PM
Considering the low energy cost for the stuff I've built so far, I don't think it is going to be a big issue. I've yet to build Planetary Defense and Mind control which may be BIG consumers. But then they would have to be, otherwise it looks like I can support everything in my old build with a single power plant, assuming it is running at full capacity.

Long Range Sensor 1+Long Range Sensor 2+Mind Control+Matter Synth 1+Matter Synth 2+Military Base+Slingshot+Planetary Defense+Any of the power plants=100.5% of your planets income in upkeep. So there are definitely choices you have to make or your planets will never build a single ship.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 12, 2012, 02:21:22 AM
Long Range Sensor 1+Long Range Sensor 2+Mind Control+Matter Synth 1+Matter Synth 2+Military Base+Slingshot+Planetary Defense+Any of the power plants=100.5% of your planets income in upkeep. So there are definitely choices you have to make or your planets will never build a single ship.

Yeah no, I already have a way around that minor problem :)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on July 12, 2012, 03:53:17 AM
Please note that no one is at max population... meaning that the extra power provided to the population could go down.
Title: Re: Dave's Galaxy
Post by: De-Legro on July 12, 2012, 05:07:23 AM
Please note that no one is at max population... meaning that the extra power provided to the population could go down.

That is true. I don't have a huge data set to work from, but so far it appears that energy produced by civilians increases with population size.
Title: Re: Dave's Galaxy
Post by: Ehndras on July 12, 2012, 10:18:58 PM
Hello folks, I've decided to try out Dave's Galaxy. I'm a vet of well-establish space exploration/strategy/tactical games such as Merchant Empires, Solar Fleet, Astro Empires, and single-player variants of the genre like GalCiv & Sword of the Stars, but I've been a loooooong time out of the online crowd... BM is quite frankly the first strategic "MMO" I've played since 2009. Be gentle... :-P

My user is, of course, Ehndras, and I just signed up, oh, 30 seconds ago. I'd like to know how I go about finding all of you folks, if I am to find you at all. ;-)
Title: Re: Dave's Galaxy
Post by: De-Legro on July 23, 2012, 02:11:22 AM
Anyone have experience with the new Capital defense system? How effective is it?
Title: Re: Dave's Galaxy
Post by: LilWolf on July 23, 2012, 11:19:29 AM
Anyone have experience with the new Capital defense system? How effective is it?

Dave said it's slightly less effective than PD. I'd wager most of that comes from the reduced range of it.

Anyone else notice ship costs go up now the larger you get? My scouts still cost only 230 quantaloos while help says their cost is 250. Or has that always been the case?
Title: Re: Dave's Galaxy
Post by: De-Legro on July 24, 2012, 01:33:39 AM
Dave said it's slightly less effective than PD. I'd wager most of that comes from the reduced range of it.

Anyone else notice ship costs go up now the larger you get? My scouts still cost only 230 quantaloos while help says their cost is 250. Or has that always been the case?

I'm not sure when it came in to be honest. Dave said something about it being around for a few months. The idea is to make it cheaper for smaller players, I think it was introduced about the time we were looking at how to limit our massive empires. Probably when it was implemented we were all large enough to have maxed out the cost (the help values are the max costs)
Title: Re: Dave's Galaxy
Post by: Ehndras on August 04, 2012, 10:05:18 PM
Add me to the list please? :-)

Player Name: Ehndras
Capitol World: Kye'raeon
Loc: (1755.6,2063.5 )
Title: Re: Dave's Galaxy
Post by: Dav3xor on August 05, 2012, 08:20:32 AM
Hehe, the ship cost changing as you go up in society level came in with the reset.

Hey everyone!   haven't been here in a while.  :)
Title: Re: Dave's Galaxy
Post by: Ehndras on August 05, 2012, 08:35:50 AM
Ah, the infamous Dave himself!

Its a grand pleasure to see you here - quite a game you've got going! Yet it still holds so much potential! Is it still actively being developed much like Battlemaster, or has it reached its gameplay plateau? I've only recently joined so I cannot give a proper opinion as I've barely touched upon the many possibilities inherent within the game's system. :-) Cheers!
Title: Re: Dave's Galaxy
Post by: fodder on August 05, 2012, 06:43:48 PM
hi dave. did you end up grabbing most of my old planets (after i started the war and stopped playing)? XD
Title: Re: Dave's Galaxy
Post by: Dav3xor on August 05, 2012, 08:21:30 PM
Ah, the infamous Dave himself!

Its a grand pleasure to see you here - quite a game you've got going! Yet it still holds so much potential! Is it still actively being developed much like Battlemaster, or has it reached its gameplay plateau? I've only recently joined so I cannot give a proper opinion as I've barely touched upon the many possibilities inherent within the game's system. :-) Cheers!

Always adding new stuff, keeps the game interesting if anything else.  Plus, I have a looong list of things I still want to do.
Title: Re: Dave's Galaxy
Post by: Dav3xor on August 05, 2012, 08:24:18 PM
hi dave. did you end up grabbing most of my old planets (after i started the war and stopped playing)? XD

Haha, I grabbed a lot of them, but turning the corner on your PD thicket took time.  :)  Then DireKoala attacked right before the reset.  Everyone was out to get me.   Hmpf.  :)

This iteration, I have a bit of a Hatch problem.  :)
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 05, 2012, 09:19:03 PM
Haha, I grabbed a lot of them, but turning the corner on your PD thicket took time.  :)  Then DireKoala attacked right before the reset.  Everyone was out to get me.   Hmpf.  :)

This iteration, I have a bit of a Hatch problem.  :)

I actually grabbed the majority of them.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 06, 2012, 01:10:07 AM
Haha, I grabbed a lot of them, but turning the corner on your PD thicket took time.  :)  Then DireKoala attacked right before the reset.  Everyone was out to get me.   Hmpf.  :)

This iteration, I have a bit of a Hatch problem.  :)

Everyone has a bit of a Hatch problem. I'm currently trying to work out how many members of [M] are just him playing on different accounts.
Title: Re: Dave's Galaxy
Post by: LilWolf on August 06, 2012, 01:38:13 AM
Everyone has a bit of a Hatch problem. I'm currently trying to work out how many members of [M] are just him playing on different accounts.

One near us. Has managed to piss off like eight of us and we're all planning to gang up on him.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 06, 2012, 01:46:01 AM
One near us. Has managed to piss off like eight of us and we're all planning to gang up on him.

I've got a few of them hanging around with small pirate fleets near me. They aren't a real problem, the fleets are tiny and opportunistic. The general vibe of the group is quite arrogant though, but then when you think you are the only "offical" alliance I guess you think you've got an advantage. Plus a good few of them appear to be using scripts for planet management.
Title: Re: Dave's Galaxy
Post by: Solari on August 06, 2012, 03:42:50 AM
Does this game still scale impossibly bad? I remember it being fun up until about planet 15, and then I wanted to kill myself.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 06, 2012, 03:44:05 AM
Does this game still scale impossibly bad? I remember it being fun up until about planet 15, and then I wanted to kill myself.

Yes
Title: Re: Dave's Galaxy
Post by: Dav3xor on August 06, 2012, 08:37:30 AM
I actually grabbed the majority of them.

True.
Title: Re: Dave's Galaxy
Post by: fodder on August 06, 2012, 10:33:28 AM
sort of prearranged XD
Title: Re: Dave's Galaxy
Post by: Ehndras on August 06, 2012, 06:09:05 PM
Are we allowed to have multiple accounts in the first place?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 06, 2012, 06:22:03 PM
yes, I've always had two.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 07, 2012, 12:19:48 AM
Are we allowed to have multiple accounts in the first place?

Yes Dave places no limits on these things. I'm sure some of us who use scripts (I actually haven't used mine this round yet, but then I was in the middle of completely reworking them last round) are probably running 5+ accounts to try and get a early game boost. The growth in this game is exponential so if you plan on being a war like empire a early start can be very important.
Title: Re: Dave's Galaxy
Post by: Ehndras on August 07, 2012, 04:07:53 AM
Early start? How so?
Title: Re: Dave's Galaxy
Post by: De-Legro on August 07, 2012, 04:16:33 AM
Well firstly, being online from the start. Every day your planets increase in society level and population. If I get a week head start on you that is several planets underway before you even start, and at least several days head start on those planets being able to produce more colony ships. Secondly is "acquisition" either by taking on the inactive planets all over the place, or simply squashing those newer players around you. Before the reset I had over 10k planets. Each and every planet could produce several colony ships every day. How is a player with even a few hundred planets really going to catch up? Unless to large empires get stuck in a war, or we finally see a successful federated group of smaller empire take on a large one. Hieruf was number 1 in planets early on before the reset, and try as I might, even with a surprise war against him that got me a good few planets I was still falling behind him, I simply couldn't match the number of arc's he was producing.
Title: Re: Dave's Galaxy
Post by: Ehndras on August 07, 2012, 04:20:56 AM
Well that blows, but its understandable.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 07, 2012, 04:26:27 AM
Well that blows, but its understandable.

Just don't play the scoreboard game :) If it goes like last time the big guys (with the exception of me) were happy to never have a war and just expand and gobble up inactive empires so you should do fine.
Title: Re: Dave's Galaxy
Post by: Dav3xor on August 07, 2012, 09:50:48 PM
I've added a couple advantages to new players -- capital defense (the red dashed ring), and reduced costs for ships.  I'll also be adding some damping factors for older empires. 

Yeah, lots of people have multiple accounts -- I don't love it, but trying to stop people from doing it is basically impossible (well, it would limit multiple accounts to people who are clever-er than most), so I only allow random initial placement, etc...  Which at least keeps most of the multiple accounts from joining up.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 08, 2012, 04:06:25 AM
I've added a couple advantages to new players -- capital defense (the red dashed ring), and reduced costs for ships.  I'll also be adding some damping factors for older empires. 

Yeah, lots of people have multiple accounts -- I don't love it, but trying to stop people from doing it is basically impossible (well, it would limit multiple accounts to people who are clever-er than most), so I only allow random initial placement, etc...  Which at least keeps most of the multiple accounts from joining up.

Well unless they are willing to travel to combine their forces, or they have enough time to just keep creating accounts till they get some that are close by each other.
Title: Re: Dave's Galaxy
Post by: Dav3xor on August 08, 2012, 06:10:01 PM
I really don't see that happening very often, so it must be annoying enough to stop it.
Title: Re: Dave's Galaxy
Post by: Tan dSerrai on August 10, 2012, 09:33:00 PM
Regarding exponential growth:
Basing a game on mechanics that both allow exponential growth /and/ make it an important factor is a mistake in my eyes. A game is enjoyable (to me at least) if I have to make choices. Learning the possibilities, then deciding on which path to take, then adapting that path....that is gaming for me.

To me a good player should be able to 'overcome' (not necessarily defeat but have an impact on) a mediocre player, even if the former has a smaller econonmic base (however that is calculated).

If exponential growth is included as a main design choice then the most important factor to survival will not be diplomacy, strategy or tactics but both an early start and continued growth.

I would therefore be very much interested (as a player who does not / is not able to use scripts) to see limitations on exponential growth. For example:
1) Speed of arcs = 1 / (total number of arcs / 3). Thus a few arcs would be reach a lot faster than
2) cost of arcs (steel) = 8000 * (1 + total number of arcs / 10)
3) combat power (I know far too little about combat as I was a 60 planet 'empire' in the previous galaxy who never fought a real war) should favor smaller players considerably.

Combine this with options where diplomacy gives a player an advantage...for example being able to use other players planets as bases to resupply, being able to use 'wormholes' of other players if allowed...meaning, make /position/ a factor (not 'only' time-to-destination) that has importance.

I do not know if this meshes with Daves idea on how his game should develop but maybe some of the above is of use.

Lastly: thanks for all your effort, Dave! Much appreciated!
Title: Re: Dave's Galaxy
Post by: De-Legro on August 12, 2012, 05:56:07 AM
For all that care. With 1 power plant I can support every planet upgrade I need, in fact I seem less limited then I was before the reset. DOOOOOOOOM approaches
Title: Re: Dave's Galaxy
Post by: Tom on August 12, 2012, 08:55:20 AM
@Tan_Serrai - limits on exponential growth should make sense. In BattleMaster, realm sizes are somewhat limited by internal politics, organisational overhead and the fact that recruitment can only happen in the capital (thus, the larger the realm, the longer it takes to reach any of your frontlines with fresh troops).

In DG, limits that would make sense is some kind of bureaucracy overhead, or maintainance costs for communications networks, etc. that simply grow exponentially as well.


And then there's the question if Dave sees it as a problem at all. What I consider troublesome is that beyond a certain point (where I lost interest in the last round), you simply need scripting to manage your empire. I think if that is what the game is about, then it should offer those automation options itself, to create a level playing field. Otherwise it'll become a game of "who can write the better empire management script".



Title: Re: Dave's Galaxy
Post by: De-Legro on August 15, 2012, 02:12:54 AM
@Tan_Serrai - limits on exponential growth should make sense. In BattleMaster, realm sizes are somewhat limited by internal politics, organisational overhead and the fact that recruitment can only happen in the capital (thus, the larger the realm, the longer it takes to reach any of your frontlines with fresh troops).

In DG, limits that would make sense is some kind of bureaucracy overhead, or maintainance costs for communications networks, etc. that simply grow exponentially as well.


And then there's the question if Dave sees it as a problem at all. What I consider troublesome is that beyond a certain point (where I lost interest in the last round), you simply need scripting to manage your empire. I think if that is what the game is about, then it should offer those automation options itself, to create a level playing field. Otherwise it'll become a game of "who can write the better empire management script".

I plan to offer some scripts this round for Greasemonkey to automate large empire maintenance. Might give them to Dave first so he can okay them with respect to server load.
Title: Re: Dave's Galaxy
Post by: Ehndras on August 15, 2012, 06:34:29 AM
Please do. <3 I've been playing days and I'm already getting to the point where its becoming a hassle to micromanage every colony and the literally 50 or so fleets I have in the air right now. Add that to the defensive armada I want on every single colony, the dozen scouts I have in the air right now, the few blackwhatevers I have floating about, and more, and it becomes utterly hectic to keep track of.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 15, 2012, 07:20:15 AM
Please do. <3 I've been playing days and I'm already getting to the point where its becoming a hassle to micromanage every colony and the literally 50 or so fleets I have in the air right now. Add that to the defensive armada I want on every single colony, the dozen scouts I have in the air right now, the few blackwhatevers I have floating about, and more, and it becomes utterly hectic to keep track of.

Last round I had in excess of 10,000 fleets :)
Title: Re: Dave's Galaxy
Post by: Ehndras on August 15, 2012, 08:07:14 AM
Well !@#$ me hard and call me shirley o_O

How the HELL do you manage that? "Oh, sent fleet number 5,837 to the wrong planet! Hold on..."

*clicks fleet list*

"...!@#$."
Title: Re: Dave's Galaxy
Post by: De-Legro on August 16, 2012, 12:29:49 AM
Well !@#$ me hard and call me shirley o_O

How the HELL do you manage that? "Oh, sent fleet number 5,837 to the wrong planet! Hold on..."

*clicks fleet list*

"...!@#$."

Well back then my attack strategy for hitting overlapping PD relied on 20-30 fleets of 100 battleships attacking each planet. So I created a script that defined Armada's which were basically a holder for multiple fleets, and I could send armada's around just like fleets, the script would send all the needed move commands for each fleet.
Title: Re: Dave's Galaxy
Post by: Ehndras on August 16, 2012, 03:20:04 AM
Ah, I figured as much. The alternative would be utterly insane.
Title: Re: Dave's Galaxy
Post by: Chenier on August 23, 2012, 03:42:41 AM
Did the game reset? I totally forgot about it, and then when browsing for something, it came up. So I logged in, to check on how many of my arcs had arrived to the edge of the galaxy. Only to be shown a new planet with "you are here", a different GUI, and nothing I recognize. If it was reset, when and why?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on August 23, 2012, 04:26:55 AM
Did the game reset? I totally forgot about it, and then when browsing for something, it came up. So I logged in, to check on how many of my arcs had arrived to the edge of the galaxy. Only to be shown a new planet with "you are here", a different GUI, and nothing I recognize. If it was reset, when and why?

Just the sheer amount of changes and the fact that everyone was too big.
Title: Re: Dave's Galaxy
Post by: Tom on August 23, 2012, 08:24:49 AM
5 colonies in I already feel bored. Interesting. The game needs more automation so you can focus on the fun stuff. The first thing on my list would be colony default plans, detailing what upgrades get built everywhere and what tax and trade settings to use. That way I could fire and forget arcs.

Problem is the same as any build-up game: it's just the same thing all over again.
Title: Re: Dave's Galaxy
Post by: De-Legro on August 24, 2012, 12:01:37 AM
5 colonies in I already feel bored. Interesting. The game needs more automation so you can focus on the fun stuff. The first thing on my list would be colony default plans, detailing what upgrades get built everywhere and what tax and trade settings to use. That way I could fire and forget arcs.

Problem is the same as any build-up game: it's just the same thing all over again.


When I get some time to add a proper GUI to it I will release a script that does just this. It will probably only work with Chrome though, chances are 50/50 for firefox. To prevent a massive load on Dave's server I use a local database to store planet data. Problem here is I have to estimate the society/population increases for every planet which can be a bit inaccurate at the moment.
Title: Re: Dave's Galaxy
Post by: Vellos on September 01, 2012, 06:59:26 PM
Question:

I have a colony, 52 society level, MS1, which supposedly produces 83 antimatter. But its antimatter is actually at zero, long after the Matter Synth completed production. Anybody know why this is?
Title: Re: Dave's Galaxy
Post by: Vellos on September 01, 2012, 07:19:31 PM
Please do. <3 I've been playing days and I'm already getting to the point where its becoming a hassle to micromanage every colony and the literally 50 or so fleets I have in the air right now. Add that to the defensive armada I want on every single colony, the dozen scouts I have in the air right now, the few blackwhatevers I have floating about, and more, and it becomes utterly hectic to keep track of.

There are some other non-technical ways of simplifying management.

1. Don't use creative names. Use systematic names. My planets are named with a letter (to indicate which sector they are in, explained below), a two-digit number (the order they were colonized in that sector), if need be another letter (to indicate major sub-sectors), then a colon, then a series of letters and symbols to indicate major developmental stages that I've found useful. This allows me to know where a planet is located, what upgrades it has, and various other identifying info straight from the planet list. It also allows me to know a lot of info just from mouseover on the map.

2. Use circular routes to identify coherent regions of space. I generally try to identify clusters of 50-80 stars as a major region, which I usually then subdivide into several more. This allows me to say, "Okay, today, I will do all the upgrades for Subsectors 1, 2, and 3 of Sector B," and have a clear sense of how much I've done and how much needs doing. It also makes it easier to keep track of. And, personally, I think it makes wars more interesting when I visualize it as people invading certain sectors and such. Plus, later on, those circular routes come in handy; you can set fleets on them to patrol your borders, and eventually the fleets will accelerate to maximum speed, so you can have rapid response fleets at the ready.

Thought: A circular route in a nebula... anybody have any idea how fast you could get?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on September 01, 2012, 08:00:48 PM
Ah, but creative names are my system of organization.

I based my naming system on the UC Gundam universe, so all my names came from that.
Title: Re: Dave's Galaxy
Post by: Chenier on September 12, 2012, 12:20:29 AM
I did a mix, with Xerolco 01 through Xerolco 19, with Xolotl Prime as my capital. These are the 19 colonies that fit around my homeworld's regional government.

As management is dull, I don't plan on expanding past this for the moment. I'll build my planets, then when I'm ready I'll send a ton of arcs to colonize the edge of the galaxy, just for the sake of it.
Title: Re: Dave's Galaxy
Post by: Galle on October 01, 2012, 03:59:44 PM
Is anyone else close to Nupril? He has gotten fat on inactives and now he is hitting everyone in his neighborhood except for the [M] boys.
Title: Re: Dave's Galaxy
Post by: Tan dSerrai on October 04, 2012, 11:08:21 AM
Hi all!

...some rather basic questions:

1) Is there a way to /lower/ society levels? By now I try to have mindcontrol by level 75-77 to avoid having to import food.
2) Is there any downside to having high taxes?
3) How do I interpret the attack and defense numbers of different ship classes. For example, a super battleship has att 27, def 14, costs 8000 steel and 75000 q. A battleship has att 20, def 9, costs 4000 steel and 25000 q. If I compare these numbers directly I get more att by building 2 BS instead of one SBS....so I assume the numbers are not compared directly. I assume that damage is (att-def) making the fight between 2 BS and 1 SBS more...uhm...logical.
4) Based on answers to 3, is it better to build as many SBS as possible, building smaller classes only where larger classes are not availiable? Or any other suggestions?
5) Is it possible to combine fleets? Or add ships to existing fleets?
6) (edit) I assume that trading actually generates additional money (= it does /not/ simply move q's that are generated by taxes between planets).. Is that correct?
7) (edit) does sending more than 1 arc (in the initial fleet) to a new planet result in faster development of that planet?
8) (edit) does sending an arc to one of your own (already settled) planets raise the population (and steel stockpile) there?
9) (edit) Is there any way to send ressources (and to chose which res to send) to other planets (other than via trading)?

Thanks for your help!
Title: Re: Dave's Galaxy
Post by: Chenier on October 04, 2012, 12:37:26 PM
Hi all!

...some rather basic questions:

1) Is there a way to /lower/ society levels? By now I try to have mindcontrol by level 75-77 to avoid having to import food.
2) Is there any downside to having high taxes?
3) How do I interpret the attack and defense numbers of different ship classes. For example, a super battleship has att 27, def 14, costs 8000 steel and 75000 q. A battleship has att 20, def 9, costs 4000 steel and 25000 q. If I compare these numbers directly I get more att by building 2 BS instead of one SBS....so I assume the numbers are not compared directly. I assume that damage is (att-def) making the fight between 2 BS and 1 SBS more...uhm...logical.
4) Based on answers to 3, is it better to build as many SBS as possible, building smaller classes only where larger classes are not availiable? Or any other suggestions?
5) Is it possible to combine fleets? Or add ships to existing fleets?

Thanks for your help!

1) None that I know of.
2) I have no idea.
3) I have no idea.
4) I have no idea.
5) No, from what I was told.
Title: Re: Dave's Galaxy
Post by: Nathan on October 04, 2012, 07:30:04 PM
Hi all!

...some rather basic questions:

1) Is there a way to /lower/ society levels? By now I try to have mindcontrol by level 75-77 to avoid having to import food.
2) Is there any downside to having high taxes?
3) How do I interpret the attack and defense numbers of different ship classes. For example, a super battleship has att 27, def 14, costs 8000 steel and 75000 q. A battleship has att 20, def 9, costs 4000 steel and 25000 q. If I compare these numbers directly I get more att by building 2 BS instead of one SBS....so I assume the numbers are not compared directly. I assume that damage is (att-def) making the fight between 2 BS and 1 SBS more...uhm...logical.
4) Based on answers to 3, is it better to build as many SBS as possible, building smaller classes only where larger classes are not availiable? Or any other suggestions?
5) Is it possible to combine fleets? Or add ships to existing fleets?
6) (edit) I assume that trading actually generates additional money (= it does /not/ simply move q's that are generated by taxes between planets).. Is that correct?
7) (edit) does sending more than 1 arc (in the initial fleet) to a new planet result in faster development of that planet?
8) (edit) does sending an arc to one of your own (already settled) planets raise the population (and steel stockpile) there?
9) (edit) Is there any way to send ressources (and to chose which res to send) to other planets (other than via trading)?

Thanks for your help!

Since I haven't played since the reboot, these answers may be off, but:

1) Yes, someone attacking you will lower the level.
2) Yes, you get less resources when you have higher taxes.
3) This is not a question :P But in answer to your musings, ships don't all fight at once. So if I have 100 BS and go against 5 SBS, only a handful of my ships will fight (I don't think we worked out how many, my guess is 1.5*[enemy ship number]). Also, you use your "worst" ships first, so 100 Cruisers and 100 BS in the same fleet, you'll use up your Cruisers first.
4) This all depends on the situation. I think for attacking planets, you want large fleets to break in then smaller fleets to do the damage.
5) I think this is on the "to do" list.
6) I think this changed in the newer version, but in the previous version, if you were trading inside your empire it just moved stuff around and gained you some extra Q because trade ships cost negative upkeep (so they give you money for having them).
7) Kinda, you get more starting people so you can get more resources there, quicker.
8 ) Yes.
9) If you have planetary links (the lines between two planets) then kinda, since you'll use up resources on both planets. If you don't, then I think there's something on the "to do" list about this too.
Title: Re: Dave's Galaxy
Post by: Vellos on October 04, 2012, 09:49:45 PM
9) (edit) Is there any way to send ressources (and to chose which res to send) to other planets (other than via trading)?

Build a fleet.

Move it to the destination.

Disband the fleet.

Resources transferred.
Title: Re: Dave's Galaxy
Post by: Qyasogk on October 07, 2012, 07:52:19 AM
Is anyone else close to Nupril? He has gotten fat on inactives and now he is hitting everyone in his neighborhood except for the [M] boys.

Nupril and Ohmyfish are in cahoots, they are running pirates all over the area, so make sure your arcs are defended. They may be unofficially already in [M] or maybe they're just on good relations (until [M] decides to swallow them up too.)
Title: Re: Dave's Galaxy
Post by: Vellos on October 07, 2012, 08:32:11 AM
What is [M]?
Title: Re: Dave's Galaxy
Post by: Qyasogk on October 08, 2012, 10:31:50 PM
What is [M]?

A cartel, a criminal conspiracy, a gang of thugs and rapists? We've heard reports and rumors that they were a hyper-aggressive coalition of bandits and thieves. But we have no neighbors who are officially in [M] just one of their supposed lackeys (Ohmyfish). One of our neighbors Heirulf has reported that he get's along with his [M] neighbor. Granted that member of [M] was busy gobbling up another one of his innocent neighbors, so Heirulf may only end up being next.
Title: Re: Dave's Galaxy
Post by: Chenier on October 10, 2012, 12:40:08 AM
Which of the two tax rates affect resource production, and what does the other one do?
Title: Re: Dave's Galaxy
Post by: Qyasogk on October 11, 2012, 02:20:34 AM
Which of the two tax rates affect resource production, and what does the other one do?

Inctaxrate (Income Tax Rate) affects resource production. This is easy to verify by changing the tax rate, and then noting what will be produced next turn on the info panel.

The other tax rate is for tariffs. Any non-allied merchant has to pay a sales tax in addition to the cost of the items they are purchasing.
Title: Re: Dave's Galaxy
Post by: LilWolf on October 16, 2012, 06:19:32 PM
Looks like I'll be the first one to the core of the galaxy. A few turns and my arcs will arrive :)

Sent that fleet the very first turn I was in the game.
Title: Re: Dave's Galaxy
Post by: Chenier on October 17, 2012, 02:00:19 AM
Looks like I'll be the first one to the core of the galaxy. A few turns and my arcs will arrive :)

Sent that fleet the very first turn I was in the game.

Hope you sent battle fleets to crush whoever spawns next to you. ;)

I've got some arcs going to the opposite end of the galaxy now. That's all I do, really, pump more arcs every turn.
Title: Re: Dave's Galaxy
Post by: Kai on October 19, 2012, 06:28:33 PM
is this game still whoever micros hardest wins?
Title: Re: Dave's Galaxy
Post by: Chenier on October 19, 2012, 11:25:29 PM
is this game still whoever micros hardest wins?

Whoever codes best wins, no?
Title: Re: Dave's Galaxy
Post by: Gustav Kuriga on October 20, 2012, 04:37:03 AM
Whoever codes best wins, no?

This is why I quit.
Title: Re: Dave's Galaxy
Post by: Chenier on October 20, 2012, 04:20:37 PM
This is why I quit.

If I was playing to win, I'd have quite too.

I just play with a bunch of planets that all fit inside of my first planet's regional government, and send arcs to colonize the opposite edge of the galaxy.