Posts by Tirnoch

    Ah yes I knew there would be a whine ass that showed up at some point! You are the winner Tirnoch! What I love is when you and your buddies spend.. but then when someone else spends, and seemingly can outspend without it even moving one’s account balance, it becomes a problem and you are the victim 😂

    I have no idea what you're talking about, I couldn't care less about how much you spend, and I certainly didn't comment on your spending being a problem. Maybe take a step back and read my post again?


    this proposed “idea” was one that would benefit everyone.. and if you noticed I didn’t refer to any metal production on moons.. just other cool useful things every player could benefit from. People don’t lose moons unless there’s reasonable suspicion there’s going to be a fleet showing up on lanx, you show know this 🤓

    Well that might be the case right now, even though I would argue there is a lot of people who destroy moons for fun too. However it's a fact that moons are fragile, and the more valuable they are (by providing more benefits), the more likely it is that someone blows your moon up. It is certain that only the top players and groups can safely develop their moons while lower ranked players wouldn't spend as much developing their moons out of fear of losing them. Leading to a situation where the gap between top players and lower ranks gets larger.


    I also didn't say anything about metal production on moons. You seem to be interpreting things into my post that I didn't say and infering stuff from it that I didn't mean.

    Whales cashing so hard that there's nothing to achieve anymore and then making posts about "give me more stuff to build". Classic.


    As for the suggestion, please no, that's a horrible idea. Moons can be destroyed. Which means ultimately only the top players would be able to to benefit from these buildings, as the small players' moons would just get destroyed by the top players repeatedly.

    This hit was brought to you by Res Packs, 0 hard work or grind

    It's so funny to me that people seem to think that once you buy a bunch of res packs all fleets are served to you on a silver platter. As if all fleets are just sitting around waiting to be crashed and you just need to have enough fleet to crash them. You still need to watch targets, spot windows and then be able to leverage these.


    FR, Pete. sorry to see this happen to you.

    You think the defender got to 32bn points without res packs?



    anyway congrats on the hit, pretty sick

    Always fun beating up guys who are +/- 6800% less than you in points!

    What are you? A newbie that started two days ago who doesn't know how to fleetsave? Usually this kind of crying about "attacking lower ranked players" comes from those.


    Great hit Cathedral I wouldn't even look at points or ranks if I saw this profit, especially in 30% DF lol

    Yes. Any building activity or fleet activity (from the moon/planet) active when the relo is set to happen will cancel it.

    From and to the planet/moon


    Basically all own fleets that have the planet/moon as target or origin in your fleet overview, will block the relocation. Even if it's a recalled deploy that moves away from the planet/moon.

    Just get your game fixed...I don't understand what type of incapable people you have developing this game, but maybe it's time to hire new ones.

    I need to emphasize that the issue at hand isn't an issue with the actual developers or their capabilities. I am talking to both QA and developers and this isn't an issue of capability. It's an issue of (mis)management. Developers are told to work on something else rather than on meeting the accessibility needs of tool devs. The issue is wrong priority, and that has nothing to do with the developers themselves.


    I am sorry if my initial post sounded like an attack on the developers. It wasn't meant as such. The problem clearly lies with the management.

    As a member of the Tech Team / Testing Team, I have access to future versions on internal servers. Since the rework of the message page was announced and then installed on the internal test servers, I have emphasized the importance of accessibility for third-party tools. Specifically, I advocated for a way to allow third-party tool developers to parse the data displayed in messages independently of localization, by implementing some kind of inline API through data attributes.


    Previously, tool developers had to parse message text to identify the data within the messages. For example, to determine if an Expedition result is small, medium, or large, a tool would need to parse the text. Each result size has a set number of possible phrasings, so a tool could look for those and identify the size. The problem is that the tool needed to recognize every possible phrasing in every possible language, which was a tedious and complex task.


    With the message page update, the inline API we requested was added to each message. Of course, it wasn't perfect or bug-free from the start. Since the update hit the internal servers, I have reviewed all possible messages and compiled a list of bugs and necessary changes. Gameforge did not include changes to this API (or any API) in the changelog (which should ideally help tool developers see if they need to adapt to changes), so I had to repeatedly go through this extensive list every time a new patch was installed on the internal test server. I did this to ensure that tool developers could easily adapt to the changes. My free time was devoted to testing the new inline API, updating the list of issues, and staying in touch with other tool developers to ensure nothing was missed. This effort left me with little time to work on my own tool, AntiGameReborn.


    Things were progressing well, and the issues were being addressed one by one. I was optimistic that we would have a working inline API that met our requirements before the update hit live servers. However, someone at Gameforge decided the inline API was "good enough" and pushed the version with the unfinished API to live servers. As a result, much of the data was available in the inline API, but not all. For example, expedition results still need to be parsed through the text because the size isn't included in the inline API. Therefore, tools like OGame Tracker need to parse the results both through the inline API and the localization, which is why we still don't have a fix for the OGame Tracker.


    After this debacle, and following some very firm feedback from players and tool developers, Product Manager WeTeHa posted a statement apologizing for the issues and promising that fixing the existing issues was a top priority. Upon reading this, I compiled an updated list of things that needed fixing, changing, or adding.


    However, as it turns out, WeTeHa lied to us. It has been a month since this statement, and the issues still persist. We receive patch after patch, but none address the issues with the inline API.


    Third party tool accessbility is not a priority and it has never been a priority. I remind you of the debacle of missing lifeforms in the spy report and combat report APIs. We got these added over a year after lifeforms release. This. needs. to. change.



    As a third party tool dev, I request the following:

    1. Third party tool accessbility needs to be a priority. New features and every change needs to made with accessibility in mind. We really don't want to be required to burn the house every time new things are added so we get at least some sort of accessibility (mostly in an unfinished state).
    2. We need the APIs finished and ready on the PTS. And we need it to stay on the PTS for long enough so that we have ample time to adapt our tools. Currently, new features and APIs are added to the PTS in an alpha state. And once they reach a state that you could call "beta", they are pushed to live rounds. This is horrible for tool development because it means everything keeps changing while it's on the PTS (so you can't start adapting your tool), and then it hits the live rounds and you're under pressure to fix your tool as soon as possible because players keep complaining.
    3. We need changes to data structures, endpoints and APIs to be visible in the change log. Tools depend on these and we need to be able to see in the change log if we need to adapt our code.

    The rule should be rephrased to this:


    You're only seeing the tip of the iceberg, and you need to keep that in mind.

    If we're only seeing the tip of the iceberg, then that means there is a lack of communication towards the community. If you're taking the feedback seriously and "doing what you can" internally, you need to make that process transparent. Only showing the "tip of the iceberg" to the community is not "communicating efficiently", it's a lack of transparency and communication.

    Another hit proving why this game is broken. Same "technique" like RiV- uses with his Zero Two account. And then crying why the unis are so empty when only whales and a very special kind of players are left

    Are you guys not tired of having me living rent free in your heads? I'm here minding my own business, in fact I spend most of my OGame time to make the community's life easier, helping people on Discord, writing guides, crunching numbers so y'all don't have to, and keeping AGR updated so you all can enjoy OGame as hassle free as possible. Yet some of you make it your duty to run around spreading rumors about me for some reason. Can you just leave me the fuck alone please?

    Any fleet I get from the expeditions, I salvage at 35%.

    Well, with deut to df, you can just have those crashed and get 60% instead of 35%. There's your benefit.


    But the margin for attacking becomes smaller, if deut to debris is implemented.

    It really doesn't. What's profitable with deut to debris, was also profitable without it.


    that my DS escort to my defence suddenly becomes much more lucrative

    Keeping Deathstars safe is really no rocket science. Deut to DF doesn't matter if your Deathstars don't get hit in the first place.

    Hello.

    Which research gives better production? Efficient Swarm Intelligence or Ion Crystal Modules?

    Energy doesn't matter. I have a fusion power plant.

    Artificial Swam Intelligence


    Ion Crystal is useless due to the crawler hard cap at 50%.