Posts by Architect7

    This is odd. My ally and I were playing in U1, a lifeforms uni, and my ally did not wait nearly that long I am sure, before he went to the graveyard. It sounds like there really is no organized system for going to the graveyard now. I hope at least they will answer my ticket and move my account.


    It sounds really bad to have to let an account rot for that long when you just want to move it.

    I have also been waiting for an account in US to move to the the graveyard, it's been 64 days. Recently, one of my allies' accounts moved there. I have no idea why some accounts are delayed and others seem to not be-I have submitted a ticket.


    If I had to guess, the way the FAQ reads, a particular graveyard server admits only 100 accounts per day, so there may be a waitlist, but I am not sure.

    Hello,


    An ally of mine recently had a medium-sized account move to the graveyard from Universe 1 and wants to move this account back to U1. However, the only merge options on their graveyard server are .us universes.


    Support replied in a ticket stating the account cannot be returned to its original universe. However, according to the graveyard FAQ,

    You can always merge back to your original universe.

    At this point, submitting a ticket to resolve this issue has not helped my ally. Escalating the ticket and sending a complaint also have not helped. I would like some input, please, on how my ally can return his account to U1.


    Thank you for reading.


    Architect

    I don't know if we are on the same page but just misunderstanding. If you've been sending expeditions with AGR, it remembers and automatically sets your mission to expo for the next fleet, and AGR has an expo preset although it is inadequate for most universes. I am loath to scrap my system selection idea because not every player has enough planets to run expos all day purely in system without losses.


    My personal preference is that I get all my resource and ship finds in one place however and the loss is not that great in the speed uni I am in, but I acknowledge that if you have jump gates or just fleet stationed at different moons and planets you can run expos that way for less deut and better use of time.

    Gameforge should implement some kind of default button that would autofill fleet slot and automatically sets expedition mission.

    I for one am not fully understanding your suggestion since you seem to be against automatic ship and mission selection here:

    Bigger leap is automation in ship and mission selection

    I am not proposing that the game decides what your mission and ships will be. That is why I mentioned standard fleets before. You could tell the game with one or two clicks to use the standard fleet that you specify and default to expo mission like AGR already does. Maybe include a box to specify the number of expos sent. And use an arrow button or key to change system +/- 1 as you suggested.


    Edit: I think I figured out your argument. It sounds like you just want less typing, and more clicking to achieve the same result. I am not opposed to that. I just said the same thing in roundabout fashion above. The thing is, if you do all your expos in system, and use the standard fleet option each time to choose your composition, we're back at square one. Maybe I'm just blabbering because I choose to do most my expos out of system. The system seems clunky to me, however, since it's how I sent expeditions when I first started this game 15 or so years ago.

    Whats the point of customization fleet setting as there is only 1 combo for max gain?

    Also you can do that but you have to own Commander


    Cheers

    I agree, I am thinking it would be more for players who don't yet have enough fleet to max out their gains, but this is just in the idea stage now anyway.

    this is debatable

    I understand your concern. It's one thing when, like for example, you have a new planet, and you need to babysit it to get your mines and other buildings off the ground, or even when you're raiding inactives, and you have to probe each location and send a different number of ships to each target. It is different, however, in my eyes when you are doing the same exact thing, over a dozen times, to fill your expedition slots. And, if you don't like the automation, I propose a feature that you can activate to auto-select a different (or the same) system after each expedition that you send. I think mobile users would be thankful.

    they have illegal add-ons and scripts

    I think GF would find fewer scripters if, like you said, they implemented features that players must currently obtain illegally, but which can really improve QOL with hindering the engagement of the game.

    I don't understand why you have to click so much in this day and age on a game, especially when adding new features like lifeforms will cause players to click even more. I think there should be a balance over time that as you introduce new features the old ones get easier to use, else the game in general gets harder to play, that is, more time consuming. It is even harder for mobile players.

    It was likely suggested before, but I think it's very important. The game largely revolves around expeditions now. I think this feature can be much more streamlined.


    Players should be able to fill all their expedition slots, with appropriate customization of systems and fleet settings, with the same/similar effort that it currently takes to send one expedition. Maybe we can also allow this system interact with the "Standard fleets" feature. I think the active player base might noticeably expand with just this one change.


    Thanks for reading.

    After I merged an account into a target universe, I made sure no fleet, building or research missions were happening then started some relocations on my planets, only to find a day later that one of my relocations failed.


    I noticed that colo missions don't work on slots reserved for relocation, but I believe either new accounts merging into the universe, or new players starting an account in the universe can interfere with the relocation.


    Can/will this be patched?

    Say I merge to a uni early in the window (like on day 1) and schedule some relocations to another system, I receive a message saying that each slot is reserved for my relocation 24 hours later.


    Will new accounts merging into the universe in that 24 hour window be able to merge into the slots I chose for my relocations? TIA.

    ^ That hardly matters, large short term purchases are highly damaging to the balance of a young universe, hence the rapid drop off of active players after only a few months. Even if players can regain a competitive edge with gradual purchases and subscriptions, it's often too discouraging in the short term to face top players with 10x to 100x your points which were mostly bought.


    Add a universe in to the mix every 45 days and you have a recipe for dead universes all over the place. We should be getting merges at least every year with that trend.


    Yes, either combine all the DM perks into a relatively cheap subscription or introduce some universes where the only DM options are those long-term, gradual subscriptions you speak of.

    Hi all.


    Even more than humans, computers can have (and do, as in this instance) a very patterned behavior, so recalled deployments are a bit more predictable.


    This hit, from a little while ago, felt like an auspicious career-beginning move on our part.


    Defender, wishes for a very fast and very profitable rebuild.


    On 04-02-2022 --:--:--, the following fleets met in battle:



    Attacker Architect [LBTS]

    ________________________________________________


    Large Cargo 155.556

    Deathstar 2.328

    Bomber 9.326

    Destroyer 13.426

    Light Fighter 685.068

    Heavy Fighter 124.097

    Reaper 4.995

    Battleship 30.611

    Battlecruiser 17.198

    Pathfinder 26.286

    Small Cargo 20.303

    Espionage Probe 209.266

    Cruiser 67.204

    _________________________________________


    Attacker Silesia [LBTS]

    ________________________________________________


    Light Fighter 267.124

    Destroyer 3.844

    Espionage Probe 875.550

    Cruiser 45.975

    Bomber 5.686

    Small Cargo 400.805

    Large Cargo 400.000

    Heavy Fighter 119.082

    Battlecruiser 8.050

    Battleship 19.288

    Reaper 3.165

    Pathfinder 9.000

    _________________________________________


    Defender Governor Europa [Poor]

    ________________________________________________


    Small Cargo 328.335

    Large Cargo 312.094

    Light Fighter 12.624

    Heavy Fighter 2.090

    Cruiser 1.546

    Battleship 735

    Colony Ship 33

    Recycler 50.645

    Espionage Probe 36.822

    Bomber 440

    Solar Satellite 2.140

    Destroyer 212

    Battlecruiser 512

    Crawler 1.500

    Reaper 24.946

    Pathfinder 160.903

    _________________________________________



    After the battle ...


    Attacker Architect [LBTS]

    ________________________________________________


    Large Cargo 150.432 ( -5.124 )

    Deathstar 2.328 ( -0 )

    Bomber 9.227 ( -99 )

    Destroyer 13.424 ( -2 )

    Light Fighter 597.631 ( -87.437 )

    Heavy Fighter 119.505 ( -4.592 )

    Reaper 4.994 ( -1 )

    Battleship 30.170 ( -441 )

    Battlecruiser 17.006 ( -192 )

    Pathfinder 25.525 ( -761 )

    Small Cargo 17.680 ( -2.623 )

    Espionage Probe 164.885 ( -44.381 )

    Cruiser 65.327 ( -1.877 )

    _________________________________________


    Attacker Silesia [LBTS]

    ________________________________________________


    Light Fighter 233.790 ( -33.334 )

    Destroyer 3.843 ( -1 )

    Espionage Probe 691.141 ( -184.409 )

    Cruiser 44.701 ( -1.274 )

    Bomber 5.683 ( -3 )

    Small Cargo 350.475 ( -50.330 )

    Large Cargo 387.244 ( -12.756 )

    Heavy Fighter 114.733 ( -4.349 )

    Battlecruiser 7.979 ( -71 )

    Battleship 19.034 ( -254 )

    Reaper 3.165 ( -0 )

    Pathfinder 8.707 ( -293 )

    _________________________________________


    Defender Governor Europa [Poor]

    ________________________________________________


    Destroyed!

    _________________________________________



    The attacker has won the battle!


    The attacker captured:

    4.181.987.654 Metal, 6.056.149.512 Crystal and 1.174.836.674 Deuterium


    The attacker lost a total of 1.425.479.000 units.

    The defender lost a total of 15.270.373.000 units.

    At these space coordinates now float 5.075.879.035 metal and 5.111.875.368 crystal.

    The attacker captured a total of 11.412.973.840 units.


    The chance for a moon to be created from the debris was 20%.

    The attacker(s) captured the debris.



    Summary of profit/losses:


    Summary attackers(s)

    Metal: 8.512.739.689

    Crystal: 10.507.946.880

    Deuterium: 1.154.562.674

    The attacker(s) made a profit of 20.175.249.243 units.


    Summary defender(s)

    Metal: -10.793.122.654

    Crystal: -12.804.501.512

    Deuterium: -3.085.722.674

    The defender(s) lost a total of 26.683.346.840 units.



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