Astro Galaxy - a realistic space exploration game
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76  General Talk / Hi. My name is... / Re: Hello, I'm Sir Emi on: June 13, 2016, 01:16:09 PM
Hi,

I am Sir Emi, the creator of the game.

We're just recently launched Astro Galaxy after 3 years in development. It's a really awesome game I think, the stars around our Solar system are the real stars, with accurate distances and star types. As you go deeper into space, you will reach unexplored regions, that's where it gets really interesting, but I'll leave it for you to find out  1

I have a lot of experience in developing browser games, you can check out other games developed on our business website: http://etvirtualworlds.com/

For any problems or questions, feel free to message support in the game, or on the SOL Corporation message board.
Also my ship "The Ambassador" is orbiting The Moon, if you need any info.

Thank you for reading.

Thank you for the great game...1

But I must say, I'm getting a little frustrated by your absence!
I mailed you why it is important for me to know what enhancements a ship has. Duplicated ships are the end of my game!...the entire forum is full of suggestions.

WHERE ARE YOU?

If you are not interested in this game, then sell it. I'm interested.
If you don't have time, then assign a moderator, or even give the development in other hands.

SirEmi, you are not doing such a good job since the "nova update". I don't feel it can be launched like this.
You are the creator of this universe, you can be proud of that, you deserve it, but it is not that realistic, it's full of bugs, and especially too many clicks...are you abandoning us?

AG has lost a lot of committed players in the last year, i feel I'm ready to go too, I'm already looking around for a new game...
AND I AM A FREEKING 18H DAILY PLAYER!!!

I'm strict, and honest! Those that know me, know that's how I am...but i don't mean harm.
I have been on the forum only since a month now (read my stats) I gave a lot and could give more...but the development of this game is worrying me.

A very strait question. I expect a very strait answer (I am fantastically addicted to this great game, but worried about investing more time if there is no further development planed.)

>>> Are you still developing this game? <<<

I have seen clans rot because clanleaders didn't ever come online anymore, I have seen games burn out because creators never showed up again.
I have the feeling that possibly the AG server is switched off tomorrow.
...and, I do not like that feeling bro.
I hope my feeling is wrong. 1
77  Info Terminal / Knowledge base, Information board / Re: Reverse Engineering on: June 11, 2016, 05:01:59 PM
I agree with you that RE should be the only tech needed, unfortunately ......

BTW you get more income from loot if you don't manufacture modules.
11 Cabriite     19 Mercury   36 Tanenite sells at earth for $7,037
Take those mats and manufacture an ACB-1 and it sells for $5,250

I have multiple COM ships. (11) I do all my COM's in one sector (-2,4) I have one freighter/science/manufacuring ship dedicated to working COM's. When one a ship finishes a looter COM it drops by the freigher and offloads loot. Whenever the freighter fills with loot, it makes a trip to earth, unloads the loot, buys mats to make more shields and MAU's then heads back to sector -2,4. Most of my COM ships haven't seen sol in months.

Just a couple of COM hints.
1) always loot the station first. You get more loot and the two combat timers are faster than one destroy timer.
2) If the "reward" for a looter COM is $2 million or more, the station has no marines. You can attack it with just one attack point and still win a second destroy attack, the combat timer is less than a minute.

finally, the fastest way to grow is to join another corporation. Any of the major corporations will give you a number of experienced players that can give you advice. In addition, most corporations give help to newer players. SPQNR is the only corp that is oranized as a democracy and is IMO superier to the others, but feel free to check them all out.
Hmm thanks. I didn't realize or I forgot the sell price of a module is less than the sell price of its resources. It's still possible it's better to make modules, given I MIGHT save time or hassle by producing modules. But your point is a solid one. I could use one of my science ships to follow my COM ship, since they all got cargo room.

If I had chosen to research Advanced Cargo instead of the standard, I could have used these resources for reducing the cost of upgrading my cargo modules. Not sure of its usefulness, but it would have been another option for me.

I didn't about loot + capture being faster than capture. Again thanks.

I agree with your thoughts, but I think it's a little the other way around. The little problem is the fact that exotic tech does NOT need any research at all, which is the point that I find a little "lacking reality".

So rather put research in exotic modules instead of turning the research on it's head using reverse engineering for everything. 1

Here a good point why it's silly to use reverse engineering in the first place anyway.
It's way more time consuming.

Building mk10 without RE: (without officer)
10mk = 30h
Upgrading mk5 to mk10 without RE:
5mk (15h) + 5mk (15h) = 10mk 30h
Building mk 10 USING reverse engineering:
5mk (15h) + 5mk (15h) + 15h reverse engineering = 45h

So as you see, it's extremely more time consuming. Best thing is to upgrade.

Reverse engineering is only valuable if your compressing exotic modules....anything else is an extreme waste of time and therefor income and profit.
The best way to avoid wasting, using reverse engineering, is a very exact and long term calculation of your future module needs.


The other thing I would like to add is simple:

Building a ACB-C from loot has a mineral/gas value of 703,000$ and will provide 7725m3.

But IF instead of building an ACB-C, you sold those minerals, and you bought minerals and gas from sol to built a standard cargo then you could build a CAB-556 for 1264$ each mk.
ACB-C = 7725m3
CAB-556 = 13,975m3
Almost double 1
 ...I would continue standard cargo research and forget completely about reverse engineering if possible.

Peace 1
78  Caffe / Whatever / Re: Time for Lasers Mk MMMMM on: June 06, 2016, 01:58:51 AM
Marcus, you stole my question, you know how rare questions are in this forum. laugh

As Marcus said, they are the same. Assuming your talking about hijacker missions. But the time benefit is the reason why players with many ships should be thinking about big hijackers.
Don't you know that feeling that you just don't feel like calculating another one, but if you don't, your loosing income.

Well, if you did one hijacker of 160M power your gonna get about the same reward as if you did 10 hijackers with 16M power after each other. In about the same time.
But, and this is very important, you only have to calculate ONCE instead of 10 times. Now multiple that times 40 ships, and you got yourself an efficient breakthrough into other dimensions of personal limitation.

If you set yourself an income limitation by saying...ok, I only need 10 com ships and the rest I will fill with SLBs in earth orbit, then this is not relevant, because you already set yourself a limit... but if you are trying to make income with every ship you have, then you need to find ways to handle them...and there is more, stabilization of systems, transportation of factory mats needed, and especially com collecting. See, if Marcus transported the mats to refill his factories, the problem would be solved. Or Marcus, how about you bring up an earth orbiter to hold the battle timer while you go refill the factory because of the too big quantities.? 1 ...there are ways.

So yes, for some ppl, big hijackers are better.
Time is an invisible calculation factor, it's hard to give time a value. But in this case, if you do one hijacker or two after each other, then you saved 100% calculation and preparation time for the same income. 1
79  Caffe / Whatever / Re: Time for Lasers Mk MMMMM on: June 05, 2016, 03:44:37 PM
I smell mudflation with every additional RP and MK. Just wondering how it'll negatively expose itself.

Failing to appreciate what it all means is the reason many MMO's fall dead too soon. I think it's a bit like fatty food. It's great and loved across the world. Just like power, it's craved. However, in large doses it corrupts the body, err the mind. Result is an early death, or a war or violent change in leadership.

Ultimately, mudlfation--checked or unchecked--shatters the game in concert with outdated code/bloat.

Be that as it may, I didn't post here in a fit of jealousy. Lol. I'm not jealous of the elite players in Astro Galaxy. If I were jealous, I would have either quit long ago or joined a top corp. I don't want to take your power away, so I can have it myself. That's something a child does. I'm a child-man now, meaning I've moved on mostly from that. I can be selfish sometimes--I'm still human of course. But quite the contrary, I play BECAUSE I'm limited.

No my concerns are rooted in all the MMO's I've played over the years and my research of them. The only other thing which is an important issue to me is the watering down of mainstream MMO's. But that's avoidable since it's tied to population. Mudflation--on the other hand--is rampant in almost every MMO. They're all diseased.

Mudflation isn't itself the problem. It's a symptom of a deeper problem. The way MMO's are made and the way we play them leads to great gaps in power. Mudflation--like a tired hero--comes to the rescue, but falls short.

One of the alternatives to mudflation is orthogonal progression. No doubt there're other things developers are trying to do to keep the mountain from growing too high. Our lust for power is like a growing volcano.

Thanks for what you wrote, it seriously got me thinking a lot! 1
My conclusion is, that the many different ways of income in AG are antibiotics for mudflation. The MMMMMs are not going to help Raphael gain more income, but he certainly can kill any other player with them.
Tech is important, and without it you won't grow, but too much tech is poison for growth. Much more important then tech is how much income you are making and if you have enough manufacturing slots to use it up wisely.

A players income is hidden factor in the game, that nobody can see. Good! laugh

Don't try to catch up in tech, catch up in income, that's easier, possible and without mudflation. Cause it's your individual way to generate more income, spend that income wisely, and that is the speed of your growth. In tech you will find mudflation, but don't worry, tech at a certain point is income maxed out. This is mainly because of the maximum length a battle may have. 60 days. So as you can see, your not far away from catching up. 1 ... income is growth in AG, not the tech. There might be a limitless tech option, mudflation pure, but your income is darn limited to many factors. Your personal limits, like online time for example. 1

One more thing, if you look at the production efficiency of a manufacturing bay with officer...well one bay upgrades 16mk daily...no matter if it's a laser MMMMM or a laser C...same power growth. 1
80  Feedback Terminal / Suggestions / Re: Moderator on: June 03, 2016, 10:41:40 AM
Well that's a very stingy bit of information. Sorry, I would rather vote for somebody else, maybe sargas, if he wants to be a moderator. I don't know you, I don't know where your from, how you play...are you a miner, combat, pirate...I don't have a clue how old you are...the only thing I know about you is that you want to be a moderator. I ask myself why? Why in the world would anybody wanna be a forum moderator? I know Sargas would do it cause he sees the a need, and he loves the game...so, introduce yourself green eyes. Tell us who you are. That's a start. 1
81  Feedback Terminal / Suggestions / Re: Moderator on: June 03, 2016, 10:23:47 AM
Hello laugh
I don't mind you watching me...not at all. But...I don't think I know a captain called green eyes. What's your Ingame name? 1

A moderator should also know the game...don't you think? ;)
82  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: June 01, 2016, 01:05:29 AM
The good thing about having a tax set, is that you can count how many times you had to pay tax to the corp, meaning, I can see how many fuel/meds SOS I talked too yesterday.

SOS count from the 31.5:
SOS pods fuel/meds = 74
New prospectors = 7
Return to earth = 27

Now that are 108 SOS missions I talked too yesterday!
Considering that yesterday was a "full on" AG day for me, I am going to take only half of the pods as my day average. 60 ...lol that's half. laugh
On 30 OCT 2015 the nova update was released.
Including may that's 7 months so ...210 days

210 days times 60 pods = 12,600 SOS pods

So, I possibly talked to 12,600 SOS pods since the update and NEVER got an error mission on any of them? Wtf? Cool, the only thing I can say is, thanks Sir Emi. laugh

 atention at this point I really would like to point out that I only mean SOS pods, and NOT COM pods. The orange/yellow pods only, not the blue ones. Lol laugh
83  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: June 01, 2016, 12:42:15 AM
the Empire has found dozens...

Whaaat??? 21
Well, then I am the only one not finding any??? Well that's unfair.
 
If anyone finds a error on a SOS prospector please PM where it is so I can finally see one for myself.

Dozens of SOS pods with error message???
84  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: May 31, 2016, 12:20:53 PM
I'm pretty sure that the prospector mission receives it's treasure destination the first time any player talked to the NPC after the spawn. If that player does not pick up the pod, and lets it floating, then the location of the treasure is set. If the player comes back a few days later, the data of the pod is the same...
At the time of the first conversation the system WAS there, but if the pod is floating long enough, the system might be gone by then. Collected COM pods delete destination after the location went nova, but SOS prospector missions don't.

So, if your not sure that the prospector pod just spawned, then you just won't be sure how long it's already been floating. It can float long, as long as nobody triggered the destination with a conversation it doesn't matter, but if another player talked to the pod the day before, the system could already be gone the next day when you picked up the pod.

That's the only logical explanation I can think of why sometimes we can not find the treasure even though we used APs to reach the destination right after picking up the prospectors.
The SoS pod was old. It's not a bug.

It's good to know that your missions just spawned... 1

No, both I and someone else in SPQNR has visited an SOS mininmg mission with the system not there error message. the planet is set at mission creation.

I love the "NO"...what makes you so absolute sure?
Tell me when you find a second mission.

Just to get it strait...you say that you and NoBrain have found ONE SOS mission each that was an error message saying the system went nova?

And you both found ONE "error SOS prospector mission" since the nova update?

Ok lets leave it like this, it's very hard for me to believe Darrell. Possible you had that message on a SOS mission, did you have 2 or 3 or 20 ???

It's been months since the update...
85  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 23, 2016, 01:55:39 PM
Well, with your explanation my logic still works 1
If they get talked too and float, or if they just float, either way... they are old.

I never found an error on a SOS pod. And I pick up a LOT of SOS pods every day. I mark the missions on my Navcomp that come from cherry picking to be able to recognize them later from the missions I get from quadrant clearing. Because I KNOW that the ones from quadrant clearing, that just spawned, WILL trigger, and those from cherry picking I often can't find. I have been watching this since months now. And you know how many missions i consume. 1
I will continue to prioritize the missions that I know just spawned because I actually trigger 99% of them, while those that I find floating around very often don't.
86  Info Terminal / Add-on projects in progress / Re: Colonization / Terraforming on: May 23, 2016, 12:03:01 PM
Yes, right...lol, I didn't think of that point...well then I guess the calculations need to made. Would be nice to have more economic reasons to have SHI. They are expensive to get, but once you got them, you got them. If I remember correctly a dwarf needs an investment of ~1.4M average daily (1 SHI added every 2 weeks) to keep it from blowing for a length of ~250 days. If the Dome makes that kind of cash, yahoo! 1
I would get one. laugh...naw, I would get 10. Lol...naw, I would colonize a whole system. Gosh, now that I think about it, why not a whole quadrant full of colonist teddies. Lol laugh
87  Info Terminal / Updates / Re: Future Updates - Main Poll on: May 21, 2016, 12:31:56 PM
If this goes under UI...then OK....when you are mining and you hit the command button....and you change what you mine.....well 9 out 10 times, you want,need to change what the other mods are mining as well.....but instead of going back to that screen, where the command button is....you have to go to surface control and scroll down to the mod that you want to change....and of course rinse and repeat for however many mods you have deployed...A complete and total pain in the a**

Also, while I am thinking about it I use SITREP to change command of my ships....but once you change commands...you still have to hit navigation or cargo or modules to get out of the SITREP screen....why not go directly to cargo or mods or nav.....Also noticed MANY MANY times, if I can JUMP my ship in the sitrep screen.....I go back to the Nav screen and I have to wait for a timer to countdown again before I can jump my ship....NOT COOL...

CDR Bogeygolfer61 out

PS A happy sailor is a bitchin sailor

thanks for asking Sir Emi, Overall a totally awesome game, that I enjoy playing

Yes, it all could be better.
If you are mining, and say you just deployed 88 ATH-1 of your Titan to the planet. Now, there is 231 of this..1789 ot that and 478 of that.

-Select all modules, put all on the 231 deposit.
- select all modules and deselect the first 3, or 2...to work on the 231 deposit. With the rest select the 1789 deposit.
- now instead of resetting all modules, use your browser page back two times. ...and deselect 18 modules for that deposit.
- if your doing it right, then the rest should be selected, select the next deposit.
- browser page back two times. Deselect.
...and so on.
Browser page back is a fine instrument to use in AG. Also after you checked out the enemy ship enhancement...if you click return...you go all the way to the start, if you click browser page back, you go to ship 82-90...1

I used SITREP a lot while I had 13 SOS ships...now they are factories and...my Internet connection hates the SITREP. I wish I could turn off the production bay visual....I mean...duh! 42 factories times 48 manufacturing slots is not a situation report...it's a freaking long useless list of 2000 investment projects. That seriously could change...simple link would be: "hide Manubays"

But one tip I might have for you, in your SITREP you can click on the "interplanetary" or the "interstellar" link. The interstellar link is very useful to click instead of just jumping, cause the advantage is, it brings you to the Navroom and you can see in what direction your ship is flying, from there you can jump. If your jumping 13 SOS ships at the same time, it's easy to loose the sense of up and down. :-D lol

Try it out, tell me if it helps.
Peace 1
88  General Talk / Hi. My name is... / Re: Greetings, I'm Corvo_Zorah! on: May 20, 2016, 01:34:55 PM
I kind of want to work to get my modules, because that's the best way to learn in almost everything.

Anyways, my ship is now heading for a nearby solar system. I feel like Alpha Centauri would be tough for mining, because that's probably the most common place to go for beginners since it's so close.

Welcome, 1

See that unknown event right next to sol? Jump into it, you can always fly back if you don't like where it takes you too. Maybe, just maybe you can find a SOS pod on the other side of the wormhole that is willing to pay you 300-500,000$ to bring them back to earth. 1
Wormholes shift, but there's a warning in the system view, so don't worry. Wormhole travel costs no fuel. 1

Bring your poor miners far away from sol. They are really afraid of all the noob PvP players that think that looting unprotected miners is a way to make a living...lol, just think about it, while they have to attack 100 unprotected mining modules, to pay their fuel and APs, all you need to do is fly through a wormhole, pick up one pod and fly back...and you probably made 50times more bucks 100 times faster, without making a lot of enemies. 1
Fly far away from sol, its a strange and very unprofitable place to start the game...even AG veterans behave very strange around sol, horting and claiming all slots, occupying everything....sad.

Hey, there are do many new born stars out there, full of treasures and valuable gases and minerals. Take some medication with you for NPCs in need. Extra bucks. And a few ATH-1. 1

My advice, the further away from sol, the more peaceful, the more income. Fly slow while you sleep, faster when your awake. (With personnel adjustments on your WHG)

Peace to you, enjoy the game.

P.S. ...PM me, if any questions, or... also if out of fuel. laugh
89  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: May 19, 2016, 05:22:35 PM
I'm pretty sure that the prospector mission receives it's treasure destination the first time any player talked to the NPC after the spawn. If that player does not pick up the pod, and lets it floating, then the location of the treasure is set. If the player comes back a few days later, the data of the pod is the same...
At the time of the first conversation the system WAS there, but if the pod is floating long enough, the system might be gone by then. Collected COM pods delete destination after the location went nova, but SOS prospector missions don't.

So, if your not sure that the prospector pod just spawned, then you just won't be sure how long it's already been floating. It can float long, as long as nobody triggered the destination with a conversation it doesn't matter, but if another player talked to the pod the day before, the system could already be gone the next day when you picked up the pod.

That's the only logical explanation I can think of why sometimes we can not find the treasure even though we used APs to reach the destination right after picking up the prospectors.
The SoS pod was old. It's not a bug.

It's good to know that your missions just spawned... 1
90  Feedback Terminal / "Bugs" and Problems / Re: Bugs in System view? on: May 19, 2016, 04:51:20 PM
Something similar happened to me. I was surveying a system and set a target for the WHG to the next system forgetting about the active auto pilot. In the middle of the survey my ship jumped to the next system. The system in the system view did not change, on the star map my location changed and in the navigation room too. I entered and exited the system, but couldn't load the system that my auto pilot jumped me too. The first system was open, with name and system number, even though on starmap and Navroom I was at another system. Made me freak out fir a sec there...lol.
I selected another ship and then came back and the new system loaded...

Why I find a similarity? Cause all the planet links in the system view were not at the spot they were supposed to be, I had to click next to the planet to select it.
Certainly a bug this one, triggered by the accidental auto pilot jump while I had the system view open.
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