Astro Galaxy - a realistic space exploration game
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 31 
 on: August 30, 2023, 01:07:26 PM 
Started by caker18 - Last post by Raptor
I'm not even active that much anymore and am basically the only person in my corp to have logged in within the past year.

You always were the only one, with your million alts.  laugh

Scorched Earth could've easily been avoided: you should've given back everything you stole. Or SirEmi should've taken it back and returned it to SPQNR.
You were fortunate enough the Senate lacked the backbone to rubber-stamp the Scorched Earth policy. With just NoBrain and myself to execute it (and we don't need bots for that, believe you me), it still allows a limited number of people to enjoy playing the game, but until our original demands (as stated time and again, and summarised above) are met, the policy remains in place.

 32 
 on: August 02, 2023, 02:53:26 PM 
Started by caker18 - Last post by caker18
I'm not here to write paragraphs.

Not a lot of people, if any, still play. I myself log on about once every three months.
Consider scorched earth a success.


I am not particularly interested in piracy anymore. I have picked up some COMs and would much rather use my power running timers and collecting stations than tearing other players apart. I'm sure the remaining active players will agree.

LOEP can go use your botting bandwidth on some other more worthy activity than destroying AG. There's just no point anymore. I would be surprised if AG gained a single new, continuously active member in the past two years. Use your bandwidth to cure cancer, or model proteins, or design aircraft.

There should be no problem with 'balance' - I'm not even active that much anymore and am basically the only person in my corp to have logged in within the past year. No delusions of 'starting afresh'. Just giving AG the peaceful close it deserves, for as long as the ten or so of us bother logging in.

 33 
 on: May 29, 2023, 08:33:40 AM 
Started by NoBrain - Last post by NoBrain
Hi Sir Emi

My new Autopilot extension Mk M+ make the Navigation page stop loading.
If I set the scan range to 77,4 Ly the page is loaded.
If I go higher the page won't load..

Please fix it or split My Autopilot extension at Mk 979 on Draken Harald (Ship ID 874367)

 34 
 on: March 27, 2023, 06:25:01 AM 
Started by Madon - Last post by Herod
For fighting Hijacker coms, I used a Battleship (hull IX) with Improved Shields. No weapons, but with an AES:MAU ratio of 2:3. For example, 10 AES-M for every 15 MAU-M. If you had higher level AES, you could double up (for example, 5 AES-MM is the same as 10 AES-M). This is not the case for MAU, though, as MAU suffer from fatigue, so a few smaller MAU may be better than one big one. This combination tends to work for anything unless you are very unlucky in encountering 5 or 6 pirate ships all with improved armour. In that case, MAU are sometimes not enough – or the battle would take longer than the 60 days.
Your maximum ship power for collecting and fighting hijacker missions is around 150 million. If you go any higher, you risk not being able to fight the ships within the maximum 60 days, which will give you nothing.
To collect all the POW, I'd look to have at least an ACB-MMMMMM on board (or 3x ACB-MM). A Safety Override (SO-LCCVII) is also useful.

 35 
 on: March 26, 2023, 11:13:02 AM 
Started by Madon - Last post by NoBrain
Really, I wouldn't have expected a camo battle cruiser. The bonus dodge really beats out the boarding ship optimization? Again I don't have nearly the mileage on this game as you guys but that comes as a shocker, but I suppose it saves on shields
most have weapons, can't hit you, if you dodge. 21

 36 
 on: March 26, 2023, 05:53:10 AM 
Started by Madon - Last post by Madon
Really, I wouldn't have expected a camo battle cruiser. The bonus dodge really beats out the boarding ship optimization? Again I don't have nearly the mileage on this game as you guys but that comes as a shocker, but I suppose it saves on shields

 37 
 on: March 25, 2023, 09:07:58 AM 
Started by Madon - Last post by NoBrain
In my old day  12 @ SPQNR, it was use darrels sheet.
result
My Camouflage Battlecruiser
lVQ, WHG, FTL, ACB, 17x MAU, 5x AES
I used ~50% MAU + ~50 % Shield = total power of COM.. No Override. took up a slot

 38 
 on: March 23, 2023, 09:19:47 AM 
Started by Madon - Last post by Madon
Alright, and when you just give amounts of marines and shield modules, how powerful is one compared to the other? are your shields a higher mark compared to your marines? or are they the same level?

would this example work for 38x MAU Mk D and 46x SHG Mk D? or is this not enough shield for the amount of marines?

Maybe I'm looking too far into this but I'm mostly looking for a good benchmark to shoot for in terms of weapon stat vs shield stat

 39 
 on: March 19, 2023, 12:10:10 PM 
Started by Madon - Last post by lavis
So I have my com setup like this. Has worked for me since the dawn of time, Think I have the lowest ID in the game atm lol

1x living quarters (hold some extra people incase I get attacked and lose my engine dudes lol) Otherwise dunno if anyone cares to have this?
12x cargo
38x marines
46x shields
1x wormhole
1x ftl
1x safety override 80-100% (sell all rest)

 40 
 on: March 15, 2023, 04:29:09 AM 
Started by Madon - Last post by Madon
This may be a long shot because this platform isn't incredibly active these days but I'm looking for a bit of advice from the elders who still poke in here and there

On your SOS Combat ships Is there a certain manpower-to-shield ratio you shoot for? Correct me if I'm wrong but it seems combat modules mostly come down to marines for attack and shields for defense (since weapons only shoot once and can miss, and armor must be repaired if damaged).

Just looking for a more optimal build for blowing these pirates out of orbit
Also figured someone should wipe the dust of this forum  laugh

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