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 Changelog 28.06.2010 -> 0.9.5
Old 28-06-2010, 11:12 AM   #1
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Default Changelog 28.06.2010 -> 0.9.5

Here is the changelog for version 0.9.5.
Discussions can be posted here:
http://forum.imperion.org/showthread.php?t=9520


Bug fixes:
Research:
  • Wormhole was usable without any related research -> fixed

Leagues:
  • It was not possible to change league names -> fixed
  • Spying Titans should not be shown in league reports -> fixed

Comets:
  • Comets didn't have any resources if a fleet had been expelled from them -> fixed
  • Attackers name was listened in the report -> fixed (should not be seen)

Attack:
  • Report showed Zeks which had been destroyed by the Bionic Blast although they hadn't been destroyed -> fixed
  • When attacking a player with Psikons, they complete fleet of the defending Xen had been shown even if the attacker had been expelled completely -> fixed
  • Bombers which had been expelled by Psikons were still able to bomb -> fixed
  • Different reports generated for attacker and defender when the attacker used Bionic Missiles (Numbers of the Zekkons differed) -> fixed
  • When viewing an attack of a deleted player, there had always been a 500 Internal Server Error -> fixed

Account:
  • It was possible to enter a player three or more times as a sittter -> fixed (a player can only be entered twice)

Course of the game:
  • NPC traders couldn't be used if the player had a negative energy production -> fixed
  • Error at calculating Transportals (Wrong Transportals used for the calculation) -> fixed
  • Constructing a second rocket silo deleted all existing rockets -> fixed
  • When sending a fleet, Galaxy 1 has been selected by default, no matter where the planet is actually located -> fixed (correct location will now be displayed)
  • Titan scan link system displayed the wrong symbols on the galaxy map -> fixed
  • Some system were not clickable on the galaxy map -> fixed
  • When launching rockets (Xen), the flight duration has not been displayed -> fixed
  • Loss of tritium shown although the energy accumulator was full (display bug) -> fixed
  • Attacks timed by 1 second changed their chronological order in the fleet base after re-loading -> fixed
  • During the journey to reinforce an uninhabited planet, the planet name has not been shown in the fleet base -> fixed
  • Shield generator should not load during the vacation mode -> fixed
  • No planet name shown if a fleet was on its way to be stationed on an uninhabited planet -> fixed


Changes:
  • Titans: Information text in the shipyard if there is not enough energy to build ships
  • Terrans: Recycled resources (from the recycling yard) will be shown in the report after an attack
  • All species: The last espionage targets will be saved (selecting the targets agains it not necessary)
  • Galaxy map: Key for the star map symbols has been added
  • Time limit to transfer coins has been removed (before: waiting time of 7 days after purchasing)
  • Information text if the ownership of an uninhabited planet changes (becomes an inhabited planet) during an attack (the fleet returns without doing any harm)
  • Station function has changed: Station is now the support of other planets. If you want to station them on one of your planets you have to use the new function in the fleet base
  • Resource bonus (25%) was added to the resource production of the Qi Units -> fixed (should not be added)

Balancing changes:
Bionic Missile
  • Costs: 2000 Metal; 2000 Crystal; 2000 Deuterium

  • Construction time: 300.000 Sec (Construction time at level 1)

  • Space used: 22

Bionic Blast:
  • Construction time: 450.000 Sec (construction time at level 1)

  • Space used: 30
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Old 28-06-2010, 11:12 AM   #2
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Changes about the production of uninhabited planets

The production of uninhabited planets has been provided with a fixed value which can take 3 different production sizes:

High production:
Resource production per hour: 100
Statistic frequency: 10%

Average production:
Resource production per hour: 75
Statistic frequency: 30%

Low production:
Resource production per hour: 50
Statistic frequency: 60%


1. Annexation of an uninhabited planet
  • New fleet command „Annexation“
  • Annexation is a liberation war (attack) with subsequent reinforcement.
  • If the reinforcement succeeds in staying for 24 hours wihout any interruption (neither gets destroyed nor withdrawed), the annexation will also be successful


2. Loss of an annexed planet
2.1 Loss due to lacking reinforcement
  • If a fleet gets completely destroyed or pulled out from a planet after a successful annexation, it will be „cancelled“.
  • The player gets 24 hours to place military ships (which can annex) on the planet again
  • After this time, the planet will be lost and the resource shipments will be stopped

2.2 Loss due to a fight
  • The process is the same as described at the first point.
  • If the attacker wins and has ships which can annex, they have to stay on the planet for 24h to take it over.
  • If the defender wins, nothing will change about the property situation.
  • If it comes to a draw, the former owner gets 24 hours to send ships which can annex again in order not to lose the planet.


3. Resources, Qi units und Bonus
3.1 Generation of resources and possible income
  • As soon as a planet has been annexed, its production will be duplicated.
  • 50% of this new production will be sent to the planet from which the annexation has been started.
  • The other 50% are added to the stockyards of the planet and can be farmed.
  • The maximum size of the stocks is 6 times the daily production of the annexed planet.

3.2 Qi untis
The owner receives 100% of the Qi units which are generated on the planet.

3.3 Resource bonus when annexing more planets
  • The player receives a bonus on the resource production of all annexed planets within one solar system, if he annexes ALL uninhabited planets (excluding gas planets and inhabited planets) within it.
  • The bonus comes to 10%
  • The bonus will be given for each system which fulfills the requirements.


4. Income from the annexation and shipment
  • The resources of the annexed planet will automatically be fetched by the assigned transporter fleet. (Fleet base -> Annexation)
  • The transport fleet will be treated similar to a hidden fleet. It doesn't get an own slot in the fleet base.
  • To calculate the needed transport capacity, the maximum possible production (100%) of all annexed planets has to be added and checked how far away each
    planet is. From this, the needed transport capacity results (production*distance).
  • At most, as many ships can be assigned so that the transport capacity is covered by 150%.

4.1 List of the ships which can not be assigned as transport ships
Valid for all species:
  • Drop ship
  • Recycler (for Xen: Octopon)
  • Bomber (for Titans: Phoenix)
  • Espionage units (Probe, Observer, Zekkon)

Valid for Terrans:
  • Large recycler
  • Tanker
  • Pulsar

Valid for Xen:
  • Zek
  • Psikon
  • Macit
  • Suikon

Valid for Titans:
  • Scout
  • Delphi
  • Terminator
  • Carrier
  • Protector

4.2 Fuel supply of the "Transport fleet"
The fleet autarchically supplies itself with the fuel of visited planets and thus only need energy but not additional fuel (Deuterium/Tritium) from the home
planet.

4.3 Resources which can be raided
  • Players sending fleets with the order "Annexation" to a planet will not gain resources from raiding even if they win.
  • Raids and attacks from other players sent to an annexed planet can steal all existing resources.

4.4 Transport of the Qi units
  • The Qi units of all planets will automatically be assigned to the planet from which the annexation has been started.
  • There they will automatically be added to the inventory listed in the embassy and serve the appointed purpose.

4.5 Increase of production from resources and Qi units over time
  • The longer a planet is kept by a player, the more resources will be produced.
  • The increase of the production happens every 24 hours.
  • If a hostile annexation
    of the planet takes place, the production will be lowered.
As an example:
  • Production of the former owner of the annexed planet: 250 per resource type
  • Former owner is now being expelled from the annexed planet
  • Now an automated production update of the annexed planet takes place (automatically run once every day)
  • As the former owner no longer has ships on the planet, the production will be reduced to 200
  • After a successful annexation, the new owner receives the 200 resources which the former owner had on this planet


5. Limit due to fleet slots
  • Each annexed planet uses one fleet slot.
  • herefore the maximum of annexations is equal to the maximum level of the fleet base of the home planet.
  • Partially removing fleets is possible but requires another free slot in the fleet base.
  • Fleets which are sent as a "reinforcement" to an annexed planet also require an additional slot until their arrival, after that the merge with the fleet there and only consume one shared slot.


6. Colonisation of annexed planets
Annexed planets can still be colonised. First, the annexation fleet has to be expelled. Then a new attack has to be started to colonise the planet.
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Old 29-06-2010, 11:46 AM   #3
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The fixed planet production replaces the formula of the former variable planet production.

Distribution of the fixed planet production:
High production:
Resource production per hour: 100
Statistic frequency: 10%
Mean production:
Resources per hour: 75
Statistic frequency: 30%
Low production:
Resources per hour: 50
Statistic frequency: 60%

Uninhabited planets can now be annexed. A huge amount of the resource production - plus Qi units - will automatically be collected. Therefore a part of the fleet in fleet pool has to be assigned to this mission. In addition one will receive a bonus when annexing all possible planets in one solar system. The annexed planets have to be "guarded" by a fleet, otherwise the annexation will be dissolved after a while.


1. Annexation
1.1 Annexation of an uninhabited planet
To annex an uninhabited planet, military ships have to be selected and send on a mission with the fleet order "Annexation". This new fleet order "Annexation" starts a destroying attack, attached with a reinforcement afterwards. If this attached reinforcement succeeds in staysing for more than 24 hours (without interruption) on the attacked planet, the planet will automatically annexed (no report will be sent after the takeover). In case the annexing fleet will be destroy or completely pulled out (during or after the countdown), the annexation fails.

Special case:
If no ships, which can annex, are left after the attack, the countdown will not start. The ships however still reinforce the planet. The player can then send military ships - with the order to annex - which will not attack the own/allied ships. The countdown will start as soon as the military ships arrive.

1.2 Illustraton: Process of the annexation
- A planet will be displayed in the list of annexed planets at the very moment, when the fleet with the order "Annexation" arrives at the uninhabited planet. From this moment on, the timer in the fleet base will show the 24-hours countdown. At the end of the countdown, the respective planet slot will be displayed. This will disappear from the overview of annexed planets in case of the loss/cancellation of the annexation.
- The annexation will be displayed on the star map by a framing of 4 open triangles around the uninahbited planet.
- The property situation of the annexed planet will be illustrated by three open triangles at the edge. For this illustration, annexed planets are treated like colonized planets.
- Illustration of annexation in the planet overview: In the planet overview, the annexed planets are displayed just like uninhabited planets. In addition, the name of player who annexed the planet will be shown.


2. Loss of an annexed planet
2.1 Loss due to lacking reinforcement
If a fleet gets completely destroyed or pulled out from a planet after a successful annexation, a countdown of 24 hours will start again. At the end of it, the annexation is regarded as dissolved. The reign over this planet ends and the resource shipments stop.

2.2 Loss due to a fight
As annexed planets are still unihabited, the annexation of an already annexed planet follows the same rules as described at "1. Annexation of an uninhabited planet". Thus the new arriving annexation fleet would attack all fleets reinforcing the planet.
If the new fleet survives, it reinforces the planet afterwards. In this case, the former owner can try to inhibit that the second player keeps his fleet or parts of it on the planet for the required 24 hours by sending troops. Otherwise the ownership is moved to the second player (from this moment on, the resource shipments to the first player will be stopped and instead send to the second - until then, the former owner keeps his shipments).
If the former owner wins the battle, the planet keeps his control over the planet just like before. In case of a draw (no fleet stays on the planet), the former owner keeps control but has to send a new fleet with the order "Annexation" or "Reinforcement" to the planet within 24 hours.


3. Resources, Qi units and bonus
3.1 Generation of resources and possible income
As soon as a planet has been annexed, its production will be duplicated. 50% of this new production will be sent to the planet from which the annexation has been started. This amount thus equates to the former amount of resources which the uninhabited planet produced before. The other 50% are added to the stockyards of the planet and can be farmed. If the maximum capacity of the stockyards has been exceeded, they overflow and the excessive resources are wasted.
The capacity of a planet depends on a production. Therefore the capacity increases with each increase of the resource production. The maximum size of the stocks is 6 times the daily production of the annexed planet.

3.2 Qi units
In addition, the owner receives 100% of the Qi units which are generated on the planet. The planet still belongs to the group of uninhabited planets and thus is still available for the generation of new Qi units.

3.3 Resource bonus when annexing more planets
The player receives a 10% bonus on the resource production of all annexed planets within one solar system, if he annexes ALL uninhabited planets - which can be annexed - within it. This parallely applies to all system which fulfill this requirement, independant of the absolute number of planets within the system or the number of uninhabited planet (even if only one uninhabited planet exists which can be annexed).


4. Income from the annexation and shipment
The resources of the annexed planet will automatically fetched by the transporter fleet. It is necessary to assign a fleet to this mission (fleet base -> annexation). The transport fleet will be treated similar to a hidden fleet. It doesn't get an own slot in the fleet base. The more planets a player owns and the farther away they are, the larger is the needed fleet. The transport fleet must be big enough to be able to bring the resources home quickly enough, before the same amount has been reproduced (otherwise the stocks will overflow and resources will be wasted).
To calculate the needed transport capacity, the maximum possible production (100%) of all annexed planets has to be added and checked how far away each planet is. From this, the needed transport capacity results (production*distance).
Now the calculated number has to be covered by the fleet. All ships with a payload > 0 can be chosen (exception: drop ships, recyclers, tankers, ships without payload NOT). Depending on the type of ships and the amount, the values for the display "transport capacity" will be calculated. At most, as many ships can be assigned so that the transport capacity is covered by 150%. As soon as these 150% are exceeded, no further ship can be added. If one tries to assign ships exceeding this limit to the transport fleet, as respective error notification will appear.

4.1 List of the ships which can not be assigned as transport ships
Some ships cannot be added to the transport fleet. These will thus not appear in the selection table for arranging the transport fleet.

Valid for all species:
- Drop ship
- Recycler / Octopon
- Bomber / Phoenix
- Espionage units (Probe, Observer, Zekkon)

Valid for Terrans:
- Large recycler
- Tanker
- Pulsar

Valid for Xen:
- Zek
- Psikon
- Macit
- Suikon

Valid for Titans:
Titans can only send Corsair, small transporters and large transporters as the transport fleet. All other ships are not able to do this mission:
- Scout
- Delphi
- Terminator
- Carrier
- Protector


4.2 Fuel supply of the "Transport fleet"
The fleet autarchically supplies itself with the fuel of visited planets and thus only need energy but not additional fuel (Deuterium/Tritium) from the home planet.

4.3 Size of the fleet and speed
To fetch the maximum income, the fleet must be able to bring 100% of the planet production home as quick as the resources are reproduced. If the fleet is smaller, the income accordingly decreases.

Example:
Ship 1: Speed 20, Carry 10 -> Transport power: 20*10 = 200
Ship 2: Speed 10, Carry 20 -> Transport power: 10*20 = 200
Planet 1: Production 100, Distance 10
Planet 2: Production 200, Distance 20
Necessary transport power: 2 * (100*10 + 200*20) = 10000 (2* because of way there and way back)
Needed ships: 10000 / 200 = 50 ships with a transport power of 200

The ships fly "all alone". Slower ships thus don't reduce the transport power of other ships.

4.4 Illustration: Income of resources
Half the amount of generated resources will be the income. The production of the uninhabited planets is fixed. Thus the credit entry of the resources follows the same process as the resources produced by mines. The hourly production of the annexed planets will also be used for alle resource calculation (for example: "stockyards full in...").

4.5 Resources which can be raided
- Players sending fleets with the order "Annexation" to a planet will not gain resources from raiding even if they win.
- Raids and attacks from other players sent to an annexed planet can steal all existing resources.

4.6 Changing the transport fleet
If the transport fleet is reduced, the affected part of the fleet immediately returns to its home planets. If ships are added, the changes come into force at once. As soon as more than 100% of the resources can be fetched, the excessive amount will be displayed in brackets next to it.

4.7 Transport of the Qi units
The Qi units of all planets will automatically assigned to the planet from which the annexation has been started. The transfer takes place at the moment of the generation and the Qi unit will immediately be on the inhabited planet which keeps up the annexation.
There they will automatically be added to the inventory listed in the embassy and serve the appointed purpose. Afterwards one receives a responding report.
Report:

4.8 Increase of production from resources and Qi units over time
The longer a planet is kept by a player, the more resources will be produced. The increase of the production happens every 24 hours. If a hostile annexation of the planet takes place, the production will not be resetted to its original value. The conqueror however receives a decreased production which the target had before.
As an example:
Production of the former owner of the annexed planet: 250 per resource type
Former owner is now being expelled from the annexed planet
Now an automated production update of the annexed planet takes place (automatically run once every day)
As the former owner no longer has ships on the planet, the production will be reduced to 200
After a successful annexation, the new owner receives the 200 resources which the former owner had on this planet

Shortly said:
As soon as no military ships are left on an annexed planet, the production will be reduced.


5. Limit due to fleet slots
As each annexed planet has to be kept by a fleet of the owner, one fleet slot will automatically be used. Therefore the maximum of annexations is equal to the maximum level of the fleet base of the home planet.
Partially removing fleets is possible but requires another free slot in the fleet base. Fleets which are sent as a "reinforcement" to an annexed planet also require an additional slot until their arrival, after that the merge with the fleet there and only consume one shared slot.


6. Colonisation of annexed planets
Annexed planets can be colonised (planets annexed by yourself or by other player / independant of the diplomatic relation), as long as they are not reinforced by troops. If they are, the reinforcement has to completely destroyed in a seperate attack before the planet can be colonized.


7. Display of fleet movements on annexed planets
The icons on the star map indicate whether (and where) fleets are on uninhabited, annexed planets. This includes not only the own and allied troops but also the troops of players with which you signed a NAP (non-aggression pact). In addition it is possible to see the location of espionage units on uninhabited, annexed planets by using the Scan link system, the Impulse scanner or Zekkons. A display of attacks on uninhabited annexed planets can be viewed in the fleet base / section "Plunder of annexed planets".
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