From: Justin S. <jus...@ho...> - 2003-02-08 20:23:30
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aos I originally suggested making Gating use 20 turns, Middy counter suggested 25 and I concurred. I would still have no problem using 20 for Gating (I think it would be nice to have Gating = Jumping = Warping in terms of turn consumption). As far as balancing goes, I have been the one who has tried to make things less extreme. Others have suggested far more radical things (not necesarily bad ideas, but just huge changes). I've tried to keep the changes less extreme. So is the Trade Forumla for DI done now and is it implemented in the Trade Simulator (http://www.advancedpowers.com/me_dev/docs/trade_simulator.php)? If so then I'll analyze it and see how it should effect my ship price formula. Research, Ragnora had asked me to assign the physics necesary to make the particular guns. I've been working 6 days a week and barely have had enough time to sleep let alone do extra projects. If left to me the Research will get done *eventually* but it may not get done *in time* (not sure how close we are to being done). Carnaugh _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail |
From: Angelo S. <ang...@oo...> - 2003-02-11 01:53:44
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> Research, Ragnora had asked me to assign the physics necesary to make the > particular guns. I've been working 6 days a week and barely have had enough > time to sleep let alone do extra projects. If left to me the Research will > get done *eventually* but it may not get done *in time* (not sure how close > we are to being done). > Woulld it not be easyer to have a generatore for research trees as well? I mean, having the physics as they are, the guns and a generator making a tree for research, mapping phyics to guns(or races first) and then distributing harder to get tech to the more "effective" guns, easyxer to get tech(early in physics tree) to the lower effective guns and finaly adjust research time, goods and prices according to "hardness" of getting a phyics researched and on how powerfull the gun is which is made by it. aos ---------------------------------------------------------------------- Angelo Schneider OOAD/UML Ang...@oo... Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 |
From: LJC. v. R. <va...@wa...> - 2003-02-13 18:30:07
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Research for weapons is a matter of putting the right sciences to the specific type weapons, and keeping some sort of balance in the available sciences required. The higher effective weapons (high accuracy) required sofar to have the enhanced targetting science researches also and keep other sciences to fill in remaining requirements. Also the number of required sciences is based on the class of weapon, whereby a light weapon would require 2, a medium weapon 3 and a heavy weapon 4 or more sciences (including some top-of-the-line topics). I feel that basically this a solid way to delay production of heavy weapons long enough. Automation of the assignment of sciences to weapons, in the form of a generator, takes more time than necessary.. and we would have to create an extra field or even several extra fields for the sole purpose of making the sciences stick out for the generator. At this point and taking the number of weapons into account I think doing this job manually will be fastest. Rag At 01:52 11-2-2003 +0000, you wrote: > > Research, Ragnora had asked me to assign the physics necesary to make the > > particular guns. I've been working 6 days a week and barely have had > enough > > time to sleep let alone do extra projects. If left to me the Research will > > get done *eventually* but it may not get done *in time* (not sure how close > > we are to being done). > > > >Woulld it not be easyer to have a generatore for research trees as well? > >I mean, having the physics as they are, the guns and a generator making >a tree for research, mapping phyics to guns(or races first) and then >distributing harder to get tech to the more "effective" guns, easyxer to >get tech(early in physics tree) to the lower effective guns and finaly >adjust research time, goods and prices according to "hardness" of >getting a phyics researched and on how powerfull the gun is which is >made by it. > >aos > >---------------------------------------------------------------------- >Angelo Schneider OOAD/UML Ang...@oo... >Putlitzstr. 24 Patterns/FrameWorks Fon: +49 721 9812465 >76137 Karlsruhe C++/JAVA Fax: +49 721 9812467 > > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >Openme-developers mailing list >Ope...@li... >https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: Michael v. D. <mi...@ci...> - 2003-03-01 23:27:37
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*Not all Xollian started at -50 alignment ACTION : Check all Xollian for -50 alignment and correct where needed *Not all KEA started at +50 alignment ACTION : Check all Kea for +50 alignment *Trojanman had account problems <Trojan> anyways i told middy when i signed up, that somebody took the account name trojanman <Trojan> so he said he'll delete the username <Trojan> but i found out that gold members could just log in <Trojan> so i logged in and created merchant Trojanman <Trojan> by that time Middy deleted my account name Trojanman <Trojan> so i got logged out and signed up again but my merchant is still ingame ACTION : Add gold status to account trojanman and delete merchant Trojanman *Racial pages have some typos ACTION : Check racial pages for typos and correct where needed *Turns per hour have been erratic. Too many, not enough or none at all ACTION : Middy already working on it *Some people complain that they didn't show up on Highscore list or only after login into the game again ACTION : Check highscore list * Kraken created a double account <Kraken> the "kraken" one needs to be erased <Kraken> thats the Grendel one ACTION : Delete kraken account along with merchant Grendel |
From: Oliver D. B. <oli...@ma...> - 2003-03-02 15:11:05
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From: Copper Dark To: Admin Date: 13:19:05 03/02/03 Hi, You may have already spoken to my girlfriend Kiriel about the speed problems. I'm alliance leader for the Regulators and have been talking to some of my members on AIM and IRC about how they are experiencing it. I've got one from the US, his speed is fair but not good. I've got one from Germany who has as many problems as I have, both in page build times (mostly between 11 and 33 seconds) and good page builds but also extremely slow when the page builds are closer to 2 seconds. I've got one from Sweden who has got a great connection. I've got another from Holland whose speed is like the German one and like ours. My current status: - I've been doing 3 sectors in 8 minutes. - My ping times are good, between 40 and 50 ms. - Traceroute shows no hickups anywhere. - Most pagebuilds take between 11 and 33 seconds (not ms, seconds) - Even when the pagebuild states 0.2 seconds, it still takes a lot longer to load, minimum I've timed (stopwatch) was about 10 seconds, most are about 30 seconds even up to a minute. - Quite a few page requests never load at all. The problem is the same as last round. Great pingtimes but still incredibly slow. It got worse during the last round and it's even worse now. I've played many online games from this connection and never experienced anything like this. My main game for 2.5 years was Imperial Conflict before I moved here and they used Bredband for a long time as well. I experienced no problems with their speed then and I'm using the same ISP. I'm only half-technical and haven't a clue what the problem is, but from what I can see I can only conclude that it's not Bredband and it's not my ISP. With the current speeds, I fear my alliance (we've been recruiting during the downtime and are now counting 18 members) will fall apart if things don't improve. Almost all will quit playing if the speed doesn't improve. I hope the info above will help. If I can help in any other way, please let me know. Regards, Sergio ============================================= Microsoft(R) Windows DOS (C)Copyright Microsoft Corp 1990-2001. C:\DOCUME~1\FALCONER>tracert www.associatedpowers.com Tracing route to associatedpowers.com [217.157.19.71] over a maximum of 30 hops: 1 <1 ms <1 ms <1 ms merchant.mshome.net [192.168.0.1] 2 22 ms 19 ms 29 ms 195.190.241.42 3 25 ms 29 ms 19 ms 33.ge-0-0-0.xr1.pbw.xs4all.net [194.109.5.181] 4 19 ms 19 ms 19 ms 0.ge-0-3-0.xr1.sara.xs4all.net [194.109.5.14] 5 28 ms 19 ms 29 ms ge-3-1-0.ar1.AMS1.gblx.net [62.8.34.17] 6 21 ms 19 ms 19 ms pos10-0-2488M.cr1.AMS2.gblx.net [208.49.136.169] 7 34 ms 39 ms 39 ms pos9-0-2488M.cr1.CPH1.gblx.net [64.215.37.17] 8 33 ms 29 ms 29 ms so4-0-0-2488M.ar2.CPH1.gblx.net [62.12.32.74] 9 41 ms 39 ms 39 ms CybercityCopenhagen-622M.so-0-1-0.ar2.CPH1.gblx. net [62.12.33.34] 10 38 ms 39 ms 39 ms pos1-0.cr1-by.ip.cybercity.dk [212.242.6.65] 11 55 ms 49 ms 59 ms feth0-0.xc6-by.ip.cybercity.dk [212.242.18.136] 12 60 ms 49 ms 49 ms 217.157.19.65 13 51 ms 49 ms 49 ms 217.157.19.71 Trace complete. www.associatedpowers.com Pinging associatedpowers.com [217.157.19.71] with 32 bytes of data: Reply from 217.157.19.71: bytes=32 time=49ms TTL=242 Reply from 217.157.19.71: bytes=32 time=48ms TTL=242 Reply from 217.157.19.71: bytes=32 time=40ms TTL=242 Reply from 217.157.19.71: bytes=32 time=41ms TTL=242 Ping statistics for 217.157.19.71: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 40ms, Maximum = 49ms, Average = 44ms ============== << Hoy some of you are experiencing speed problems. The problem is that its not the AP server thaty barely has a load. Its probably the swedish ISP that has problems with people from across the ocean :) We are ofcourse working fulltime on it If you are expericing pages that gives exstreme buildtimes, message game admins thankyou >> |