Сообщения пользователя: Victoria

Тема: Fuel consumption and production | 22 Января 2018 07:43:28
Сообщение #361
Fleet behavior on the coordinates was improved. If your fleet on the coordinates was attacked by the enemy fleet, then you continue to see the fleets flying to the coordinates during the battle, and the attacker does not. After the battle, the fleets that are flying to coordinates will be the one who will remain on the coordinates.



Jump Gate received 1 000 000 gravity  field per level.



The range of the Sensor Phalanx now increases by the Emperor by 10% for each level.
The ultimatum asked to give  radius 500 instead of 100 for the level, we gave if the full Emperor - 400. I think it's still a move towards the players and the respect of donators. We do not consider the strategy when one player with a phalanx is watching the farm properly. We believe that it is more interesting to make mobile phalanges, to teleport closer to the enemies and there to catch their fleet.
Тема: Fuel consumption and production | 19 Января 2018 13:59:30
Сообщение #360
The fuel costs of the entire fleet are doubled, some ships more than 2 times.

The production of basic manufacturing structures has been reduced by about a third.

Bonus production was early canceled.


Various models of stations with a gun and without were introduced. Now they will be visible in the galaxy.



The Jump Gate was activated.


By numerous requests, we are preparing super stations on which it will be possible to have both the Space Station and the Gate and the Sensor Phalanx and the Gravitational Gun.



The diameter of the planets was changed: now the planet can be from 5000 to 30 000 ckm.
The diameters of the created moons have been changed. The moon can now be from 100 to 999 km.
Old planets and moons do not touch.



Fleet behavior on the coordinates was improved. If your fleet on the coordinates was attacked by the enemy fleet, then you continue to see the fleets flying to the coordinates during the battle, and the attacker does not. After the battle, the fleets that are flying to coordinates will be the one who will remain on the coordinates.



Jump Gate received 1 000 000 gravity  field per level.



The range of the Sensor Phalanx now increases by the Emperor by 10% for each level.
The ultimatum asked to give  radius 500 instead of 100 for the level, we gave if the full Emperor - 400. I think it's still a move towards the players and the respect of donators. We do not consider the strategy when one player with a phalanx is watching the farm properly. We believe that it is more interesting to make mobile phalanges, to teleport closer to the enemies and there to catch their fleet.
Тема: The warm up time is reduced by 6 times | 5 Января 2018 10:25:24
Сообщение #359
The warm up time for all units is reduced by 6 times because now it is counted in seconds, not in minutes.

The old warm up formula
100 / root of the speed of minutes.


The new warm up formula
1000 / root of the speed in seconds.

Most of the flights will be seriously accelerated, and players will be able to use the exit from the battle before the end more often without fear of slow warm up.



Attention! The change has been canceled. Instead, the retreat speed of units from the battle will be reduced by 10 times from the time of warm up.
Тема: бой оборона как по учебнику | 4 Января 2018 09:33:56
Сообщение #358
Плети невидимы только на координатах, но не в обороне планеты.
Тема: Space stations and general destruction of objects | 4 Января 2018 09:21:06
Сообщение #357
The speeds of the following units are increased:
Death Star
from 4/5 to 6/8


Supernova star
from 5/6 to 8/10


Pancor
from 100 to 110


Usurpers
from 15 to 20, the period between attacks is increased by 50%, the period of the volley of the special attack "acid spores" is reduced by 50%.

The cost of a nuclear missile is increased 5 times.

The fuel costs of the Mutalisks are increased from 6 to 8.

Fuel consumption of Stealth is increased from 6 to 7.

Tribunal was cut. New formula for the radius (in ckm) of tribunal's activity is 1000 * level instead of level * 10 000 + 1000
Тема: Space stations and general destruction of objects | 3 Января 2018 22:29:12
Сообщение #356


From now on, in Xcarft, Terrans have their own "Insect Entity" and anyone can build a teleportable space station. At the station, you can build a Gravity gun to destroy static objects: moons, asteroids, comets and even planets.


The Teleportation gate and Phalanx can no longer be built on one moon and can not be destroyed. Work on changing the moon is still going on. Soon we will update the construction panel and the moon models in the 3D Overview and in the galaxy. Moon-phalanx, moon-gate, gravity moon and moon-space station will be highlighted in the galaxy, as are the insectoid entity.




Unified rules for the destruction of all units were made. More details can be found in the description of the ability to "destroy" of any destructive unit, for example the Death Star. Now you can get debris from the moon. More details can be found in the description of the concept of "debris" on the Overview page in the planet's panel.

The gravitational field of each object is introduced. Multi-building of shield domes on space stations was provided.

Shields of the Scourges are increased from 25 to 40. The attack of the Leviathan is increased by 10,000 per shot, and the speed is increased by 60. The acceleration of usurpers is anticipated due to the actual abolition of instant moon destruction.




The speeds of the following units are increased:
Death Star
from 4/5 to 6/8


Supernova star
from 5/6 to 8/10


Pancor
from 100 to 110


Usurpers
from 15 to 20, the period between attacks is increased by 50%, the period of the volley of the special attack "acid spores" is reduced by 50%.

The cost of a nuclear missile is increased 5 times.

The fuel costs of the Mutalisks are increased from 6 to 8.

Fuel consumption of Stealth is increased from 6 to 7.

Tribunal was cut. New formula for the radius (in ckm) of tribunal's activity is 1000 * level instead of level * 10 000 + 1000
Тема: New lunar buildings | 3 Января 2018 15:27:07
Сообщение #355
On the moon, the new buildings are available: Space Station and Gravity Gun.

Also the new rules for lunar buildings are introduced:

Lunar base -> Space Station -> Gravity Gun
Lunar base -> Space Station -> Phalanx
Lunar base -> Gate

On each moon, you can choose only one branch of development. Destroy buildings: Space Station, Gravity Gun, Phalanx or Gate are impossible.
Тема: Xcraft congratulates everyone on the upcoming 2018 year | 31 Декабря 2017 23:53:29
Сообщение #354
The administration congratulates all participants of the Xcraft project with the upcoming 2018 and reports on the continuation of the doubling of production during the holidays.

Best wishes for a merry Christmas and a happy New Year!

Wishing you a Joyous Holiday Season and a New Year filled with Peace and Happiness!

Wherever you are and whatever you celebrate in the coming weeks, we hope your holidays are filled with peace, prosperity, and love. Happy holidays!
Тема: The confrontation between Santa Claus and Father Frost | 31 Декабря 2017 23:45:02
Сообщение #353
The New Year event Mission 2018: Conquest of Santa Claus and Father Frost starts!
The end of the event  January 7, 2018, 18:00 server time
Receiving gifts: after the end of the event, up to January 14, 2018, 18:00 server time

After the start of the event you can join the side on the quest page:
https://xcraft.net/missions/

The description of the event

For centuries, there is a struggle between the insidious henchmen of Santa Claus and warriors of light of Father Frost for the planet SnowGirls' Heaven [20:1:8]. Click  whose side are you on, and then you will get Christmas Tree that will symbolize your support.

This year's vicious pirates have kidnapped all the conifer cones (pineal charges) of Santa Claus and Father Frost and now they could not charge Christmas Tree. Your task is to find the pirates holding the coordinates in the galaxy and destroy their fleet, and for one to pick up the conifer cones, which are do not belong to them. For each point of battle experience from the downed pirate’s ships of you get 1 conifer cone.

Modifier

Please note that each side has "modifier" which is a factor of your cones when summing up. For example, if you got hold in the end of the contest N cones modifier M, then the final number of gifts for you is N * M. "Modifier" is changed dynamically depending on the number of players who selected the opposite direction. More players per side - lesser a modifier.

Side mission:

You have to fight with each of the pirates in the list, destroying their fleet by at least 15 points of battle experience. If successful, you will receive 100 bonus conifer cones. This task can be repeated any number of times.

Top 25 players

The confrontation between Santa Claus and Father FrostThe confrontation between Santa Claus and Father FrostEach side has 3 tables of Top 25 players who distinguished themselves most obstinately helping their side, so they will be awarded with medals which further increase production of resources by 10% within 30 days.

Conversion of tables and statistics of the sides (including the number of total conifer cones) occurs every 5 minutes.

Receiving of gifts

Exchange "rate" of conifer cones on gifts will be announced later on the awards page:
https://xcraft.net/rewards/
Тема: Increase the base percentage of fleet repair | 28 Декабря 2017 08:16:29
Сообщение #352
1) The base percentage of fleet repair has been increased from 18% to 20%
And also we added the description and your personal repair percentage by clicking on the help button in the fleet repair block:



Here you can see the following functional:

2) Instant repair of units in a double size


Naturally it will be for the Hydarian crystals. It is possible only if you are repair the entire queue. For example, there are 100 solar satellites in the queue. With the usual recovery, you get to your planet instantly these 100 satellites, but when you click on the recovery in a double size - 200 solar satellites.

The price is calculated depending on the cost of Hydarian crystal from the fleet buyer, for 100 additional solar satellites.


3) Filtering on the types of objects in the Empire

In the Empire, it was possible to disable columns with objects of certain types, simply by clicking on the types of objects that you do not want to see in the table:


Thus, for example, you can quickly see which asteroids are overflowing resources or on which planet there is not enough energy.


4) Sending form settings for fleets

On the form of sending fleets appeared button Settings:

Which allows you to customize the display of the list of fleets (tiles or tables), as well as remove from the list the fleets of foreign race (with some exceptions, for example - flagships).
In the tabular form of the list of fleets, additional columns with information about the capacity of the unit, its speed, and fuel costs are displayed. If there is not enough space on the screen, adaptivity will turn on and the additional columns will disappear. Those, the table is optimized for smartphones.


5) Pre-announcement last year's event

Event Confrontation of Santa Claus and Father Frostreturns!
More will be announced separately, on Friday.
However, holding the event for two consecutive years has significantly weakened the pirate population, so this year the number of pirates will not be changed.
And this means that we are waiting for even more competition!
Тема: Concentration is improved | 18 Декабря 2017 23:33:59
Сообщение #351
Xcraft project with the combat system version 1 was released In 2009, a little bit later  combat system 2 was appeared. Battle systems 1 and 2 were "stacked". This means that a group of units of the same type was actually considered as one large unit of this type and when the group got damage for the amount of armor of 1 ship in the group, 1 unit died.
For example, one cruiser has an armor of 2500, and a group of 100 cruisers has a total armor of 250,000. When a group of damage is received in 2500 by one or more firing, 1 cruiser dies, 99 cruisers remain in the group.

In 2011, the battle system version 3 was presented, where the stack system was replaced by a system in which the armor of each unit in the group was calculated separately, and any unit  died because the shots seldom occurred on the same unit.
For example, one cruiser has an armor of 2500, and a group of 100 cruisers has a total armor of 250,000. When a group receives the damage 2500 by one shot, the probability of death of 1 cruiser is 1 to 100 (rarely both shots fall into the same cruiser).

To balance this, a "concentration" was introduced. This is when the enemy tries to attack the weakest unit in the group to inflict at least some damage. Until today concentration worked in combat system 4 partially, but now we introduce it for all units as a basic rule.

From now on, attacking a group of units of the same type, attacking forces try to focus the shots on the same units in order to destroy the maximum number of enemy units.
The concentration is 75%.


For example, without concentration, if 10 000 battleships attack 10 000 needle trees with equal technology, the losses of battleships are equal to 0 with complete destruction of trees.
With the concentration introduced today, the loss of battleships will be 8000-9000 of battle experience (up to 500 pieces).

Innovation is necessary to counter the strategy of "rollers" from units of the same type which were almost immortal without concentration. Now there will be more motivation to select and combine fleets.

The speed of the shots of the Spore Colonies is doubled.
Тема: Depletion is reduced, fuel costs are increased | 12 Декабря 2017 15:49:10
Сообщение #350
The depletion of resource-producing buildings (Mines, Lake, Well, Incubator, Holes and others) is reduced by 20%.


The costs of 1 gas consumption rate are taken when flying the fleet for a distance which more than 1 ckm, and not more than 10ckm as before: 1 gas consumption rate is spent on warm-up and stopping of the unit.
Тема: The limits of looting and trade are expanded | 10 Декабря 2017 18:03:32
Сообщение #349
The coefficient for reducing the looting raiding penalty has been changed from 1.25 to 1.5. This means that the penalties will be less.
The cost of a nuclear missile is increased by 5,000,000 minerals.
Time to standard retreat from the battle reduced from 250 to 100 seconds.
Тема: The limits of looting and trade are expanded | 9 Декабря 2017 15:54:29
Сообщение #348
The limit of trade and looting (theft of resources) is increased from 10% to 25% of the monthly production. Now you can steal resources from enemies up to 25% of your monthly production without penalties.

The maximum penalty for transferring or looting resources is reduced from 75 to 50%.
Тема: Multimoons and collision in orbit | 6 Декабря 2017 16:05:20
Сообщение #347
Orbit can simultaneously have up to 10 satellites (station, entity, and moon).
As soon as a new object appears in orbit, the collision probability is calculated.
The chance of a collision is equal to the square of the number (the new object does not count). 10 objects are 10 * 10 = 100%
Stopping of the entity (not jumping), teleporting of the station, generating of a new moon is the appearance of a new object.
If there are already 7 satellites in orbit, they will never collide.
An arriving satellite and one of the standing can collide randomly.
The gravitational field of two satellites is mutually subtracted, with the destruction of one or both during collision.
Тема: The interface of battles has been updated | 6 Декабря 2017 15:54:39
Сообщение #346
The battle interface was updated. Now they are also in a new adaptive design. The undoubted advantage of this is that now you can provide battles from any of your device: computer, phone or tablet.
Here are examples of the display of a battle:

A computer:



Mobile phone:



In the left panel, the blocks can be fold independently of each other. Depending on what is more important for you to see at the moment. This is especially useful if you control a battle from the phone or there are many participants in a battle.

Example of folding the top block:

 
Тема: Doubling of the production for players | 30 Ноября 2017 14:59:38
Сообщение #345
Dear players, your criticism and not indifference to the project are invaluable. Double output is not much of what we can thank you for helping to improve Pokoloptiv. I will repeat, but we consider it inefficient to spend your money on supporting 3 interfaces and 3 galaxies.

As compensation, we plan to keep the increased output to:
- consideration of ALL complaints about the new interface
- elimination of ALL bugs of the new interface
- the introduction of all the necessary benefit that were in Realisic
- normal interface operation on 90% of mobile devices used by players
- the introduction of an analogue of a realistic xerj skin.


The SIC began voting on the results of which we will specify the technical ability to leave the old interfaces in the "present" mode, without support.

Please do not treat this as bribery. This is a logical compensation for the inconvenience and time that you spend reporting about bugs and complaints.
Тема: New mechanics of sending fleets from coordinates and from the battle | 30 Ноября 2017 14:41:41
Сообщение #344
From now on, you can send a fleet from any of its states, except from a direct flight and an expedition. In this case, even if the fleet is in the battle on the coordinates, it is displayed in the fleet menu in the galaxy.

From defense, hold, recycling, occupation, from battle, from the planet on which the battle is going and so on. If the fleet starts from the battle, then during the warm up time it will be in battle in the exit mode (animation of the flashing). In this mode, the fleet can not move, but can attack.

The mechanic of the fleet's automatic return to the last coordinates is implemented. Now the fleet remembers only the last starting point of departure.
For example, from the planet 1 1 6 I flew with 100 recyclers to coordinates 1 1 7 and from there I sent 99 recyclers for recycling debris to 1 1 8. After recycling 99 recyclers, automatically return to coordinates 1 1 7 and if there is still 1 recycle sent from the planet 1 1 6 the fleet will remember the return to 1 1 6. If I send all 100 slaves the fleet will not remember the initial launching point, the planet 1 1 6.
Тема: Goodbye Realistic and Classic interfaces | 29 Ноября 2017 09:40:33
Сообщение #343
We disabled the Classic and Realistic interface with all their skins, as well as tabular and realistic galaxies.

It is time for everything new. We are sorry for these old interfaces and galaxies. A lot of effort was spent on them, but in the interests of users, for the sake of new developments, we cleaned the project, as sometimes it is necessary to clean the pantries of our mothers and grandmothers to make room for more useful things.

Support for older interfaces took up to 30% of the development team's time by analyzing the screenshots. 30% of your donation went there. Forgive us, those who love the old interfaces but we don’t want to slowdown the work by a third. We are ready for a new xerjs interface, but we could not implement it because of the support of realistic. Now the hands are untied, and the fetters are discarded.

Thank you, the old interfaces.
Тема: Sensor phalanx got a smaller range | 29 Ноября 2017 08:09:39
Сообщение #342
The range of Sensor Phalanx was reduced:
We had 2000 + square of the level * 200 ckm
We have now level * 1000 ckm.
Now the range of the phalanx is equal to the consumption of gas per view. 
We want you to use tactics to sneak up to the enemy on cosmostations and then use a phalanx instead of firing a half-server with a phalanx of level 12.