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 Recent Updates..Kinda late....

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Milliardo

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Number of posts : 365
Location : In the Deep South enjoying Sweet Tea
Registration date : 2007-10-04

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PostSubject: Recent Updates..Kinda late....   9th November 2007, 18:46

Use the Forum, 'Game Suggestions' catagory, to suggest new features, changes to current features, or even rebalancing of existing features if you feel they are too strong/weak/etc....
Thank you. Admin & co.


Oct 25, 2007
Plague and Upper Population Limits changed (Effects ONLY accounts with over 100million units)
The 'maximum units' before plague and disease hit your realm has been increased and made dynamic. It is set at about 200million units currently, before the plague sets in. This amount grows daily, and can be seen in the 'training' area of your account.
If/when the plague hits you, it is more severe, and increases both with time, and the further from above the maximum sustainable population you grow - it would be wise to establish your death rates (visible in your population summaries when over the limit) and ensure your growth is greater than you death rate, if you wish to continue to grow your population....




Oct 2, 2007
New Attack Type - Lifer Suicide Attack (goes live 8pm gametime, Oct 4)
Your own lifers can now attack enemy anti-covert agents.
The attack is a suicide attack - every single lifer you send dies.
They will destroy, though, 1 enemy anti-covert agents, for each 5 lifers you send.
Be warned - if you send 100 lifers to kill even 1 anti-covert agent, all 100 will die (although so will the 1 anti-covert). To succeed, you simply need to get your lifers close enough to the battlefield to be effective - to do this you require 20% of the defenders defence strength, in attack strength. If you meet this goal, your lifers will engage first, on the enemy anti-covert, and your army escapes in the chaos - it will not try to fight (this is not the goal of this attack.)
So - in summary - 5 lifers can destroy 1 enemy anti-covert, unblockable if you are at 20% of the enemy strength, but all lifers sent destroy themselves as well.

LARGE changes to ascension server (affects main) - 'a new start'...
The goal of this update was to make the Ascension server more playable, more fun, and ensure that if you are new to the server, have not played much yet, or got utterly destroyed previously, you get a fresh chance to compete.
To do this, every account was given almost a million ascension points (convertable into local ascension currency),the levels/techs were reduced in price, gaining units was made easier, and your income earning planets are safe from enemy hands, ensuring that even if you are attacked (hard)you still can recover...
Additionally, ascensions will give MUCH more ascension points than previously. And the maximum ascension level is now 20, not 10 like before...
Also, if you have an ascension account, and really do not want it, you can 'descend yourself' into a new race in main - Daimon. Your main account will keep the ascension bonuses you have now, minus the ascended blessing, although suffer 2x the casualities in battle and earn no glory. There may be a 'bonus and penelty' added to this race in near future, that both hurts you and your enemy to a more or less equal degree. What this is is not yet determined. If you do not want to risk not liking a future update on this race, do not take it yet..(The ascended account is of course gone...)

If you ever wanted to take a stab at ascension, or were a bit disappointed with your performance - NOW IS THE TIME TO GIVE IT ANOTHER GO!!!!
All accounts were given 10 days protection while this change was introduced. There are 5 days left as of right now!


The finer details are below (taken from the Ascension Game Updates):






HOW IT WILL LAUNCH

1) ascension server will get 10days PPT for everyone.
2) closing server now to do migration...
3) life force above max life force will get converted to cache.
4) everyone will get the AP of their last ascension, minimum of 900,000 and max of 5,000,000 -- the upper/lower limits are in place since ascensions could have taken place anytime over 2 years, and what it took to get 100,000 APP 2 years ago was far far greater relative to what 100k or even 500k would be a month ago...so the range of 900k to 5000k will be the min/max ... i believe this is fair.



WHAT WILL LAUNCH
1) the APP <> LF rate of aprox 1200 to 1 (growing daily) will go live. The 'growth per day' may change over time, but this is the initial and 'base' rate now.
2) Life Force will max at life force max. Above this, it goes into LF reserves. When reserves and life force are full, it goes into LF cache. This is true of DMU<>LF, life force gained per turn, LF from APP, etc...
3) Cache can be moved into reserves, or LF.
4) upgrades can be bought with cache & life force (not reserves) - with cache used first. LF only used if you are 'short' in your cache.
5) Rework of the cost of levels. (cheaper at lower levels, gets more expensive, exponentially, above 500.) No caps on most stats, no realistic caps on the rest...
6) Rework of the benefits of levels. They are not as 'powerful' as before, with a couple exceptions like charisma, production ...
7) Rework of the cost of fleets. Slightly reduced, and a new 'soft cap' causing fleets to get more expensive past 100k production.
Cool When planet count gets to 2billion, the growth rate/discovered planet rate, drops...There is no ' big drop' at this level, but the further you get from the 2bil planet count, the more the 'dead planet finds' increase as a percent of the total finds...again this is just production/finds per turn and not existing planets.
9) Raid is gone.
10) SuperWeapon is gone.
11) Every active account generates APP each turn...
12) Turns can be traded for DMU (not the other way around).



CHANGES AFFECTING MAIN
1) No limit on number of ascensions/limit of 20 ascensions (not decided, but wont need to be for a while). They get much more expensive in UP minimum required at 10+.
2) The bonus of +1% per level above 5 remains....
3) Ascended accounts in vacation mode: the main account does not receive the bonus on income or attack (this is new). The bonus on def/covert and the ascended blessing remain at 1/2 strength. Weapons remain.
4) If you wish to DESCEND YOURSELF - ie 'quit ascension' .. you can. You will become a 'Daimon' - basicly a fallen divinity...This is the only race open to fallen ascendeds who chose their own demise...The bonuses are: whatever your ascended account was giving to your main account at the time of banishing yourself, MINUS the ascended blessing (so no unique tech to this race.) (for example if you were prior, you got 5% bonus on att/def/cov/income, and the ascended blessing, and new weapon valus. You keep all but the ascended blessing.) A Daimon DOES NOT GAIN GLORY and, in battle and covert, TAKES DOUBLE CASULAITIES -- basicly, they are living fast and dying fast Smile. From this race, you can choose a fully mortal race, or keep this race. No other options.
5) Lifer suicide missions to kill enemy anti-covert in main. 5 lifers die to get 1 enemy AC. You must have 20% of their defence in attack to get your lifers close enough, but there is no 'fight' of armies... and your lifers will always succeed at the above rate...
6) ascension does not take your mothership, you do not gain APP for your mothership.
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Milliardo

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Number of posts : 365
Location : In the Deep South enjoying Sweet Tea
Registration date : 2007-10-04

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PostSubject: Re: Recent Updates..Kinda late....   15th February 2008, 09:36

Use the Forum, 'Game Suggestions' catagory, to suggest new features, changes to current features, or even rebalancing of existing features if you feel they are too strong/weak/etc....
Thank you. Admin & co.


Jan, 2008
Sabotage Limits raised
You can now hold 100 covert action turns (vs. 50 previously) and accounts can take twice the covert beatings that they could previously. As accounts grow, the value of sabotage has decreased. This change is to ensure sabotage remains a viable tactic.
Battle Random Factor Decrease
It used to be that - along with some other factors - an army could do 75 to 100% of its potential damage on attack or defence. This is now changed to 90 to 102% - so less random variability in battles. I blame this on more accurate weaponry Smile
More Digits Many Fields
The amount of 'stuff' you can transact in one go has increased on most pages - ie you can bank more at once, buy more weaponry at once, etc.
Used Weapon Market Declines
The price offered for selling back used weapons has decreased. I suspect everybody wants new weapons so the value of old ones dropped...
This will also make the 'mass/sell weapons to avoid retaliation/rebuy weapons/repeat' tactic a bit more expensive...

Pergatory Limits Decreased
The maximum size realm that can enter pergatory is 20% of the 'unit maximum' before the plague strikes (you can see this value on your personelle summary&training page - it increases with time..).
If you are above 30% of this value, and in pergatory, you will be automatically removed.
This change is to ensure pergatory is not used and abused by very powerful accounts, but is there to safeguard the smaller accounts in time of need...
Additional Market Options
You can now trade:
All market turns for extra attack turns (trade the turns themselves -not any existing goods with a market turn.) You will get the equivalent of 2 quantity 5 trades worth of turns - although these turns are for personal attacking use only - you cannot give or trade them. They also do not count towards any existing maximum holdings.
One market turn for an additional 10 percent of your NATURAL bank size increase in bank storage capacity. Thus - you can get an additional 30% of your natural bank capacity increase per week, if you use all your market turns thusly.
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Milliardo

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Number of posts : 365
Location : In the Deep South enjoying Sweet Tea
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PostSubject: Re: Recent Updates..Kinda late....   23rd February 2008, 09:56

Fleet/Planet Attacks
A minimum fleet strength of 15% of the planet defences is now needed to engage. Below that it is pure suicide, with no chance to succeed, and you cannot convince your pilots otherwise...
On a technical level, this also brings the cost of attacking closer to the cost of defences lost (although still favoring the attacker)
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Milliardo

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Number of posts : 365
Location : In the Deep South enjoying Sweet Tea
Registration date : 2007-10-04

Who are you
Life Force:
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PostSubject: Re: Recent Updates..Kinda late....   28th February 2008, 23:19

Jan/feb, 2008
View Target Realm's Relationship with you via Stats Page
Stats page when viewing another realm now shows your relation with them (yours) and their relation with you (theirs).
Custom Titles
Some select accounts, and all accounts older than 3 years, get custom titles. This is simply the ability to change your title, replacing some of the race specific 'rank' titles. This is done in the preferences area, with change email.
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Milliardo

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Number of posts : 365
Location : In the Deep South enjoying Sweet Tea
Registration date : 2007-10-04

Who are you
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PostSubject: Re: Recent Updates..Kinda late....   1st May 2008, 16:53

April, 2008
Officer, Commander and Alliances
From this point on, due to popular request, officer relations, and alliance relations, are 100% distinct, separate and unrelated.
Making an alliance will not automatically bring in your officers, quitting an alliance not dispel your officers from the alliance, a leader of an alliance may be an officer or a commander without restriction.
The new limit of officers per commander, is now 10. This may change in future, to allow additional officers based on other factors.
Officer Contribution to Commander Unit Production - UPDATED
UPDATED: The below update is reversed. Instead, a limit is placed on the commander, in that they can only receive 50% of their own natural UP as an officer UP bonus, per officer. Additionally, the part of the officer total unit production that comes from THEIR officers, is not included. Just their own total unit production, including bonuses and planets, but not officer contribution.
Considering the previous contribution was a max of 1/2 of 30% (15%) of their UP, getting to where your current natural Unit Production is twice their 15% (so that half your natural UP is above their 15% of total) should not be out of range.
What this update does, of course, is refocuses on natural UP, and not just planets. It also forces an account to build up on their own, in order to fully benefit from strong officers. The help goes to those who first help themselves...Lastly, by removing the officer contribution, is stops 'circles' and 'bonuses on bonuses' for commanders with officers who are also commanders.
[[[REVERSED UPDATE]]]The officer contribution to commander unit production is now based solely on natural, prebonus, unit production. This is the number reflected in their daily unit production stat (not the turn unit production) - on the main base page, it is the 'Unit Production: xxx/day' stat, not the '(yyy total)' in brakets.[[[END REVERSED UPDATE]]]
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Grannus
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PostSubject: Re: Recent Updates..Kinda late....   1st May 2008, 19:01

I have already been taking advantage of this. Very Happy

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