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 Post subject: Updates - June 29th, 2009
PostPosted: Mon Jun 29, 2009 2:50 pm 
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We Recommend that you clear your cache and cookies - St.Even

Here are all the changes going into effect right now:

Crystals & Relics:
-Reworked the bonus from crystals to be alliance wide, every crystal will give 0.2 metal/oil per tick rounded up to the nearest whole number to every member of the alliance. This means that every 5 crystals each member of an alliance will get 1 m/o.
FIXED! Woo!
-Each relic will now add 10 metal/oil production per tick to all members of an alliance that holds them.

Production & Overhead:
-Workers growth formula changed to a base growth of 40 workers every 24 ticks and -3 upkeep per 50 population.
-Overhead changed back to 10% per 100 units with no maximum.
-Structure production levels lowered to closely match the old client model. 15% for metal and and 12% for oil.
-Outposts no longer take population, instead they will cost -1 upkeep each for all outpost types.
-Breaking protection will now also give 1 energy and 1 worker for every tick of protection left when you break protection.

Structures:
-Lowered costs of structures to more closely resemble old client values. Level 1-3 structures were the ones most changed. Cost of all level 1-3 structures was 21,000 metal in new client, changed to 15200 metal.

Spies & Scans:
-Incoming scan reduced to 10E, was 20E.
-Colony scan reduced to 10E, was 20E.

Outposts:
-Training Base cost increased to 500 metal, 2000 oil
-Gate cost increased to 750 metal and 1000 oil.
-Downgrading an upgraded outpost now gives you 300 Metal.
-Razing an outpost now also gives 2 workers
-When upgrading an outpost there is a cooldown time before you can use the new outpost. Settlements and Training Bases take 24 ticks before you can use them, Radars take 6 ticks before they can be used, nuke silos can still be armed immediately upon upgrade.
-Taking over Outposts - When you take over any outpost it resets control ticks to 0, cannot use any outpost feature till 24 ticks. When taking over a training base you will occupy that training base so long as you do not currently have one, if you do then the training base reverts to a regular outpost and you get the 300 metal for the downgrade.
-Nuking Outposts - When nuking outposts it lowers control ticks of the outpost to 12, regardless of the amount of nukes used. Also added back that a nuke downgrades outposts, owner will not receive the 300 metal for the downgrade.

Squads:
-You can now place unlimited amount of units in your base squad and training base.
-Squads minimum travel time for a move order has been reduced to 5 ticks. (attack orders minimum ETA stays at 6 ticks)
-Bug with moving units between squads when not on your training base or your colony is fixed
-Removed 3 control tick requirement to attack from outposts/colonies.

Colony Actions:
-Rebellion - Can be started at 72 ticks, takes 24 ticks to rebel.
-Force Relocation - Need 48 control ticks of a conquer to force relocate, was 72.
-Joining an alliance - Need 36 ticks of your colony to join an alliance.
-Relocation - Need 100 control ticks and will cost 50E and 1 oil/KM of distance relocated, the destination settlement must also have at least 24 control ticks.

Shield:
-Bug fixed with shield going down by 2 per tick instead of 1.

Power & Score:
-Military ranks on a colony will be every 15 power now, was every 10 power.


Boost changes
Minimums have been implemented to the boost packages, and the static amount has been removed:
Oil Bucket and Heavy Metal boosts now give 100% of world's average stockpile and have a minimum of 5000 of that resource.
Oil Jar and Light Metal boosts now give 50% of world's average stockpile and have a minimum of 2500 of that resource.


All of these changes will be in effect very soon. Server is being updated right now. Reply to this thread if you have any questions or feedback about this update.

-Andrew


Edit 22:50 GMT - Added boost changes

Note: St.Even's edits in normal colour.

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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:02 pm 
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why is the upkeep increased for -3 per 50 workers?? just curious.

other than that.. its pretty good update i think.

why were the values increased for upgraded ops?

and if the op is upgraded is it -2 or -1..

and curious does the tb update and radar update affect the ones that are already out there?

same with settlements.


why change in rank too?


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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:12 pm 
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how long will the servers be down?

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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:13 pm 
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Does upkeep decrease the amount of workers you get every 24 ticks?

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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:14 pm 
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Dukey wrote:
why is the upkeep increased for -3 per 50 workers?? just curious.

other than that.. its pretty good update i think.

why were the values increased for upgraded ops?

and if the op is upgraded is it -2 or -1..

and curious does the tb update and radar update affect the ones that are already out there?

same with settlements.


1) Worker Growth: The formula was changed as there wasn't much in the way of diminishing returns and attaining a lot of workers was too easy. With this new formula you start off getting a lot more workers but after 500 it slows down and after 750 it gets really slow.

2) Certain upgraded outposts were far too cheap compared to their value, hence the increased costs.

3) Upkeep is -1 for all outposts, regardless of upgrade.

4) Not sure what you mean affecting the current TB, settlements and radars, they won't be jammed and/or have their control ticks reset to 0 or anything due to this update, only outposts upgraded in the future.

5) Being as you can acquire power a lot faster in the new client the old ranking formula needed to be changed to better match.

That answer everything?

-Andrew

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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:18 pm 
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eriksn wrote:
how long will the servers be down?


Not sure, could be roughly 30-60 minutes before all the updates are finished. All worlds are currently paused so no time will pass where you cannot log in.

Zhester wrote:
Does upkeep decrease the amount of workers you get every 24 ticks?


Yes

-Andrew

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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:19 pm 
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actually that answered every question I had.. thank you andrew..


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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:24 pm 
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Great :mrgreen:

-Andrew

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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:24 pm 
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when will the first mars come out


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 Post subject: Re: Updates - June 29th
PostPosted: Mon Jun 29, 2009 3:30 pm 
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Is 40 the maximum amount of workers you can get every 24 ticks?

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