Search found 191 matches

by Travdan
Sun May 30, 2010 7:35 pm
Forum: Requires Discussion
Topic: Galaxy defense
Replies: 12
Views: 6635

Re: Galaxy defense

then there is no point in looking towards advertising because nobody, or at least very few people is going to want to play a game like this starting fresh, but thats just my opinion. now im not suggestions 1.5 type changes. as i said before that was too much to fast and really just made the problem...
by Travdan
Fri May 28, 2010 7:02 pm
Forum: Requires Discussion
Topic: Galaxy defense
Replies: 12
Views: 6635

Re: Galaxy defense

then one day Massive changes happened pretty much over night and that sort of put the game in a deeper hole it still has not come out of. the only way to really get it back to its former glory player wise is to change things up a bit You are providing a counter to your own argument. The game is fun...
by Travdan
Thu May 27, 2010 4:23 pm
Forum: Fixed Bugs
Topic: No Cap on Planet Raids
Replies: 16
Views: 8004

Re: No Cap on Planet Raids

Agreed. The original cap of 10 attackers needs to be in place. As someone mentioned, planets were balanced around this number. There is no reason for this to change.
by Travdan
Thu May 27, 2010 4:16 pm
Forum: Requires Discussion
Topic: Galaxy defense
Replies: 12
Views: 6635

Re: Galaxy defense

From my perspective, there are no new mechanics that will make the game appealing from a cutting-edge technology perspective. The people who play the game (as far as I can tell) like it for what it is. Significant deviation from the original game will only serve to alienate long-time players. If peo...
by Travdan
Tue May 11, 2010 10:47 pm
Forum: Fixed Bugs
Topic: Port multiplier problem...
Replies: 14
Views: 9312

Re: Port multiplier problem...

I too noticed an unusual increase in port multipliers in Colonial Conquest within the past couple days.
by Travdan
Thu Apr 22, 2010 7:49 am
Forum: General Discussion
Topic: How many years has it been?
Replies: 2
Views: 1938

How many years has it been?

Hi everyone! I don't know how many current players remember me, but I was a serious player back in the 2003-2004 era (wow... has it really been 7 years?). If any old-timers are still around, shoot me a message! I'd really like to catch up. It's very interesting to see how the game has progressed sin...
by Travdan
Thu Apr 22, 2010 7:39 am
Forum: General Discussion
Topic: Discussion: MINES
Replies: 42
Views: 18285

Re: Discussion: MINES

Hi everyone! I was just looking at a screenshot from the Milliways(3) game, and noticed one of our mining reports listed: Total forces currently deployed: .... 12,214 of 13,663 Scouts (89% complete) .... 115,346 of 143,294 Mines (80% complete) .... 45,839 of 0 Combat Drones (100% complete) .... Valu...
by Travdan
Fri Jun 10, 2005 12:19 am
Forum: Implemented Features
Topic: Retired hall of fame
Replies: 8
Views: 4190

Sounds like a great idea.
by Travdan
Tue Jan 25, 2005 6:16 pm
Forum: General Discussion
Topic: Mines - The END.....
Replies: 253
Views: 98570

Everything that Tulayrk and I have done has been painstakingly by hand.
by Travdan
Sat Jan 22, 2005 1:12 am
Forum: Requires Discussion
Topic: SMR2 -> Mines
Replies: 100
Views: 37267

We have all talked about how turns used to attack a force stack should not always be 3. I think Ardbeg's formula (at least something similar to it): http://smrcnn.smrealms.de/viewtopic.php?t=4710 would be a great starting point. If we wanted, we could make the turns used to attack also variable, as ...