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beta test - The Genesis Project
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Anon De Mouse
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Joined: 21 Jul 2005
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Location: Australia

 Post Posted: Sat Sep 08, 2007 12:45 pm    Post subject:
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oooh ... you sound mysterious Spacetrace i wonder what your up too
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Renee Davis
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Joined: 22 Jul 2005
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Location: Lautem, Timor Leste - Lautem District

 Post Posted: Fri Sep 14, 2007 6:13 am    Post subject: TLS's conclusion
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We found a foolproof way to, as the attacker, take out more than you lose by hitting repeatedly (NOTE: NO CONFLICT TIMERS IN THIS) with 1 infantry or 1 tank (or 1 of each). This gets a 1 (attacker) to 2 (defender) loss ratio. This may be a loophole or may be of a balancing value that will enable smaller alliances to take on much larger ones successfully. At any rate, leaving large forces on pre-warps may not be the better strategy here. Although to act as a raider you will have considerable mp invested in tranports (mp invested getting "freed" by unit deployment). Expect a fast, constant, and frequent turn-over rate on "local" prewarps esp. the wh prewarps.
Also: this could get overly repeatative (and subsequently very boring) and additional changes will probably be needed.
Check Davids and my BR's in 2 days or so and LOL
NOTE: BEST RESULTS OBTAINED BY LOSING ALMOST EVERY BATTLE DELIBERATELY

3 members on J4:

colony battle against tttehhe at: Juggernaught 4 458/517/42 your enemy
tech losses losses

18/36 infantry (ren)


34/34 guns (ttt)

you conquered this colony.

14.09 03:57

colony battle against tttehhe at: Juggernaught 4 458/517/42 your enemy
tech losses losses

1/1 infantry (ren)

1/1 tanks (ren)

2/36 guns (ttt)


you failed to conquer this colony.
your troops were destroyed

14.09 03:56

colony battle against julian22 at: Juggernaught 4 458/517/42 your enemy
tech losses losses

3/3 infantry (jul)

2/2 tanks (ren)



you failed to conquer this colony.
your troops were destroyed

14.09 03:55

colony battle against julian22 at: Juggernaught 4 458/517/42 your enemy
tech losses losses

1/1 infantry (ren)
1/4 infantry (jul)

1/1 tanks(ren)

1/1 guns (jul)


you failed to conquer this colony.
your troops were destroyed

14.09 02:23

colony battle against tttehhe at: Nano Armor 485/488/45 your enemy
tech losses losses

1/1 infantry (ren)
2/2 infantry (ttt)

1/1 tanks (ren)
2/2 tanks (ttt)

you failed to conquer this colony.
your troops were destroyed

14.09 02:21

colony battle against tttehhe at: Nano Armor 485/488/45 your enemy
tech losses losses

1/37 infantry (ttt)

1/1 tanks (ren)
1/37 tanks (ttt)


---above repeats ~35 x !!!! until last one above that left zero forces present---note using 1 tank to take out 1 infantry and 1 tank at a time----
you failed to conquer this colony.
your troops were destroyed

14.09 02:21
(hit with "1 1" 2nd time)
colony battle against tttehhe at: Nano Armor 485/488/45 your enemy
tech losses losses

1/1
2/39

1/1
2/39



you failed to conquer this colony.
your troops were destroyed

14.09 02:21
start---"stack read" with a "1 1" (1 infantry, 1 tank)

colony battle against tttehhe at: Nano Armor 485/488/45 your enemy
tech losses losses

1/1
1/40

1/40



you failed to conquer this colony.
your troops were destroyed


This concludes the TLS beta test of the new "colony wars" for now having, shot up 3000 points
and 200 reinforcements in a mere 4 days
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spacetrace
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 Post Posted: Fri Sep 14, 2007 8:56 am    Post subject:
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it is a truncation problem. i will fix that.
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Renee Davis
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Location: Lautem, Timor Leste - Lautem District

 Post Posted: Sun Sep 16, 2007 1:34 am    Post subject:
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spacetrace wrote:
it is a truncation problem. i will fix that.


OK we will try a few more in a few days and determine strategies needed.
Note to TOC, Colonists and WFS: we examined the php code segment admin posted, theorized this loophole, were finding it making the gameplay way too easy and could only stand the obvious loophole long enough to verify it and get counter verifications back. We are trying to eliminate such loopholes in this beta test.
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spacetrace
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 Post Posted: Wed Sep 19, 2007 1:17 pm    Post subject: Re: TLS's conclusion
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Renee Davis wrote:
We found a foolproof way to, as the attacker, take out more than you lose by hitting repeatedly (NOTE: NO CONFLICT TIMERS IN THIS) with 1 infantry or 1 tank (or 1 of each). This gets a 1 (attacker) to 2 (defender) loss ratio. This may be a loophole or may be of a balancing value that will enable smaller alliances to take on much larger ones successfully. At any rate, leaving large forces on pre-warps may not be the better strategy here. Although to act as a raider you will have considerable mp invested in tranports (mp invested getting "freed" by unit deployment). Expect a fast, constant, and frequent turn-over rate on "local" prewarps esp. the wh prewarps.
Also: this could get overly repeatative (and subsequently very boring) and additional changes will probably be needed.
Check Davids and my BR's in 2 days or so and LOL
NOTE: BEST RESULTS OBTAINED BY LOSING ALMOST EVERY BATTLE DELIBERATELY

...




the attackers attack values are now rounded down !!! so attacking with low numbers make no sense anymore!
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Knight of Truth
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 Post Posted: Wed Sep 19, 2007 6:45 pm    Post subject:
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Aww.. I was hoping on logging in for once and trying it out. Anyway, at least it's a bug fix.

P.S: I looked up truncation, and I'm not quite sure it's the correct word to use here...
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spacetrace
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 Post Posted: Wed Sep 19, 2007 8:39 pm    Post subject:
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truncation of a number means: truncate(1.234)=1 or truncate(3.645)=3

if fact i used ceil ( ceil(2.543)=3 or ceil 14.1277=15 )

so you are right...
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guest
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Joined: 26 Oct 2004
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Location: Hamburg, Germany

 Post Posted: Mon Sep 24, 2007 2:40 pm    Post subject:
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Would it be possible to add 2 cluster รก 3 planets to the guest Accs?
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admin
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 Post Posted: Tue Sep 25, 2007 12:23 am    Post subject:
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good idea, i moved them around a bit
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guest
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Joined: 26 Oct 2004
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Location: Hamburg, Germany

 Post Posted: Wed Sep 26, 2007 1:03 am    Post subject:
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maybe a bug maybe it should be so... but both "guest" accs can not fly to Ohuppoafanf
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DavAlan
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Joined: 24 Aug 2004
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Location: Palo Alto, California

 Post Posted: Mon Oct 08, 2007 9:16 pm    Post subject: Final conclusion...
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Verses a really large alliance or even one only 3x your size, the colony wars are not really playable.
Changes are needed badly to balance the issue out as going "guerilla warfare" by killing colony war fleets is not gonna get much action, points or anything worthwhile.
Also need to be able to prevent a large overnight sweep by 3x your forces from multiple players in some overnight campaign.
We spend a week catching up and fall back overnight.
The alternative is to do away with small alliances and just have the 2 training alliances work on this.

TLS disbands later this week again for add in development and have concluded this evo's work after reaching our conclusions.
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DavAlan
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 Post Posted: Sun Nov 25, 2007 11:01 pm    Post subject:

Are the colony stats going to get reset for the next round again???? hopefully so....

admin???
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"Destruction leads to a very rough road
But it also breeds creation
And earthquakes are to a girl's guitar
They are just another good vibration
And tidal waves couldn't save the world
From Californication"
Red Hot Chili Peppers - Californication
https://www.youtube.com/watch?v=YlUKcNNmywk
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