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PITA regarding MP
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T2
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 Post Posted: Thu Aug 13, 2009 8:55 pm    Post subject: PITA regarding MP
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I don't think this is a bug per say however, it sure is a pain when you want to put most of your MP in a specific fleet.

Can we do anything about this? (like going back to the old system?)


MSG Received-

"you can only position 4978 mp in fleets 1 and 2, you tried to create fleets with 4073 mp.
you can only position 4978 mp in fleets 1 and 2, you tried to create fleets with 4073 mp."
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ncaries
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 Post Posted: Thu Aug 13, 2009 9:21 pm    Post subject:
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i never experienced this. You mention 'old situation'' , what has changed?

anyhow, in my opinion the game shouldnt prevent putting a lot of mp in one fleet
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T2
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 Post Posted: Fri Aug 14, 2009 3:57 pm    Post subject:
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The extra mp created by the flag holder has restrictions attached so the extra mp cannot be used anywhere but your base. It impacts other aspects of the game in unforeseen circumstances that limit or restrict gameplay like the msg that I got while trying to shuffle fleet stacks in remaining "attacker" fleets.
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admin
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 Post Posted: Fri Aug 14, 2009 9:26 pm    Post subject:
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we will think about something.

we are sorry, if it wasn't implemented completely, but i am sure there is a solution.

like if you select "all ships" there should be used only all mp but the extra mp or so
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T2
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 Post Posted: Sat Aug 15, 2009 5:03 pm    Post subject:
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"we will think about something.

we are sorry, if it wasn't implemented completely, but i am sure there is a solution.

like if you select "all ships" there should be used only all mp but the extra mp or so"
------------------------------------------

No need to be sorry admin. I realize this mod was a fast attempt to placate certain elements/players of the game.

With that said, the extra mp does not solve what the original complaint was about.

I know you put time and thought before making the changes but were they really needed ? That mod probably put more bugs into the game that makes a lot more work for you and we probably have not discovered them all yet. There was also the issue with the pioneer ship as well that comes to mind.

Despite the ultimate decision being entirely yours, see what the membership thinks via a vote or poll.
You might be able to save yourself a lot of work.

I'll also acknowledge you may see a big improvment in gameplay that I have yet to discover.

Just say'in............
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zaphod
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 Post Posted: Sun Aug 16, 2009 5:56 pm    Post subject:
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i agree with T2. there is no need for it.
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admin
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 Post Posted: Sun Aug 16, 2009 9:09 pm    Post subject:
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so maybe we will undo undo parts of the mod, so the mp will be 5000 for everyone again
we will discuss it this week
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colinthecorgi
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 Post Posted: Mon Aug 17, 2009 6:59 am    Post subject:
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I support this


When I switch the flag here and there in our huge alliance the extra MP is randomly there or not depending on whether or not all the stuff is in base, if there has been a recent battle, what was in production Q etc....

And yes, you cannot move ships between your fleets freely if the flag moves to another player and you have >5000MP left.
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admin
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 Post Posted: Thu Sep 24, 2009 8:50 am    Post subject:
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the extra MP for the flag commander is now optional and the calculation of the missing MP in one fleet is in a better understandeable way now

i think this is fixed then?
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T2
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 Post Posted: Thu Sep 24, 2009 2:49 pm    Post subject:
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I have not had the opportunity to explore this aspect but I like it. I went with "old style" (no extra mp) and never experienced any problems and I think ?? we received a visit from the traveler. Can't be certain..?
Anyhow, because I'm in a 2 man alliance currently, I do not get the same privileges/rules as a 3 man alliance in regard to flag rules therefore it's hard for me to play the aspect.

FWIW, my base is about to be attacked so I tried to enact the extra MP button and get some ships in my production cue but I was unsuccessful. Because I'm in a 2 man alliance I guess
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SpaceGamer
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 Post Posted: Sat Sep 26, 2009 5:24 am    Post subject:
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Hi Admin,

There is still a bug when you activate the checkbox for the alliance fleets. It let me put too many points into fleet one and when I tried to move them to fleet three it would not let me.

Also I was able to send my alliance fleet to coords differant than my alliance mates base. I thought it would not let you put in differant coords.

I think you have your work cut out for you on this one.

Spacegamer
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T2
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 Post Posted: Fri Oct 02, 2009 10:55 pm    Post subject:
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Just had a visit from Dominion however my fleets are guarding the Neb.
Got hit at the Neb and tried to regroup remaining ships at the Neb until I respawn.

I could not even regroup my remaining fleets into 1 use-able defense fleet. I got the message that I could not put remaining 650 mp into fleet 1 from fleet 3 despite fleet 1 only having <100 mp in it.

I already knew I could not move fleets but being unable to reconfigure fleets in their current location is a new "development".
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admin
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 Post Posted: Sun Oct 04, 2009 5:56 pm    Post subject:
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@spacegamer, how did you manage to do that?
did you start the fleet, BEFORE it became the alliance fleet?

@T2: I have an idea, that solves that:
maybe we should redirect the fleet directly to the Black Hole when the dominion attacks your command center? cause the manpower left in your fleets doesen't want to survive any longer if their whole home-planet is enslaved by an alien race.
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SpaceGamer
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 Post Posted: Mon Oct 05, 2009 4:00 am    Post subject:
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Admin,

I was FC and COW, So I built my fleets with the extra points and sent the alliance fleet, F1 & F2 ( over 7000 mp) to where the MTWG was sitting. Once there I was able to send the alliance fleet to other coords.

The good news is the limits on MPs worked, I could Not move more mp to the other fleets. I was able to use Extended to swap ships. That was cool.


Thanks for your Time Admin!

Spacegamer
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T2
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 Post Posted: Mon Oct 05, 2009 3:50 pm    Post subject:
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"@T2: I have an idea, that solves that:
maybe we should redirect the fleet directly to the Black Hole when the dominion attacks your command center? cause the manpower left in your fleets doesn't want to survive any longer if their whole home-planet is enslaved by an alien race."

If your intent is to completely disable the remaining fleets/ships after Dominion arrives, your suggestion would certainly be the "last nail".

I was a "cruiser" after a Dominion visit trying to take advantage of my last attack with higher tech earned through an evo.

At the moment, a player can still plan a final defense or offense if he configures before Dominion hits but immediately forcing all ships to fly to the BH and not allowing any type of strategy (eg: fleet reconfiguration or staggered fleet timing on the final attack.) will probably cause me to re-spawn right away if I did not plan for Dominions hit.

For instance, in my last battle, I had incoming attacker at the Neb along with Dominion on his way to my base at the same time.
I don't think I would like my fleets taking off to the BH just before an important alliance battle.

It would be impossible to re-spawn and get back to cover up for the impending attack.

just my .02 cents FWIW.
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admin
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 Post Posted: Mon Oct 05, 2009 6:31 pm    Post subject:
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so then maybe we will give you the possibility to reconfigure your fleet...

i will talk to timo later
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admin
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 Post Posted: Mon Oct 05, 2009 9:21 pm    Post subject:
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we fixed this.

fleet 3 can only fly towards alliance members now and if you are evoed out, only to the black hole.

but if you do not set new target coords, you can still reconfigure the fleet configuration after the dominion attack
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T2
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 Post Posted: Tue Oct 06, 2009 5:22 pm    Post subject:
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Sounds good !
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SpaceGamer
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 Post Posted: Wed Oct 07, 2009 4:20 am    Post subject:



That is what I was expecting to happen.

Thanks Admin.

Spacegamer
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