Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 67 online users. » 0 Member(s) | 67 Guest(s)
|
Latest Threads |
Changelog
Forum: Changelog
Last Post: admin
03-21-2017, 05:27 AM
» Replies: 27
» Views: 130,181
|
Can't conquer planet
Forum: Bugs
Last Post: admin
10-26-2016, 11:56 PM
» Replies: 1
» Views: 14,822
|
military review
Forum: Suggestions & Complaints
Last Post: admin
11-23-2015, 04:02 PM
» Replies: 5
» Views: 60,153
|
trade
Forum: Suggestions & Complaints
Last Post: herr kommandant
11-23-2015, 12:19 AM
» Replies: 4
» Views: 50,159
|
Battle report Troop amoun...
Forum: DYK
Last Post: admin
11-08-2015, 09:58 PM
» Replies: 5
» Views: 28,201
|
unable to withdraw carrie...
Forum: Bugs
Last Post: admin
11-02-2015, 04:20 PM
» Replies: 1
» Views: 13,398
|
problem getting to abadon...
Forum: Bugs
Last Post: herr kommandant
11-01-2015, 09:00 PM
» Replies: 0
» Views: 7,205
|
Reserves will not deploy ...
Forum: DYK
Last Post: admin
11-01-2015, 01:15 AM
» Replies: 0
» Views: 7,280
|
Rested troops will fight ...
Forum: DYK
Last Post: admin
11-01-2015, 01:13 AM
» Replies: 0
» Views: 6,832
|
nuke abuse in combat will...
Forum: DYK
Last Post: admin
11-01-2015, 01:10 AM
» Replies: 0
» Views: 7,335
|
|
|
Efficiency Bonus Clarified |
Posted by: admin - 11-01-2015, 12:52 AM - Forum: DYK
- No Replies
|
|
There are 5 efficiency modifiers in the bonus list... Fuel Eff, Supply Eff, Research Eff, Planet Develop Eff, and Upgrade Eff. The normal bonus multiplier for other items are straight forward eg. Supply Production bonus mux of x1.3 would yield 130% normal supply production. This is not the case for efficiency mods. These mods effect cost calculations such that an efficiency mod of 25% or x1.25 results in a 20% realized reduction in cost. The cost is calculated by... Actual cost=base cost x (effec mod^-1) -or- Actual cost=base cost x (1/effec mod)
Working example:
Fuel Eff = 1.3
Normal Fuel units needed = 400
Actual cost = 400 x (1/1.3) = 307.69 Units
Note that 307.69 x 1.3 = 400 so you can see the modifier is described accurately.
The term 'efficiency' was chosen for lack of a better term.
|
|
|
changes are painfully evident |
Posted by: herr kommandant - 10-30-2015, 01:43 AM - Forum: Assorted Talk
- Replies (1)
|
|
On the tryon I am playing terrans and it is hard to get ahead without selling assets in the be ginning as compared to before. Abadon not so bad but almost in playing as cyborg...not such a cake walk anymore.
|
|
|
home news |
Posted by: herr kommandant - 10-12-2015, 03:03 PM - Forum: Bugs
- Replies (4)
|
|
it's happened twice but when I first get on the abadon game I check the news. For the last 2 times I have been getting glimpses of somebody else's news. I have to recycle to get my own.
|
|
|
On the market... |
Posted by: herr kommandant - 10-11-2015, 03:15 PM - Forum: Bugs
- Replies (2)
|
|
I was selling some nukes when I saw an opportunity to maybe make some money and when I sold a tenth of what I had it came up 4 more times (bam-bam-bam-bam) in rapid succession which wound up selling half my stockpile involuntarily. Could this be a bug or shitty (slow) connection this morning? Did the same thing selling supplies (one additional involuntary sale).
|
|
|
military settings |
Posted by: herr kommandant - 10-11-2015, 02:03 AM - Forum: Gameplay Q & A
- Replies (1)
|
|
Do you accumulate credits when you have 0% new troops to reserve and commanders? Is the production of no new troops substituted by accumulating credits in their place?
|
|
|
nuke attack strength type in |
Posted by: herr kommandant - 10-08-2015, 05:21 AM - Forum: Bugs
- Replies (1)
|
|
I had to start using the slider instead of typing in my exact number of nukes I wanted to use on count of it going back to zero each time after a couple of seconds.
|
|
|
|