Search found 376 matches

by Philosopher Cody
Thu 16 Aug, 2018 14:48
Forum: Feedback
Topic: Are we a "Finished Product" again?
Replies: 7
Views: 299

Re: Are we a "Finished Product" again?

What other projects? Not much hype on the AE game eh www.astrolegends.com No much hype by now, still want to work out some major features before advertising it more. Looks like a decent new game. With Astro Legends I highly suggest you make it android and iPhone compatible as well and push it throu...
by Philosopher Cody
Thu 26 Jul, 2018 18:38
Forum: Feature Request
Topic: Ground based disruptor cannon capable of targeting occupying fleets
Replies: 5
Views: 151

Re: Ground based disruptor cannon capable of targeting occupying fleets

I honestly like this idea. The concept is good. It gives the person being occupied a chance to fire back and make it not worth the wild for a person to permanently occupy the base. I think it needs to take up zero area though to make it worth building. Call it a floating defense or something. Not in...
by Philosopher Cody
Thu 26 Jul, 2018 18:30
Forum: Feedback
Topic: Are we a "Finished Product" again?
Replies: 7
Views: 299

Re: Are we a "Finished Product" again?

Is not a "finished product", but major updates requires focus and time. I have dedicated some months recently to Astro Empires, but beside Astro Empires I have to split my time with other project. Good to hear. Looking forward to see the next set of changes when they are ready to be annou...
by Philosopher Cody
Thu 19 Jul, 2018 16:24
Forum: Feedback
Topic: Autoscout makes spies lives easier
Replies: 7
Views: 229

Re: Autoscout makes spies lives easier

I look at my own guild's bases all of the time to compare their progress to my own, to see if they are growing or not in terms of constructing more buildings, to determine if they have an appropriate defense to trade with, to determine where there fleets are and what their composition is so I can pl...
by Philosopher Cody
Wed 18 Jul, 2018 13:15
Forum: Feedback
Topic: Autoscout makes spies lives easier
Replies: 7
Views: 229

Re: Autoscout makes spies lives easier

Do not give everyone in your guild permission to use the reports. Also I find it useful to search for my own guild. It lets me find the best jumpgates.

Spying is part of the game and adds a dimension to it.
by Philosopher Cody
Wed 11 Jul, 2018 15:22
Forum: Feedback
Topic: Fixing Permanent Occupations
Replies: 1
Views: 86

Fixing Permanent Occupations

Permanent Occupations are a hinderance to new players and/or weaker players. The person got attacked the attacker got their pillage and did their thing, now the person needs to be able to recover so they can fight another day. But when they are constantly held down they cannot rebuild. I suggest the...
by Philosopher Cody
Wed 13 Jun, 2018 13:12
Forum: Feedback
Topic: Autoscouts sent to non-guild bases
Replies: 2
Views: 373

Re: Autoscouts sent to non-guild bases

I agree. Ideally your scout ships should prioritize your astros first, followed by astros within the same guild as yours, then empty astros, then lastly other's astros.

Going to one of your own or a guildmate's first gives the chances of them moving faster because of jumpgates.
by Philosopher Cody
Thu 31 May, 2018 14:23
Forum: Feature Request
Topic: Trade server = no combat game
Replies: 7
Views: 343

Re: Trade server = no combat game

I am sure that this could be done, but there will be very few people who would play it. There would be no point to the game. Now if you expanded it to include combat where you can steal goods from others and plunder you will have a modern day space pirates game. But pure trade on its own will get bo...
by Philosopher Cody
Thu 24 May, 2018 13:44
Forum: Feature Request
Topic: Commander training
Replies: 3
Views: 282

Re: Commander training

You have a few hundred commanders? How many servers do you play? I still doubt that. A person having 20 bases per server would have to be playing at least 5 servers. Sure it would be nice to have an upgrade all, but also lets realize that once a commander is up to its top level you do not have to ne...
by Philosopher Cody
Tue 22 May, 2018 18:46
Forum: Feedback
Topic: New: Trade Tools
Replies: 15
Views: 677

Feedback/Improvements for the new Trade Tools

I would like to see the following changes made to the tool in an effort to make it better: 1. Can we have a way to automatically accept trade route requests? I would like to be able to specify which types of trades that I want to accept, such as if the person is unique, if their economy is at least ...
by Philosopher Cody
Mon 21 May, 2018 18:30
Forum: Feedback
Topic: New: Trade Tools
Replies: 15
Views: 677

Re: New: Trade Tools

A minor tweak that I can think of, is an auto accept trade route. The player could put in their parameters, such as accepted minimum economy of trading base, minimum distance, and uniqueness and if a person has a trade route that fits all of those requirements and they establish the route, then the ...
by Philosopher Cody
Mon 21 May, 2018 13:50
Forum: Feedback
Topic: New: Trade Tools
Replies: 15
Views: 677

Re: New: Trade Tools

I love this feature. Excellent job, keep up the good work. Good to see changes made to the game which add value and make the game better. Hats off to the devs.
by Philosopher Cody
Fri 18 May, 2018 18:06
Forum: Feature Request
Topic: AE Auto Scout Tool
Replies: 4
Views: 315

Re: AE Auto Scout Tool

Is a technical reason. The server just need to add a new entry on the historic of the fleet size when it changes for example from 200k to 500k, instead of add an entry on the historical every time a new unit is built for example. When you look at a system you have seen at 2 days ago for example, it...
by Philosopher Cody
Tue 08 May, 2018 19:42
Forum: Feature Request
Topic: Research Revamp aka Research Currency
Replies: 0
Views: 166

Research Revamp aka Research Currency

The idea was formulated here: http://forum.astroempires.com/viewtopic.php?f=7&t=125352 Now to go into more detail: The goals of this feature are to 1. Reduce player inactivity for technology focused players. 2. To make other fleet compositions more competitive. 3. Make lower metal Astros more at...
by Philosopher Cody
Tue 08 May, 2018 18:42
Forum: Feature Request
Topic: Increasing Research Per Lab
Replies: 15
Views: 635

Re: Increasing Research Per Lab

Increasing research capacity to make the techs go faster, will not solve what you are trying to achieve. It will just make technology go to new heights, and you will arrive with the same problem of techs taking months and players being not as active. So people will still become inactive. If you real...

Go to advanced search