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  • Mejores 100 Jugadores
    contados Posic Puntuacion Jugador Turnos usados Última conexión Bueno Malvado Alianza Online Eff Rating Pulsa aqui para volver a la pantalla de conexión 89146 segundos hasta la nueva actualización Hay 0 jugadores conectados Noticias Locales 2000 2012 Ron Harwood the

    Original URL path: http://blacknova.acom.ee/ranking.php?lang=spanish (2013-11-16)
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  • Blacknova Traders FAQ
    If you need to go to a special port and don t particularly care where you go afterwards shop at good old sector 0 After you re done wait around and let the update that runs every 6 minutes place you in a random sector You effectively get a free move Of course this only works if you re hull is over the allowed federation space limit I call this the sol bump Whenever you buy an EWD buy a warp editor to go along with it That way if you get attacked you can easily create a link back to wherever you were before If being there is important that is Planetary Production Values Planets can produce all sorts of things Here goes By the way all of the commodity production rates assume you re producing at 100 capacity If you re putting 50 towards a commodity for example it would take twice as many colonists to make the same number of said items Colonists reproduce at the rate of 1 0005 your current population each turn So it takes 2000 colonists to have one baby each turn Man these guys need some more mood music I guess Money left on the planet will increase at the rate of 1 0005 current money on planet each turn In other words you get 05 interest on your cash every turn This works out pretty well if you have lots of money It takes 20 000 colonists to make 1 fighter each turn The number of fighters produced is as follows number of colonists 005 01 It takes 20 000 colonists to make 1 torpedo each turn The number of torps produced is as follows number of colonists 005 01 It takes 800 colonists to make 1 unit of ore each turn The number of ore units produced is as follows number of colonists 005 25 It takes 400 colonists to make 1 unit of organics each turn The number of organics units produced is as follows number of colonists 005 50 It takes 800 colonists to make 1 unit of goods each turn The number of goods units produced is as follows number of colonists 005 25 It takes 2000 colonists to make 1 unit of energy each turn The number of energy units produced is as follows number of colonists 005 1 It takes 67 colonists to make 1 credit each turn The number of credits produced is as follows number of colonists 005 3 0 Hull Sizes by Tech Level This list will show you how many items you can store in your holds This list also represents armor shields beams torps and fighter capacity I show up to tech level 24 That s the highest I ve ever gotten to The formula for figuring out the capacity of your holds or other tech levels you will have is 100 1 5 the tech level in question Round off that number and you have your answer 100 150 225 338 506 759 1 138 1 709 2 563 3 844 5 767 8 650 12 975 19 462 29 193 43 789 65 684 98 526 147 789 221 684 332 526 498 789 748 182 1 122 274 1 683 411 Upgrade Costs by Tech Level This is a listing of how much it costs to upgrade to a certain tech level For example upgrading from 0 to 1 costs 1 000 credits 1 000 2 000 4 000 8 000 16 000 32 000 64 000 128 000 256 000 512 000 1 024 000 2 048 000 4 096 000 8 192 000 16 384 000 32 768 000 65 536 000 131 072 000 262 144 000 524 288 000 1 048 576 000 2 097 152 000 4 194 304 000 8 388 608 000 16 777 216 000 The Particulars of Combat Combat is tricky I m going to lay it out one step at a time First we ll do ship to ship combat and then we ll do ship to planet combat This is basically an English representation of the code Now those of you who complain about not being able to read the PHP code can quiet down One very important thing that I want to stress is this In a fight you use 100 of your fighters You only use 2 of your torps This is because the torpedo launchers mounted on your ship can only launch a salvo equal to 2 of the maximum torps you can carry Make sense I hope so VERY IMPORTANT ADDITION TO VERSION 0 1 14 COMBAT Combat now requires energy for beams and shields If you have 20k energy on your ship and your beams can support 25k beams and your shields are at 25k shields you ll actually get 20k beams and 0 shields The reason is that beams use energy before shields do In this example you d have to have 50k energy on hand for beams and shields to both be at max power Ship to Ship Combat Ship to ship combat happens in a very straightforward manner Here we go I ll be using the following method to determine who is the attacker and who is the defender a shields is attacker shields d shields is defender shields No here we go First a engines and d engines are compared A chance to attack is determined by this formula success 10 d engines a engines 5 This number is then compared to a random number between 1 and 100 If the random number is higher than the success number the attack goes on Otherwise you get a message saying Target out maneuvered you Here s an example If your engines are 13 and his engines are 16 then we calculate the success rate as 10 16 13 5 The result is 35 Hence you have a 65 chance 35 chance to fail to succeed Second a sensors

    Original URL path: http://blacknova.acom.ee/faq.php?lang=spanish (2013-11-16)
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  • Bases 1 Colonists Limit 100 000 000 000 000 Maximum number of accumulated turns 2 500 Maximum number of planets per sector 5 Maximum number of traderoutes per player 40 Colonist Production Rate 0 005 Unit of Energy used per sector fighter 0 1 Sector fighter degradation percentage rate 5 Number of planets with bases need for sector ownership 3 Planet interest rate 0 050 Colonists needed to produce 1 Fighter each turn 20 000 Colonists needed to produce 1 Torpedo each turn 8 000 Colonists needed to produce 1 Ore each turn 800 Colonists needed to produce 1 Organics each turn 400 Colonists needed to produce 1 Goods each turn 800 Colonists needed to produce 1 Energy each turn 400 Colonists needed to produce 1 Credits each turn 67 Game Scheduler Settings Ticks happen every 5 minutes 6 Turns will happen every 2 minutes Defenses will be checked every 2 minutes Xenobes will play every 2 minutes Interests on IGB accounts will be accumulated every 2 minutes News will be generated every 15 minutes Planets will generate production every 2 minutes Using new Planet Update Code Yes Limit captured planets Max Credits to 10000000 Yes Ports will regenerate x

    Original URL path: http://blacknova.acom.ee/settings.php?lang=spanish (2013-11-16)
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  • Blacknova Universe News (Noticias del Unverso Blacknova)
    plantilla activa las 24 horas los siete días de la semana ubicada en la sede central galáctica de BNN situada en Alfa Centauri y con agencias en toda la galaxia Noticias para 2013 11 16 día anterior día siguiente Avance Informativo Lo sentimos no hay noticias hoy Pulsa aqui para volver al menú principal 89152 segundos hasta la nueva actualización Hay 0 jugadores conectados Noticias Locales 2000 2012 Ron Harwood

    Original URL path: http://blacknova.acom.ee/news.php?lang=spanish (2013-11-16)
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  • Fase Dos de la Conexión
    jugador Crea un nuevo jugador aqui 89154 segundos hasta la nueva actualización Hay 0 jugadores conectados Noticias Locales 2000 2012 Ron Harwood the BNT Dev team 0 03 segundo para

    Original URL path: http://blacknova.acom.ee/login2.php?lang=spanish (2013-11-16)
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  • Create New Player
    not to give out or sell your e mail address to anyone It is required though to send you your server generated password 89156 seconds until next update There are 0 players online Local News 2000 2012 Ron Harwood the

    Original URL path: http://blacknova.acom.ee/new.php?lang=english (2013-11-16)
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  • Top 100 Players
    not counted Rank Score Player Turns used Last login Good Evil Team Online Eff Rating Click here to return to the login screen 89157 seconds until next update There are 0 players online Local News 2000 2012 Ron Harwood the

    Original URL path: http://blacknova.acom.ee/ranking.php?lang=english (2013-11-16)
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  • Blacknova Traders FAQ
    useless If you need to go to a special port and don t particularly care where you go afterwards shop at good old sector 0 After you re done wait around and let the update that runs every 6 minutes place you in a random sector You effectively get a free move Of course this only works if you re hull is over the allowed federation space limit I call this the sol bump Whenever you buy an EWD buy a warp editor to go along with it That way if you get attacked you can easily create a link back to wherever you were before If being there is important that is Planetary Production Values Planets can produce all sorts of things Here goes By the way all of the commodity production rates assume you re producing at 100 capacity If you re putting 50 towards a commodity for example it would take twice as many colonists to make the same number of said items Colonists reproduce at the rate of 1 0005 your current population each turn So it takes 2000 colonists to have one baby each turn Man these guys need some more mood music I guess Money left on the planet will increase at the rate of 1 0005 current money on planet each turn In other words you get 05 interest on your cash every turn This works out pretty well if you have lots of money It takes 20 000 colonists to make 1 fighter each turn The number of fighters produced is as follows number of colonists 005 01 It takes 20 000 colonists to make 1 torpedo each turn The number of torps produced is as follows number of colonists 005 01 It takes 800 colonists to make 1 unit of ore each turn The number of ore units produced is as follows number of colonists 005 25 It takes 400 colonists to make 1 unit of organics each turn The number of organics units produced is as follows number of colonists 005 50 It takes 800 colonists to make 1 unit of goods each turn The number of goods units produced is as follows number of colonists 005 25 It takes 2000 colonists to make 1 unit of energy each turn The number of energy units produced is as follows number of colonists 005 1 It takes 67 colonists to make 1 credit each turn The number of credits produced is as follows number of colonists 005 3 0 Hull Sizes by Tech Level This list will show you how many items you can store in your holds This list also represents armor shields beams torps and fighter capacity I show up to tech level 24 That s the highest I ve ever gotten to The formula for figuring out the capacity of your holds or other tech levels you will have is 100 1 5 the tech level in question Round off that number and you have your answer 100 150 225 338 506 759 1 138 1 709 2 563 3 844 5 767 8 650 12 975 19 462 29 193 43 789 65 684 98 526 147 789 221 684 332 526 498 789 748 182 1 122 274 1 683 411 Upgrade Costs by Tech Level This is a listing of how much it costs to upgrade to a certain tech level For example upgrading from 0 to 1 costs 1 000 credits 1 000 2 000 4 000 8 000 16 000 32 000 64 000 128 000 256 000 512 000 1 024 000 2 048 000 4 096 000 8 192 000 16 384 000 32 768 000 65 536 000 131 072 000 262 144 000 524 288 000 1 048 576 000 2 097 152 000 4 194 304 000 8 388 608 000 16 777 216 000 The Particulars of Combat Combat is tricky I m going to lay it out one step at a time First we ll do ship to ship combat and then we ll do ship to planet combat This is basically an English representation of the code Now those of you who complain about not being able to read the PHP code can quiet down One very important thing that I want to stress is this In a fight you use 100 of your fighters You only use 2 of your torps This is because the torpedo launchers mounted on your ship can only launch a salvo equal to 2 of the maximum torps you can carry Make sense I hope so VERY IMPORTANT ADDITION TO VERSION 0 1 14 COMBAT Combat now requires energy for beams and shields If you have 20k energy on your ship and your beams can support 25k beams and your shields are at 25k shields you ll actually get 20k beams and 0 shields The reason is that beams use energy before shields do In this example you d have to have 50k energy on hand for beams and shields to both be at max power Ship to Ship Combat Ship to ship combat happens in a very straightforward manner Here we go I ll be using the following method to determine who is the attacker and who is the defender a shields is attacker shields d shields is defender shields No here we go First a engines and d engines are compared A chance to attack is determined by this formula success 10 d engines a engines 5 This number is then compared to a random number between 1 and 100 If the random number is higher than the success number the attack goes on Otherwise you get a message saying Target out maneuvered you Here s an example If your engines are 13 and his engines are 16 then we calculate the success rate as 10 16 13 5 The result is 35 Hence you have a 65 chance 35 chance to fail to succeed Second a

    Original URL path: http://blacknova.acom.ee/faq.php?lang=english (2013-11-16)
    Open archived version from archive



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