Beta Round 13[]
Omni[]
@everyone SKlone.net ROUND13 Changes Signups open right now! Timer starts at 00:00, 2nd of February (Sunday) Round ends at 00:00, 29th of February [Server time 00:00 = Pacific 12am = Eastern 3am = Central Europe Time 9:00AM]
Planet types Mountainous +20% income, [-20% power production], start with laser dragoons Forest and Wilderness +30% population, +10% return time, [start with Longevity] Terra Form -60% research required, -10% income, none Mystical Lands [-25% return time], [-25% offensive loses], -10% offensive strength, fusion tech, scouters Volcanic Inferno [-80% power required], [5x power storage], -10% population, start with fusion & energy tech Jagged Tundra [-15% unit cost], [-15% probes production], none Oceanic +30% defensive strength, [-30% buildings cost], +20% research required, none Shadow Lands [+30% probe production, -50% probe loses] [-20% power production], start with probe armor, [fusion tech] Desert Wasteland +30% offensive strength, -50% dragoons cost, -10% population, start with dragoons Multiple Terrain +20% offense, defense, & power production -20% research, -20% probes & population, all military units researched
Races Terran +10% population, soldier cost is 100 platinum, +10% return time, Xivornai +10% income, [+10% power required] Gistrami +10% offense, -10% return time, [-10% population income] Mafielven +10% defense, -10% research required, -10% probes production
@everyone Other changes: Military units disbands to soldiers. Military shields multiplies defender's side, rather than offender's bonus.
Probes success and loses formula adjusted to original SK numbers, with one exception - probes shielding is more valuable. * Probes defence is in between [land x 8, land x 16] range. * Success rate on any mission is sent_probes / probes_defence ratio, multiplied by (1 - shields_rate). * Minimal success rate at any mission is 20% (1 probe trick will work). * You need 1500 probes to destroy 1 building (used to be 1000 probes). * Base number for probe loses is like in SK: RANDOM(1.1, 2.2)%, although aggressive probe missions will yield +50% bigger probe loses RANDOM(1.65, 3.3)%. * Probes History added to Probes room (shows last 96 probe missions) * Spy on Probes History added (shows last 12 probe missions)
Message[]
Beta round 13 has begun. We have taken over! Sign up now! Round length: February 2nd @ 12am pst - February 29th at 12am pst. Round Changes: Military units disband to soldiers. Military shields multiplies defender's side, rather than offender's bonus. Probes success and loses formula adjusted to original SK numbers. Probes defense is now between [land x 8, land x 16] range. Probe history has been added. Spy on probe history has been added. Planet Changes: Please read the help file for additional info. SKlone is a clone of StarKingdoms. With a twist: The game ticks every 30 minutes. Any killshot on a kingdom gives you their money, power, and probes. Autuomated food kingdoms. A built in attack calculator. Completely free with no advertisements or gimmicks. |
Changes[]
** ROUND13 Changes** Signups open right now Timer starts at 12:00 AM server time, 2nd of February (Sunday) Round ends at 12:00 AM, 28th of February ** Planet types ** Mountainous +20% income, [-20% power production], start with laser dragoons Forest and Wilderness +30% population, +10% return time, [start with Longevity] Terra Form -60% research required, -10% income, none Mystical Lands [-25% return time], [-25% offensive loses], -10% offensive strength, fusion tech, scouters Volcanic Inferno [-80% power required], [3x power storage], -10% population, start with fusion & energy tech Jagged Tundra [-15% unit cost], [-15% probes production], none Oceanic +30% defensive strength, [-30% buildings cost], +20% research required, none Shadow Lands [+30% probe production, -50% probe loses] [-20% power production], start with probe armor, [fusion tech] Desert Wasteland +30% offensive strength, -50% dragoons cost, -10% population, start with dragoons Multiple Terrain +20% offense, defense, & power production -20% research, -20% probes & population, all military units researched ** Races ** Terran +10% population, soldier cost is 100 platinum, +10% return time, Xivornai +10% income, [-10% power required] Gistrami +10% offense, -10% return time, [-10% population income] Mafielven +10% defense, -10% research required, -10% probes production ** Other changes: ** Military units disbands to soldiers. Military shields multiplies defender's side, rather than offender's bonus. ** Probes success and loses formula adjusted to original SK numbers, with one exception - probes shielding is more valuable. ** * Probes defence is in between [land x 8, land x 16] range. * Success rate on any mission is sent_probes / probes_defence ratio, multiplied by (1 - shields_rate). * Minimal success rate at any mission is 20% (1 probe trick will work). * You need 1500 probes to destroy 1 building (used to be 1000 probes). * Base number for probe loses is like in SK: RANDOM(1.1, 2.2)%, although aggressive probe missions will yield +50% bigger probe loses RANDOM(1.65, 3.3)%. * Probes History added to Probes room (shows last 96 probe missions) * Spy on Probes History added (shows last 12 probe missions) Attention - probing costs (probe loses, and power used to shield probes) will be far greater from now (very close to Starkingdoms). However your chances to make successful missions also increased quite a lot. |
Food[]
Omni
@everyone Food kingdoms have been created. Tier-1 (1:7 and 1:8 sectors) food kingdoms will have 30 Tanks and 200 Soldiers, maxed out researches (!) Tier-2 (1:6 sector) food kingdoms will have approx. 400 Tanks and 200 Soldiers, maxed out researches Just a reminder - food kingdoms will change their coords each time they are reset. Happy hunting! |
2020-02-03 |
Probes[]
Probe Attack | Damage | Max. Damage | Special |
---|---|---|---|
Rob Banks | 10 Money / probe | 10% of Money | keep 100% of Money stolen |
Arson | 1 Residence / 1500 probes | 5% of Residences | - |
Sabotage Powerplants | 1 Powerplant / 1500 probes | 5% of Powerplants | - |
Kidnappings | 1 Population / 10 probes | 5% of Population | keep 25% of Population kidnapped |
Suicide Probes | 10 Power / probe | 100% of Power | 100% Success Rate
All probes sent are lost |
Omni
Kill shots give only 10% probes. (fixed) |
2020-02-03 |
Notes[]
Start/End:
StartDate = '2020-02-02 00:00:00.000', EndDate = '2020-02-29 00:00:00.000'
Max Explore
tick: 96; explore: 24 Tick: 95; Land: 251 reward: 20 Tick: 86; Land: 280 explore: 14 Tick: 70; Land: 300 explore: 22 Tick: 56; Land: 320 explore: 22 Tick: 48; Land: 334 reward: 20 Tick: 44; Land: 360 explore: 24 Tick: 34; Land: 380 explore: 22 Tick: 24; Land: 400 explore: 22 Tick: 15; Land: 420 explore: 22 Tick: 6; Land: 441 explore: 23 land: 458 |
Return Time:
FLOOR( (SQRT((yourX-targetX))^2+(yourY-targetY)^2) + 14) * (1 - return_time_bonus) )
Beta Round 12[]
Message[]
Beta round 12 has begun. '
Sklone's one year anniversary! Sign up now! Round length: January 3rd @ 12am pst - January 30th at 12am pst. Round Changes:
SKlone is a clone of StarKingdoms. With a twist:
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Planet Types[]
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Races[]
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Food[]
Omni |
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Population Bonus 20% 1,000,000
Power Bonus 50% 1,000,000 Military Strength 30% 1,000,000 Money Bonus 25% 1,000,000 Frequency Decryption Center 25% 1,000,000 yes... my bad I took info in test server The kingdom of JonesL (1:6) January 5, 1:34 AM |
2020-01-05 |
Ultimate Guide 2020-01-05 |
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· Food
The kingdoms will reset the following tick to 275 once they are killed.
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Omni |
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275 land food kds will have 30 tanks and 200 soldiers defense, no shields, no military research, pay attention to Race and Planet Type bonuses if any |
1:6, and 1:8 sectors
1:7 is well defended tier-2 food kds ~ 400 tanks defense Defensive loses are 5% per grab Tick execution lasts ~2-3 seconds, expect some delay on very first tick out of newb mode. |
2020-01-04 |
Gizmo (1:5) January 4, 8:36 AM
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There are a certain number of kingdoms which are free land to grab. These kingdoms are kept in certain land ranges (numbers may differ from round to round). E.g. last round food kingdoms were set between 10% and 2% top1's land, and minimum range was [300-500]. That means that when food kingdoms dip below that range, on the following server tick it resets in land and receives more money! Information regarding the food kingdoms We will have one sector with 16 tier-1 food kingdoms [0..275 land]. We will have one sector with 12 tier-2 food kingdoms: - land range 5% - 50% top1's land (min-max range is [300-10000]) - food will start with relatively high defense and explore land until the Universe eats it Tier 1 food Tier1 food ranges between 0-275 land and starts off with 300k platinum. The kingdoms will reset to 275 land and 300k+ cash upon death. It will require 70 tanks to succesfully attack the Tier 1 food, and less with each subsequent attack Also take into account any defensive bonuses to the planet type, if any. Tier 1 food resets to 275 land after it is killed. Tier 2 food Tier 2 will begin with 300 land and 300-380 tanks defense. These kingdoms will grow land after the top land kingdom on the server is above 600 land. These kingdoms will be exploring every tick, up to 50% of the top kingdoms land. They will explore land again until reaching half of the top kingdoms land. They will have all researches maxed but they will have no probes or shields. Tier 2 regains its military once it falls under 5% of the top kingdoms land. All Tier 2 begin with 0 money in the bank but again accumulating wealth the following tick. |
Omni
@everyone Food system is slightly revised, tier-2 will grow land faster if it's DPA (defense ratio) is higher, and slow down its growth as DPA decreases until it resets defense. We expect more land being available! |
2020-01-14 |
Probes[]
Probe Attack | Damage | Max. Damage | Special |
---|---|---|---|
Rob Banks | 10 Money / probe | 10% of Money | keep 100% of Money stolen |
Arson | 1 Residence / 1000 probes | 5% of Residences | - |
Sabotage Powerplants | 1 Powerplant / 1000 probes | 5% of Powerplants | - |
Kidnappings | 1 Population / 10 probes | 5% of Population | keep 25% of Population kidnapped |
Suicide Probes | 10 Power / probe | 100% of Power | 100% Success Rate
All probes sent are lost |
Omni
New proposed SK-like probes sucess and probe loses formula Success_rate = (sent_probes / MIDDLE_VALUE_OF[target_land x 8, target_probes, target_land x 16]) * (1 - probe_shields) MINIMUM Success_rate = 20% regardless anything (1 probe trick works). Probe loses for spy probe missions are equal to SK probe loses (effectively increases by +65% from current sklone formula) Probe loses for other probe missions are equal to 2xSK probe loses (effectively increases by +130% from current sklone formula) BASE SK Probe loses = RANDOM (1.1%...2.2%) (instead of current SKLONE 1% rate). Probe loses for failed probe misisons are 2x (same as in SK). PROBES NUMBER required to destroy 1 building (Residence/Fusion Power Plant) increased from 1000 to 1500 to nerf deadly arsons a little bit. so we introduce probes range between land x 8 and land x 16 |
2020-01-09 |
Omni
@everyone Probe changes for ROUND13 already deployed to the server, short version of changes: * Probes defence is in between [land x 8, land x 16] range. * Success rate on any mission is sent_probes / probes_defence ratio, multiplied by (1 - shields_rate). * Minimal success rate at any mission is 20% (1 probe trick will work). * You need 1500 probes to destroy 1 building (used to be 1000 probes). * Base number for probe loses is like in SK: RANDOM(1.1, 2.2)%, although aggressive probe missions will yield twice big probe loses RAND(2.2, 4.4)%. * Probes History added to Probes room (shows last 96 probe missions) * Spy on Probes History added (shows last 12 probe missions) Attention - probe loses will be far greater from now. However your chances to make successful missions also increased quite a lot. |
2020-01-26 |
RMagician
Probe defense: Every kingdom has probe defense. Minimum probe defense is 8x land Maximum probe defense is 16x land In order to successfully probe a kingdom you will need to send between 8x and 16x their land. Probe success = attacker probes / probe defense |
2020-01-30 |
Return Times[]
Omni
@here small bug fix regarding return times split for the WLs, numbers are FLOORed down, instead of normal rounding, same principle works in SK, and same principle works for total return time calculation 6hr: 6, 4, 2 6hr: 6 4 3 1 so middle wls may return slightly faster |
2020-01-10 |
Notes[]
Paste from Omni at Tue, 31 Dec 2019 03:01:06 |
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** ROUND12 changes. 30 min ticks, 1 month long round, signups starts on the 1st of January of 2020. **
** Planet types ** Mountainous +20% income, -30% power production, start with laser dragoons Forest and Wilderness +30% population, +10% return time, none Terra Form [-60% research required], -10% income, none Mystical Lands -20% return time, -10% offensive strength, fusion tech, scouters Volcanic Inferno [-90% power required], 10x power storage, -10% population, start with fusion & energy tech Jagged Tundra -20% unit cost, -20% probes production, none Oceanic +30% defensive strength, [-25% buildings cost], +20% research required, none Shadow Lands +50% probe production -10% power production, [start with probe armor] Desert Wasteland +30% offensive strength, [-50% dragoons cost], -10% population, start with dragoons Multiple Terrain +20% offense, defense, & power production -20% research, -20% probes & population, all military units researched ** Races ** Terran +10% population, [soldiers cost -33%], +10% return time, Xivornai +10% income, -10% population Gistrami +10% offense, -10% return time, -10% power production Mafielven +10% defense, -10% research required, -10% probes production ** Other changes: ** Kidnaps return 1/4th of stolen population. Probe attempts limit is 20. Max robbing mission is 5% (still under discussion). ** Notes ** * We open 6 sectors for sign ups. * Desert Wasteland bonus is combined with Training Camps (max bonus is -80% goons cost) * Volcanic Inferno recieves same bonus on all defensive shields * Jagged Lava renamed to Jagged Tundra ** Food ** We will have one sector with 16 tier-1 food kingdoms [0..275 land]. We will have one sector with 12 tier-2 food kingdoms: - land range 5% - 50% top1's land (min-max range is [300-10000]) - food will start with relatively high defense and explore land till Universe eats it - game admins may do some corrections on food's explore speed, because this is still very new feature we have to improve. We may double tier-2 kingdoms (another sector) count and cut exploration rate by half, to have better spread of coordinates and more bank options. |
https://paste.ubuntu.com/p/CbSbYzQGN4/ |
Paste from Omni at Tue, 31 Dec 2019 09:44:39 |
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I thought I would put my arguments into one box, so everyone can read it anytime, and I dont waste time to explain these things in chaotic mode.
So let's start from making it clear how much closer we are now to sk, than used to be * original pt names * fewer military units (rip Sabers, Interceptors, etc) * reverted back arsons, sabotages to 5% original values, people used to suffer before and down tuned that to 3% before me. * wl return times back to original formula * many other small fixes. * food system as tuned correctly will balance attackers, and it will not be turtling fest anymore, like in old good sk days. And everyone will have some military to make game more violent, more dynamic. This is a huge change to make this game closer to old days SK with massive galaxies and plenty to grab, before turtles ruled the world. |
Then public is ok to accept some variations like having races, or double game speed, or have few other planet types.
SK banks finding is harder because of slower game pace. So basically we retain high game intensity with double speed, but I would strongly disagree that we are building Frankenstein. 30 min ticks are fun, but it hurts big part of game population as recent polls have revealed. Proposed changes are meant to balance real life and higher pace game. You dont need to rush to spend your probe runs when you're still half asleep (not anymore), you can enjoy your morning instead! Proposed change to extend how many probe runs one can accumulate is meant to address high game pace, and not to destroy skilled players ability to compete each other. - skills should matter more than ability to wake up at nights to spend your probe attempts! These changes barely effects current game mechanics, and will have minor effect to ones who vote against, but have huge positive effect to ones to seek better life and game balance, who want to compete in skills, not in who can sacrifice more on real life duties. As for banks finding - rob raping is still possible, just with lesser extent - exactly how it's in SK! And if you play small probes, you face this issue anyways. |
And few last bits
* public mostly agrees on having planet types with more colourful, bigger contrast bonuses and disbonuses. We need this difference, otherwise half SK PTs would be almost unplayable and dull (e.g. Multiple Terrain). * So we differ from SK, but only in very crucial areas, where we want to have a better game! * Anyone *would argue that we don't need built-in attack calc? Because it differs us from SK?.. * And in all other areas I do my best to make sklone in sync with SK! Can we ignore big part of player base desire to have this game better balanced with their real life? So we can compete on skills, not on who is bigger no lifer... Peace! Omni |
https://paste.ubuntu.com/p/nkJWc6qFrB/ |
Trump 2020 (1:4)January 23, 4:44 PM
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Beta Round 11[]
Message[]
Beta round 11 has begun. Sign up now! Round length: December 3rd @ 12am pst - December 31st at 10pm pst. Round Changes:
Planet Changes:
SKlone is a clone of StarKingdoms. With a twist:
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Planet Types[]
Changes from previous Round in bold.
Planet Type | Pros | Cons | Research Specials |
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Mountainous | +20% income | -30% power production | start with laser dragoons |
Forest and Wilderness | +30% population | +10% return time | none |
Terra Form |
-70% research required |
-10% income | none |
Mystical Lands | -20% return time | -10% offensive strength | fusion tech, scouters |
Volcanic Inferno | -90% power required, 10x power storage | -10% population | fusion & energy tech |
Jagged Lava | -20% unit cost | -20% probes production | none |
Oceanic | +30% defensive strength | +20% research required | none |
Shadow Lands | +50% probe production | -10% power production | none |
Desert Wasteland | +30% offensive strength | -10% population | start with dragoons |
Multiple Terrain | +20% offense, defense, & power production | -20% research, probes, population | all military units researched |
Races[]
Race Type | Pros | Cons |
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Terran | +10% population | +10% return time |
Xivornai | +10% income | -10% population |
Gistrami | +10% offense, -10% return time | -10% power production |
Mafielven | +10% defense, -10% research required | -10% probes production |
Units[]
Unit Type | Offensive Strength | Defensive Strength | Networth | Cost |
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Soldiers | 1 | 1 | 3 | 150 |
Troopers | 4 | 0 | 6 | 350 |
Dragoons | 5 | 0 | 7 | 450 |
Laser Troopers | 0 | 4 | 7 | 400 |
Laser Dragoons | 0 | 5 | 8 | 550 |
Tanks | 9 | 9 | 22 | 1750 |
Tactical Fighters | 12 | 0 | 18 | 1600 |
Scientists | 0 | 0 | 8 | 1000 |
High Guard Lancers | 5 | 5 | 12 | 850 |
Power Usage[]
User | Power Used |
---|---|
Building (including under construction) | 2.1 |
Population | 0.35 |
Military unit at home (except TF or Tank) | 0.7 |
TF or Tank at home | 1.4 |
Military in Training | 0 |
Military out Attacking | 0 |
OmniToday at 02:21
@here Power usage changes have been deployed to the server test test test! population = 0.35 power, all buildings incl in construction = 2.1 trained military which is at home 0.7 per unit, TFs and Tanks take 1.4 production: fusions produce 140 * (sum-of-all-factors) where sum-of-all-factors = 1 + research + 0.2 (if energy) + pt-bonus + race-bonus |
Missiles[]
187 (1:2) |
December 2, 7:52 AM So we need to discuss missile damage. Destruction using a 4k land kingdom as an example. Currently: (0.005, 1%, 2%) Nuke - 20 land Previously: (2%, 4%, 6%) Nuke: 80 land We nerfed nukes to the current formula above. I dislike it but appear to be the only one. Others suggested the poll isn't a good wat to discuss this. What are your thoughts? Do you want it like SK? More powerful but not crazy? Double the current? Any thoughts...
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From Utimate Guide (nuclear land damage corrected from 0.05%):
Missiles
We will add destruction of the enemies power reserves soon. |
Food[]
Kowloon City (1:2) |
December 10, 6:21 PM
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Kowloon City (1:2) |
December 10, 6:25 PM
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Kowloon City (1:2) |
December 11, 1:40 PM
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2019-12-26
Omni I changed food's range to [5% - 50%] top1's land with limitation of [200-10k] land. This will make defense points fluctuate in range of [from 20T/land to 2T/land], universe should not allow food grow that much in land. @here |
Notes[]
Planet types and Races distribution
Omni 3rd Dec,08:38 ROUND11 Planet types and Races distribution Desert Wasteland 4 Forest and Wilderness 4 Jagged Lava 3 Mountainous 4 Multiple Terrain 7 Mystical Lands 4 Oceanic 2 Shadow Lands 2 Terra Form 6 Volcanic Inferno 6 Gistrami 19 Mafielven 9 Terran 6 Xivornai 8 Kingdoms count: 42 1 : 1 - 8 1 : 2 - 9 1 : 3 - 8 1 : 4 - 9 1 : 5 - 8 |
Beta Round 10[]
Message[]
Beta round 10 has begun. Sign up now!
Round length: November 3rd at 12am pst - November 30th at 10pm pst. Recent Changes: Military, probe, and missile shields are ready.
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Planet Types[]
Planet Type | Pros | Cons | Research Specials |
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Mountainous | +30% income | -30% power production | start with laser dragoons |
Forest and Wilderness | +30% population | +15% return time | none |
Terra Form |
-70% research required |
-10% income | none |
Mystical Lands | -25% return time | -10% offensive strength | fusion tech, scouters |
Volcanic Inferno | -90% power required | -10% population | fusion & energy tech |
Jagged Lava | -15% unit cost | -20% probes production | none |
Oceanic | +30% defensive strength | +20% research required | none |
Shadow Lands | +100% probe production | -20% power production | none |
Desert Wasteland | +30% offensive strength | -10% population | start with dragoons |
Multiple Terrain | +20% offense, defense, & power production | -20% research, probes, population | none |
Races[]
Race Type | Pros | Cons |
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Terran | +10% population | +10% return time |
Xivornai | +10% income | -10% population |
Gistrami | +10% offense, -10% return time | -10% power production |
Mafielven | +10% defense, -10% research required | -10% probes production |
Units[]
Unit Type | Offensive Strength | Defensive Strength | Networth | Cost |
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Soldiers | 1 | 1 | 3 | 150 |
Troopers | 4 | 0 | 6 | 350 |
Dragoons | 5 | 0 | 7 | 450 |
Laser Troopers | 0 | 4 | 7 | 400 |
Laser Dragoons | 0 | 5 | 8 | 550 |
Tanks | 9 | 9 | 22 | 1750 |
Tactical Fighters | 12 | 0 | 18 | 1600 |
Scientists | 0 | 0 | 8 | 1000 |
High Guard Lancers | 5 | 5 | 12 | 850 |
Beta Round 9[]
Message[]
2019 October 3rd at 12am pst - October 31st at 10pm pst.
The round of turbulence. |
Planet Types[]
Planet Type | Pros | Cons | Research Specials |
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Ice Lands | +30% income | -10% population capacity and growth | none |
Grass Lands | +70% population | +10% return time | dragoons |
Astro-Station |
-70% research required |
-10% income | fusion tech, energy core |
Acidic Aura | -30% return time | -10% offensive strength | fusion tech, scouters |
Fire Blaze | -80% power required | none | laser dragoons |
Jagged Lava | -30% unit cost | +20% research required | none |
Misty Phantom | +30% defensive strength | +20% power required | none |
Shadow Lands | +100% probe production | -20% power production | none |
Gaseous Waste | +30% offensive strength | -15% probe production | dragoons, laser dragoons, vesudian core ai |
Dense Jungle | +10% offense, defense, & power production | -10% research, probes, population | none |
Races[]
Race Type | Pros | Cons | Special Unit |
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Terran | +20% population capacity and growth | +10% return time | Sabres |
Xivornai | +20% star mines | -10% probe production | Interceptors |
Gistrami | +10% offensive strength | -10% power production | Sabres |
Mafielven | +10% defensive strength | +10% research required | High Guard Lancers |
Units[]
Unit Type | Offensive Strength | Defensive Strength | Networth | Cost |
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Soldiers | 1 | 1 | 3 | 150 |
Troopers | 4 | 0 | 6 | 350 |
Dragoons | 5 | 0 | 7 | 450 |
Laser Troopers | 0 | 4 | 7 | 400 |
Laser Dragoons | 0 | 5 | 8 | 550 |
Tanks | 9 | 9 | 22 | 1750 |
Tactical Fighters | 12 | 0 | 18 | 1800 |
Scientists | 0 | 0 | 8 | 1000 |
Special Ops | 4 | 3 | 9 | 600 |
Interceptors | 3 | 5 | 9 | 650 |
Sabres | 5 | 1 | 8 | 520 |
High Guard Lancers | 5 | 5 | 12 | 850 |
Missiles[]
Missiles are back! Breaking Bad (1:8) October 24, 5:54 PM Enjoy ;-) Energy destroys 2% land 10% population Fusion - 1% - 6% Nuclear - 0.5% - don't remember ;-) Missile shields either block, either pass the missile. We can consider limiting missile shields to some lower number than 100%. |
Shields and Probes[]
Shields are back! Probe changes
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