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By recruiting players to the game with your Promo Code, you can earn donation points based on their success and how much they donate!
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Much thanks to Shadowmaster for his updates and what not these past couple months.
Donation Subscriptions: Active subscriptions from this month have been processed. I realize that there are many that are behind. Make sure
you have ONE and only ONE recent ticket open about your subscription with "DP" in the subject and I will get to it as soon as I can
(this week).
Kicked the training program back into action after an error and you should see all the results from any battles/training you've had
or done.
Arena sim reported as down but appears to be working ok to me. Please report further problems.
Fixed a long standing but overlooked error with heat sinks being partially repaired.
5/11/2009
More banners are up! Check em out! Thank you to all
who have entered so far. Don't be scared to improve, change or make more! Also, our URL
should be displayed as www.neveron.com I think most people will find www2.neveron.com
a little confusing.
Charging damage and death-from-above (DFA) damage has been changed against mech targets only.
Damage to the target mech is now split into 10 points groups. For example, a 5 hex charge from an
Enforcer (50 tons = 25 points of damage) will now do 10 points to one location, 10 points to a second
location, and 5 points to the third location. Note that these locations may be the same, but each will
be calculated seperately. The net result should be that charging is less fatal, while DFA will be more
fatal, as there will be more chances to get that 1:6 head hit.
When your mech is on the ground (facing = 0) and receives damage from weapons fire, all damage will
be applied to the front side regardless of the attackers location.
When firing from the ground, you can shoot in any arc as though it was your front arc. You may
not fire leg weapons. Your less-damaged arm (ties = LA) will be used to support your mech, and may
not fire.
All attacks made from a prone mech will have a +2 penalty to their "to hit" number.
All attacks made against a prone mech will have a +1 penalty to their "to hit" number, unless
the attacking unit is in the same hex, or adjacent hex, as the target mech, in which case there is
a -2 bonus to the "to hit" number needed.
Military maintenance costs have been increased by 20%. While all empires will be affected by this,
it is those empires with huge armies sitting in museums collecting dust that will really feel it.
People who fight a lot not have outrageous morale multipliers which more than compansate for the
increased costs of maintaining a large army.
4/30/02
Several mechs and vehicles have had their BVs adjusted, in an effort to find balance in the arenas.
Namely, the following mechs now have higher BV: BLR-1G, HSR-300-D, HBK-4N, BL7-KNT, OTT-7J. The
following mechs now have lower BV: CN9-AH, HNT-151, VLK-QF. The following vehicles also have lower
BV: HTZ-1, TX-LRM, MXM-00, SLD-1, DRL-1, APC-T1.
4/29/02
Another entry has been added to the banner contest. See link from yesterday.
A rudimentary land war help file is up on the War Room page. Check it out if you are in need
of basic help for land war. Expect a much more complicated technical guide soon.
4/27/02
Current entries in the banner ad contest can be seen here.
The "demobilize all" troops button on the Troops page has been fixed and should
work properly now.
The finance page has been altered to allow you to search by name. If you want to
send an emprie money, open the drop down menu and press the letter that their empire
name begins with. The menu will jump to empires that begin with that letter.
Once again, a new training program has been released. And once again, it works flawlessly in
tests, and runs in a fraction of the time as the old one. An error log is generated upon any failure
so again, it should be easy to tell if it is working correctly. I expect you should have no more
troubles training.
4/26/02
Top 100 list has been changed to be searchable (ctr + F) and Empires by Absolute Morale
has been added. The morale shown is the number that is divided by your civ. pop. to find your
average citizen morale.
You will notice this icon on various pages throughout the
game. This is the new help link and you can click it whenever you need help on the page
you are working on.
4/24/02
I just thought I would mention that land war is the coolest thing ever.
A new unit movement program has been written and implemented. You may now move up to
1000 zones within your own empire without using an LC as long as those zones are connected
by land you own. This is great news for larger empires who were often limited by the
previous 10 zone rule.
Training has been fixed (again) and should remain fixed.
4/23/02
Arenas that have negative BV (due to fatigue) will now be cancelled and the units
sent hom ewith no prize awarded. This can also be found on the Arena Help files.
Since the new NBC change has gone into effect rather quickly, empires with large amounts
owed to them ($500 mil or more) may get that money transferred to them in large sums in
the nexy week. Empires who are owed $500 mil or more can send a list of their debtors
to Wayward_Son@neveron.com with the names and amounts of each debtor. The debtor can then
send in a transfer request and I will move that money from one empire to another. Any
bug exploitation or money funneling via the NBC will be punished as per normal. Requests
made after Sunday the 28th will be ignored.
Banner contest! Neveron needs a standard size (468x60) banner for advertising purposes. If you wish,
you may create and send banners to ideas@neveron.com. At the end of the month, the best banner (assuming
we get at least one we like enough to use!) will be awarded 50 DP. Animated gifs are ok, but please
no shockwave, as many sites will not allow the use of shockwave banners. Thanks!
We are also in need of a new frontpage! Please send original artwork only to Ideas@neveron.com.
All entries become the property of Neveron to be used as we see fit. Artists will be awarded DP
if their art is used.
4/22/02
A new rules section is up on the Admin page. It is highly recommended that you
make yourself familiar with all these rules so as to avoid being penalized or deleted.
4/21/02
Since the vocal minority are all complaining in all venues about the new transfer system, I
thought I would explain why the change has been made. Small empires have time and time again been
destroyed not by larger bullies, but my small mercenary units or outposts backed financially by
the larger empire which wished to see them dead. Small empires could be threatened by large ones, who
would often claim, yes I admit it is too costly for a large empire like me to attack a small empire
like you, but I don't have to. I can send 100 million to [outpost/mercenary/new-startup] and they'll
kill you. If they don't, I'll keep sending 100 million until you're gone. This has made it
impossible to succeed as a small empire unless you're taken under the wing of a larger empire. That
hurt the game as no one would dare to attack for fear of reprisals from mercenaries hired by the
"big brother" empire, or simply that their target would receive near-infinite financial backing, thus
ensuring the destruction of the attacker. Conversely, "protected" small empires or mercenaries have
been wiping out empires with impunity, knowing that with their sponsor behind them they were
invulnerable. This created an environment of fear for all new players, and indeed all players who
were not "in the loop" with the heavy-hitting chat room regulars. With this new system, if for example
a level 0 empire attacks a level 1 empire they can fight it out without worring about destabilizing
effects of massive gifts from the big boys. Even level 2 and 3 empires may battle it out feeling safe
that any sent monies will likely not be enough to turn the tide of the fight. This continues right
up the level scale, until the top where the limits are so large as to be meaningless.
It has been said many times, This change hurts the new players! They can no longer get loans!.
Curiously, the only people who are saying that are the larger empires. This change hurts two groups
of players, and helps a vast silent majority of empires who have been living in fear or have been
intimidated by the power-brokers of Neveron. The first group of players hurt are empires who are
protected/funded by the larger players purely as "bully empires" to attack the little guys while
the large player sits back funding the war but staying out of it. The second group hurt are the large
empires themselves, who find their power to destroy all who oppose them reduced, and in conjunction
with that, a reduction in their overall influence. While it is still not impossible for a level 10
empire to destroy a level 1 empire, it is much more difficult than before, and the average player
may feel somewhat certain that when he attacks his neighbor for that much-needed morale boost, that
the fight will be between he and his neighbor, and perhaps other adjoining empires who get involved,
and not between the top 20 empires who would fight by proxy, funding those who are simply
enjoying the game.
A bug was indeed found concerning battle players and morale. In certain instances, lost zones
were affecting the battle players' morale as if they themselves lost the zone. This has been
corrected. Thank you everyone who emailed me about this, I finally amassed enough information to
be able to identify the bug, and quickly eliminate it.
Sales ... you can no only sell items for reasonable prices (relative to current market rates)
4/19/02
More changes, as always. First, factory production was not where I had intended it to be.
It has accordingly been adjusted. All factories now produce 66% more than they used to produce.
By the way, if you build X commercials and X factories (producing foot assault rifles), the price the
assault rifles (adjusted for the market 10% loss) must sell for to make the same income the
commercials will generate is $8800 a piece. So the infantry market is a great place to make a killing
if you own factories at the present time.
You can no longer retreat off the edge of a map in land war if you do not own the zone you
will be retreating to. Your move will simply not process, and you will have not moved that turn.
The My People page will show the fatigue level of your pilots. Please keep in mind that
the first daychange while in battle does not affect a unit's skill, even though the pilot will
show fatigue (1). The modifier for a units skill is the level of fatigue of the pilot minus one
.
Battalion skill improvement DP use problems have been solved.
More on levels. Everyone begins at level 0. Levels are currently based only on your
civilian population plus your total battle value. Thus, they are not always an accurate measure
of progress. The criteria for changing levels may eventually encompass much more than that. When
CivPop + BV reaches 1000 you go up to level 1. From there, they roughly double. 2000 for level 2,
5000 for level 3, 10000 for level 4, 20000 for 5, 50000 for 6 ... you get the idea.
When your empire reaches level 1, you may send funds to other empires.
When your empire reaches level 2, you may receive funds from other empires.
When your empire reaches level 4, you may view all other empire levels on the map.
Money transfers: there are now limits on how much money an empire may receive from another
empire. This amount is limited by empire level. For example a level 6 empire may only receive
$20 million per nevmonth from any given empire. The level limits are as follows:
2: $1 million
3: $2 million
4: $5 million
5: $10 million
6: $20 million
7: $50 million
8: $100 million
9: $200 million
10: $500 million
11: $1 billion
12: $2 billion
13: $5 billion
14: $10 billion
15+: unlimited
Remember these limits are on funds receivable, and are a not cumulative. That is, if 2, or 10, or 1000
empires all want to send $5 million to a particular level 5 empire per nevmonth, they may all do so.
4/18/02
The War Room has had some new features added as well as some old things moved there.
Please explore it to find all your warring needs. Much of it is still under construction
but when complete it will be one stop shopping for land warers all over the planet.
There is now a button that will allow you to demobilize all eligible units with one
click. This button will check to see which units in your empire are past their 30 Nevday
minimum mobilization, and demobilize them. It can be used as often as you like to
demobilize your forces. It can be found in the Troops section of the War Room page.
A new level system is being implemented based on your civilian population and BV.
There are currently 14 levels from Village to Dynasty. To see the level of your empire
click on the empire name and look at the permissions page. Currently these levels do
nothing but they will soon impose limits and grant limitiations to your empire to
improve game mechanics and help aid the war on cheating. Read the admin page for updates
on this exciting new development.
04/16/02
A new Battleplayer Help section has been added to the War Room page.
I just deleted the empire The Dorsai. As some of you know, that was my personal empire
which I began playing in december or january. The Dorsai was becoming large enough to begin to affect
major wars and influence the direction of the game, which as we've seen in the past can only be a bad
thing. I wish to thank the many people I fought in the arenas for an enjoyable time, and particularly
those empires who made alliances with me and helped my empire get off the ground. Attacking other
empires is the most enjoyable part of Neveron for me, but it was coming to the point where I was large
enough to seriously hurt long-time players were I to attack, and that is not my place. I may start
a new empire, but as always it will remain secret and small. --Randy
4/11/02
You may no longer donate for skill advancements if any units which would receive the benefits are
currently in battle (arenas or land wars). If you try, you will simply be returned to the donation
page and no DP will be spent.
IMPORTANT! As detailed below, existing alliances will have battle players set
as though they were newly accepted alliances. This will happen in approximately 48 hours, so
if you do not trust players you have high level alliances with you may wish to consider cancelling
them before then.
When you accept an alliance request, both players will receive initial battle player trust levels.
This is a tremendous help to all empires, because it will allow your trusted allies to pilot meaningful
units immediately should your empire come under attack, even if you are not online. The initial levels
for each alliance are detailed below:
NAP: 20 (standard for everyone including non-allied players)
Diplomatic Relations: 50
Trade Alliance: 100
Repair Alliance: 200
Research Alliance: 500
Alliance: 1000
MDP: 2000
When a war is declared between two empires, all battle player scores for those players are deleted.
Thus you cannot control enemy units, and he cannot control yours.
Even without declaring war, every zone attack upon another empire reduces your battle player
score with that empire by 10.
FATIGUE: Any units in a battle which lasts more than 2 daychanges will begin to get fatigued.
Fatigued units skills degrade (increase) by 1 point on the second daychange of a battle, and an
additional point for every additional daychange they are in battle. Fatigued units recover at a
rate of two fatigue levels per daychange that they are not in battle.
Landwar changes: defending units no longer retain their previous positions on a map between
attacks on a zone. That is, if the enemy units have chased you to a map edge and you retreat, they will
no longer still be on that edge if you re-attack. Additionally, defending units will now begin together
as lances, in the same manner as attacking units (that is, all units in a lance will begin in
adjacent hexes). Finally, no defending units will begin a battle within 20 hexes of the map's edge.
4/10/02
Changed the finance page to run faster for our dial-up brethren. If you want to
transfer money to another empire simply click on the new link found on that page and
it will take you to the proper tools.
4/09/02
Many many changes again. As you've no doubt noticed we have not been updating this page as regularly
any more. I'll try to touch on the highlights of the last few days.
First please go vote for Neveron at www.mpogd.com if you value Neveron. It is one of our
only sources for new players, which are needed for Neveron growth, and life.
Battle Players. Several changes have been made. First, you can no longer disallow battle players
in your empire. Before you get too worked up about this, lets consider the following additional
changes:
Battle Players can no longer participate in arena fights.
Arena battles are no longer viewable through the War Room.
Battle Players can no longer view information about the war zone.
Upon exiting a battle as a battle players, your empire will become active. This will prevent
various confusing situations whereby former battle players were unable to view certain aspects
of their own empires.
Introduced (for a few days) and then corrected a bug whereby characters with no unit associated
with them were unable to view various pages. This was primarily a problem for new players who do
not begin with units.
Removed enemy skill information from battle. You can no longer see your enemy BV or skills.
If you are a battle player, you can only see your own skills in battle, not the skills of
fellow friendly units. This prevents enemies from entering battle as a battle player to circumvent the
restriction on viewing skills and BVs.
In battle, communications to friendly forces only will appear blue, communications from enemy
units are red, and communications from friendly units broadcast to both friendly and enemy
forces will appear as an ugly fuchia. This was done primarily to allow you to determine whether a
friendly message was also broadcast to the enemy.
Unit IDs were removed from the battle map (they used to appear as white numbers under each icon).
They served no purpose but created tremendous lag in battles with several hundred units or more.
Perhaps ten or more sources of deadlock in battle were identified and eliminated. This has the effect
of both speeding battles significantly as well as reducing the number of timer-window errors which
could cause all sorts of battle problems (double phases, half-deaths on destroyed units, etc).
Reduced the initiative modifiers for large scale battles by 50% and 75% on the move phases and
attack phases respectively, to allow huge battles to progress more quickly. The additional time is
no longer needed as many recent changes have sped up these battles tremendously.
Altered the initiative process and end-of-phase process to decrease the liklihood of catastrophic
errors in battles with many human players involved. Tests involving Mad Man's Marauders vs. Group W
involved up to 14 human players and 620 units and the battle was not error-free but was extremely
playable with full turns (attack + move phases and resolutions) lasting approximately 13 minutes.
I will continue this week to work on improving the performance of large-scale battles, but I want to
stress that much progress has been made already and you can now expect to play to resolution any scale
battle if you have enough time.
Maps of battles with over 100 units will no longer auto-refresh when you move a unit! This
may confuse you at first. As repositioning 100 or more units takes measurable time it was decided that
allowing players to input moves for all their units before refreshing the map would be beneficial.
Thus, if you wish to view the updated positions of units during the movement phase you must click the
timer window to manually refresh the map.
Fixed physical attack damage when crushing infantry with mechs.
Increased the payouts for arena prizes for infantry and vehicles. This is a move intended to help
new players and reflects the higher production costs of infantry and vehicles.
Corrected the Military Maintenance costs to once again include infantry. Previously, infantry
maintenance costs had been calculated using the image field of the units table, as all foot infantry
shared an icon, for example. Since the new icons have been implemented, nobody was being charged for
infantry maintenance. This was discovered and corrected this morning.
Fixed a bug which was preventing empires from mobilizing a lance if they only had one lance.
Fixed another battalions bug where the battalions page was not catching battalions with dead leaders.
Now, new leaders will be promoted/selected if the current one is no longer a part of the battalion due
to death or reassignment.
Increased the rate at which morale drops by 25%. Morale is still increasing too quickly
Neveron-wide despite the lack of major wars. Hopefully this change will stabilize the unchecked
growth in planet-wide morale.
Allowed for the creation of terrain even if you do not have enough money for the attack on a zone.
This allows your officers/ZCOs to create terrain more effectively.
Deleted all created terrain. Our hard drive filled on the Land War server and was cleared. We will
soon have additional hard drive space, but unfortunately all created terrain had to be deleted. With
any luck, this will never happen again, as we will strive to add disk space in conjunction with the
increase in created terrain.
Added another NBC banker to approve finance transactions.
If you lose all your land, viewing the map will now center on zone 0,0 by default, so that you may
easily locate and puchase a new starting zone (assuming you have $25 million available).
After three turns of not submitting any action during the attack phase (be it an attack, or clicking
do not attack) units will be placed on auto-pilot. This prevents players from leaving their
battles open but walking away from the computers for hours on end to slow the pace of battle.
An asterisk (*) has been added beside units in the list of friendly units within battle to
indicate which of your units are controlled by human players.
Messages from battle players in battle will be identified by the unit they control. Messages from
"real" players will still be identified by the name and rank of the transmitting player.
I'm sure there are at least a dozen things I've left off this list, and perhaps even major/important
ones. We've been working hard to smooth game play and increase performance this past week and
appreciate your understanding when this page is not promptly updated or emails are not responded to.
Our priority is in bringing you the best game possible and very often public relations takes a back
seat to productivity. Right now a growing concern is the difficulty in getting started as a new player.
If you are a new player and have any comments on the game, or how to make it better for you, please
email ideas@neveron.com. While we may not respond, we will read and consider every comment. Thank you.
4/8/02
The BV of several units has been adjusted, because they created unfair dueling situations. The
following unit types were too strong and have had their BV increased:
STK-3F
CGR-SB
FFL-4A
BNC-3M
IMP-2E
The following units were too weak and have had their BV decreased:
LCT-3V
HGN-733
UM=R60
VLK-QF
APC-W1
APC-T1
JEP-LRM
STRM-X
A new concept has been introduced, that of battle players (or BPs). The idea behind BPs is
that they will allow other players to help you fight without needing to log in to your empire. Thus,
there is no security concerns as they cannot see any details of your empire. All they can do is help
you fight, and only in limited capacities. More help on this will become available soon but for
starters you should read the paragraph on your empire settings page (click your empire name from
the main page) and browse the pages in the new War Room section. While it is possible to prohibit
battle players from joining your empire there is absolutely no reason why you would want to do this.
The idea is that then can only help you. If you disallow battle players in your empire I would
appreciate an email to info@neveron.com explaining why you made that choice so that I can address your
fears and if needed introduce more rules and restrictions to battle players, because I want this concept
to benefit everyone and harm no one.
4/4/02
Changed marketplace to allow you to buy infantry weapons in ANY zone. Empires were having all
infra destroyed in landwar but surviving. They then found themselves unable to build anything if
they had all their infantry killed.
4/1/02