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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

  • Numerous bugs were fixed in the past couple weeks regarding the manner in which the game had been counting buildings and calculating available civilian workers. I have received several reports of people having their research drop to 0% (or drop dramatically) without a shift in their building structure. After careful review of the code and their empires we are fairly sure that this is because previous bugs were wrongly counting their available worker population. If your research multiplier is lower than you think it should be, please build large numbers of residentials and the multiplier should increase. We will be monitoring this over the next couple weeks as people build. Thank you.

    2/28/03

  • Fixed numerous cheat bugs as well as punished about a dozen empires that had been exploiting them. Empires as high as level 8 were deleted and many others fined.
  • Fixed a bug created last night that was booting everyone out of battle.
  • Timeout errors, averaging 2400-2800 per day a month ago, are now consistently below 100 per day. This has alleviated innumerable problems and other bugs that were once common. We are extremely proud to have reached this state, particularly with logins pushing record highs. Thank you to everyone for their patience and persistence through the changes this past month. With performance mostly under control, we are now able to turn our attention to more gameplay related problems and real coding bugs and inconsistencies.

    2/27/03

  • The hardware list (link located near bottom of Donate page) has been updated.

    2/26/03

  • You may view the number of units in an arena, and terrain settings, before attacking.
  • Rough terrain generation in arenas is working properly
  • Clicking on an empire name on the faction details page will now list their largest city.

    2/25/03

  • Technology Centers now have reduced requirements for building. They now only require 300 building slots to create. Additionally, donating for TCs is now 150 DP, reduced from 200.
  • A reminder to non-faction empires that you are not protected by restrictions in war. This is one of the severe disadvantages to not being in a faction. Empires without a faction are strongly urged to find one.

    2/24/03

  • APCs are being renamed. Current APCs are not designed to carry infantry and will thus be renamed to AIVs or Anti-Infantry Vehicles to reflect their primary function in most armies. Infantry carrying rules are being worked on currently and new vehicles will be introduced as true APCs which can carry platoons into battle.
  • Any units who have designated starting positions which are in buildings will, when a battle begins, be placed randomly on the map. This is to prevent people from hiding units in buildings with no intention of fighting.
  • Becase of the huge number of e-mail viruses we receive on a daily basis we will NOT be opening or accepting e-mails with attachments unless they are from people we have specifically requested them from.
  • Fixed a bug on the Armoury page that wasn't delivering goods properly.
  • Reminder: Please "bundle" donations to multiple logins into one donation and simply include instructions on how to award the DP. Also, bug reports MUST include pertinent information like empire and login name. No passwords, please.
  • If an empire of smaller level than you attacks you, you may now declare war upon that empire. This option expires 1 nevmonth (approximately 3 real days) after the most recent attack. You must still pay full cost for this DOW. REVISION: only if the big empire did not attack first. You can't attack a smaller guy, wait for his counter, then DOW on him.

    2/19/03

  • Major Changes! The first ever meeting of #neveron_giants was convened. All empires level 10 or higher were invited to attend. I hope to have such a meeting approximately twice per month to discuss the state of neveron with the largest players. The topic of this first meeting was that of game balance concerning income and military levels of the largest empires. It was agreed that militaries were too large, and income was too high, and numerous proposals were presented and discussed for reducing these. Three conclusions were arrived at. These three changes will be enacted on march 1.

        1. A research tooling cost will be introduced for Technology Complexes. This cost will be $5 million per level of the owning empire. For example, if a level 10 empire tools 20 TCs, there will be a $1 billion charge.
        2. A corruption charge will be added to your empire's expenses. While this will be insignificant for smaller empires it will become a larger percentage of your income at the highest levels, which is the intention. The idea here is that the larger your empire, the more beauracracy and corruption will be inherent in the system. This is to help flatten out the growth curve for larger empires, which is currently still extremely steep.
        3. An oversized military charge will be added. This again will only be felt at high levels, primarily level 9 or higher although military-heavy level 8s (and even one level 7) will be somewhat affected. This is designed to keep the armies of the larger empires in balance with the rest of the game. If will be financially impossible for the largest empires to maintain even close to current levels. Each empire will have a threshold set depending entirely on its population. The more people, the higher the threshold. If the size of your army is above this threshold, you will be charged, and the further over you are, the steeper the charges get. By "size" of your army I mean maintenance cost, wherein mechs are much more costly than vehicles, or infantry.

    When you log in, these values are calculated, and the expenses will be displayed as Proposed Changes on your income page. They will become actual expense beginning march first, so you have until that time to adjust your empires to best fit the new rules. Finally, I want to sincerely thank all of the large empires who helped shape these policies. They have voluntarily given huge concessions in order to make Neveron a better game for everyone, and all of us, administrators and players, owe them thanks.

  • If your empire is affected by the Oversize Military cost, you have a new option for your mechs. On the bottom of the mech unit page, there will be an option to but them into your dueling stable. Once in the stable these mechs can NEVER be removed or used for any purpose other than dueling no matter what. For example, if your empire is under attack, the mechs will never be able to return to help you defend. The benefit is that these mechs will not count toward your military maintenance or your oversize charge. This is to be used only for mechs you know you will never use for anything except dueling, and can cut your expenses dramatically. Remember, this feature is only available to those empires (primarily level 9 and up) with Oversize Military costs as discussed above.
  • I suspect most empires will be able to reduce their OMT to zero through a combination of using the dueling stable option, increasing civpop, and getting rid of unneeded units by march 1.
  • Mechs in the dueling stable now have 0 transit time to any friendly repair bay.

    2/17/03

  • Automated ZCO income has been removed from Neveron. This is also part of our efforts to minimize lag during day changes. If you wish your non-emperor characters (or those controlled by other players in your empire) to receive money each nevday you may set up an allowance for them. This is done on the Finance page. Allowances are automatically transfered from empire to the named character(s) every nevday.

    2/13/03

  • Fixed some armoury bugs that weren't showing a proper list of certain items.
  • Terrain creation bug was fixed.
  • Infantry improvements have begun. Nothing significant, simply some database infrastructure to allow future changes to be made.
  • Another daychange record was set this afternoon at 13 minutes. Significant tweaking was done to income calculation codes and buildings to find faster methods of managing the information.
  • Empire Names: Our policy on empire names with HTML then has been unenforced for too long. It says clearly when making a new empire that HTML is not permitted. I'm giving empires with any HTML other than bold or italics in their empire name 7 real days to write to me and have their names changed for free. After this 7 days I will simply change your name to something really lame (like Kyuden Byushi Outpost 7) and you will have to pay for the name change yourself. New empires with HTML in their names will simply be deleted.
  • Infantry conversions to building crews will now perform some checks and updates to delete the lances/comapnies/batts that may have lost their CO as a result of conversion. ZCO's will also be updated to fix a bug that was making zones disappear.
  • Total units in the game are down to 437,000 which is 200,000 less than before the buildings changes. There have also been thousands of deleted lances, companies and battalions. All of this has a huge cumulative effect on lag reduction.
  • Fixed a bug that was setting delivery times on goods back thinking that the zone was under attack.
  • A record low in timeout errors was achieved in the past 24 hours with only 1033. Our averages were in the 2500-2800 range several weeks ago. We also just had a record daychange time with only 18 minutes. Daychanges had been taking between 30 and 90 minutes to complete.

    2/13/03

  • Daychange procedures were tweaked more today, resulting in significantly increased speeds. We will see what the timeout situation is like tomorrow.
  • Several exploitable land war bugs were discovered and fixed today. Empires known to have been using them were punished accordingly.

    2/12/03

  • There is a bug going around (kind of like a flu) that is setting people's money to NULL. You will know this has happened to you because when yuo log in everything will be completely messed up. Please e-mail Bugs@neveron.com immediately if you encounter this, and PLEASE try to remember what you did to cause it to happen. So far we have been unable to figure out why it is happening and are desperately looking for the root cause.
  • The production daychange update has been reduced from 3 minutes to about 3 seconds. This should free us from about another 30 minutes of lag per day.
  • New Feature: You may now scrap tower designs that you have not researched yet, freeing you up to research other tower designs if you so choose. To accomplish this, simply look at the tower design in question (Research->Defense Towers) and if the design has not yet been completed a button will appear near the top of the page allowing you to scrap it. This will untool all factories and delete the design from the database completely. You may still only research one design at a time.
  • A bug that was causing many new buildings to be created with 0 population should be fixed. We will be monitoring to make sure that this is so. All buildings that should have had population have been updated.

    2/11/03

  • A bug reporting 0 population in recently completed buildings is being worked on.
  • Upcoming Change: There are no details yet on exactly how the system will be changed, but the scheduled update for production is the next laggiest part of Neveron (now that the building updates have been dropped from 8 minutes of paralytic lag per Nevday to 3 seconds). Please be assured that absolutely NO production values or rates will be altered as a result of this change. We will simply be looking for a way to make it run very, very quickly. We appreciate the support that people have shown for the new crew changes, and are sure that we can have as much success improving performance with these other updates.
  • Deleted several thousand junk lances, companies and battalions which should improve performance a bit. Updated 110,500 units that were listed as being in lances that no longer existed.
  • A bug that was not giving back EVs that had been removed from the market was fixed.
  • Some people have not received replies from us simply because our server seems incompatible with theirs. I probably receive 3-5 returned e-mails a day from mail servers that would not accept our mails. If you have not received a reply from us after several days, please try emailing us from a different account.
  • Please do not send multiple e-mails on the same topic to different addresses at Neveron. This only creates confusion as to what has been addressed or responded to and what has not. If you have a question or problem please simply send it to one mailbox address. Spamming our mail server will not get our attention any faster than one simple e-mail. Thank you.
  • During war, the map will no longer auto-refresh after committing a move if there are more than 100 units in the battle. This is to help save on player-side lag and prevent people from missing moves. If you wish to update the map simply click on the Timer window in the upper right hand corner of the battle screen.

    2/6/03

  • A basic set of help files has been created for the new building changes. Click the Help link on the Land/Build page to get the information. If there are topics you think should be included, errors or typos please send them to Ideas@neveron.com Thanks.
  • Important: Please make sure that you have a valid email address associated with your login. If you do not we can not send you login or password information that you may have lost. E-mail addresses can be changed on the Empire Settings page (link found near the bottom of the Empires page).
  • A visual bug associated with vehicle sales has been fixed. People were being shown the improper amount of Ev's sold if they were the seller.
  • Technology Centers are now eligible to be deleted in a land war like any other building. All buildings always stand a 10% chance of being destroyed when a zone is conquered.
  • The conversion link is found on the line directly underneath the crew hiring list on the Crews page.
  • People should make sure that their Zone Commanders are not in infantry units that will get switched to BC's. This creates some problems with the Zones page that will be fixed only once per day.
  • Fixed the conversion code to not delete the emperor if he was in an infantry unit.
  • Fixed a problem with mechs not dissapearing off the markets correctly.
  • Attention: We try to keep people from accessing new pages or features we are cerating, but this is not always possible. If you see a new feature, particulalry something that states that it is under construction, please do not use it. You will not be reimbursed for any loss or damage to your empire as a result of using it.
  • New Feature: An infantry to building crew conversion button has been added to the Crews section of the Land/Build page. Conversion calculates the cost of the infantry based on $500 per weapon + $10,000 per man and then gives you that amount worth of crews at a level of your choice. All weapons are scrapped and no morale is taken from your empire via this method. Disbanding infantry allows you to keep the weapons, get $5000 per person in the unit and drops your morale by the same amount that it went up when you commissioned the unit. Note that this morale drop is miniscule compared to the upkeep of an infantry unit.
  • New Feature: The new building code has been implemented more or less as planned. People will note that it is generally more economical to hire many cheaper building crews than a couple of expensive ones. Features to disband multiple infantry units and also to convert infantry units to building crews will be implemented today. This page will be updated again when that has happened.

    For those who still have not caught on, EV's are no longer military units and are listed on the Crews section on the Buildings page under the Land/Build tab (land/Build->Crews). They are still bought and sold as normal, but we have received several reports of visual bugs when selling (incorrect price beign reported to seller) and some problems moving the units, particularly with the "move all" and "instant move" features. Please refrain from using those features until more updates have been posted. Thank you.

    To clarify: No, infantry units no longer build.

    2/5/03

  • The change to the top 100 list that showed all empire money on all people in the empire was taken out. Too damn slow...
  • A level 5 was fined 1 billion and another 750 million for arena cheating. About a dozen associated empires were deleted.
  • A level 3 empire was fined $500,000,000 for cheating in the arenas. Abuot 20 associated empires where deleted.
  • EV's were taken out of the game last night as military units. You can find them listed on the Land/Build->Crews page. Ev's bought or produced will also show up there.
  • Changed the login procedure to aggregate emperor's funds so people will stop thinking that they are losing their money.
  • Hardware list on the Donate page was updated.

    2/4/03

  • People seem to be getting a little worked up about the proposed building changes. If you have an opinion on it we definitely want to hear it, but they were posted as preliminary numbers and our goal all along was to change the rate and cost of building by as little as possible. Doom and gloom e-mails about the end of Neveron don't get read. Thank you to those who have sent us constructive mails with well thought out ideas. Your efforts are appreciated and are being taken into account.

    2/3/03

  • Preliminary performance data from the server change shows timeout errors are down by at least 50%. The upcoming building changes should cut that even further.
  • Fined a level 7 empire that had been cheating on the markets and deleted about 75 associated empires.
  • Updated about 100 pages to be current with recent money pages. None of these pages were working improperly, but might sometime in the future if we added certain kinds of functions to them.
  • Fixed a bug that was not allowing mechs to be bought properly with a specific person.
  • You can no longer find a unit on the battle map by clicking on the hex that the unit is in unless that unit has been detected by sensors or LOS (and thus will show up in your enemy list).
  • There seems to be some general confusion about how to get funds from your emperor into your empire funds. Simply click on their name to make them active again, and the money will move from the emperor themselves, to the empire funds.

    2/2/03

  • Neveron was down for several hours last night due to hardware problems at Qwest. The hardware was repaired and we should have been back online by around 4 AM Arizona time.

    2/1/03