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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

  • Free Mergers: The free mergers will only apply to level 7+ empires on your REGISTERED computer and we will be using their levels as recorded yesterday so you can NOT level up/down empires to meet requirements. Additionally, if you ask for a free merger we will be scrutinizing your login patterns and people foudn violating the 5 empire rule WILL be dealt with harshly. Only ONE free merger will be allowed per player, but they may merge any or all of their qualifying empires so long as they don't exceed level 13 in size.
  • Clarifications: You can allow an unlimited number of logins to access your empire, but you are only allowed to have one secondary login for your use. This login can as well access an unlimited number of empires as per updates a few weeks ago. Please experiment with this feature. Also, you can register your empire to an unlimited number of computers, but each computer can only register one level 7+ empire. There will be a process to deauthorize computers as well.
  • Faction Acceptance Prices: As stated below these are now 1/2 cost and will be until April 1st.
  • Huge Mega-Uber-Update:
    It will realy help if you actually READ, not skim this update:

    Listen up! Meetings pretty much dominated the work day here at Neveron on Monday. Mainly, we talked about game balance, how fast empires could grow, how quickly they could lose infrastructure and units, what the various ways we could mitigate the different aspects of the game and what would make things more fun and challenging for players game-wide. A lot of issues were raised, hashed over and torn apart. In the end, they were all trumped by what we realized was the single most detrimental aspect of the game. Its effects, while subtle, touch virtually every aspect of game balance and by rectifying this one problem, we realized that virtually every issue we had discussed over the course of the day would in some manner be improved. The issue: too many large empires in the hands of too few players.

    Long have we stated that large empires (level 10+) were virtually impossible to run effectively by one player alone. Some have taken heed and recruited other trusted players to aid them. Others have avoided becoming that large to stay a size they are able to effectively manage. Many have ignored us and even gone the other direction, accumulating multiple double-digit empires which continue to grow and grow. This is never how we intended the game to be played. Empires, particularly large ones, should be looked after by players who care aout them, who put time and energy into them and who are invested in their success, not simply using them to fund a sister faction, as a 'utility empire' ready to fight when the need arises, or any secondary purpose. These 'extra' empires contribute nothing to the community of the game, and make it harder, not easier, for players to focus on the factions and empires that matter most to them. The end result is players juggling multiple large empires in multiple factions that dilute player activity while greatly increasing the growth of infrastructure within the game, skewing markets, and creating hollow factions. This has to change.

    We realize that this will be an emotional issue for a lot of players. The few we have talked to already initially had a strong emotional response as they are players who have multiple large empires, but once we talked through the issues with them, they all agreed that while it was a tough adjustment it was without a doubt in the best interest of the game.

    Reasons:

  • Dilution: Multiple large empires dilute active factions which are the basis for relationships and diplomacy within the game. Inactive factions mean that players don't have as much incentive to be involved. It also means weaker factions and less educated players. Factions lead by active players that contain active empires result in well-defended factions. It also means that less-educated players will have players to turn to for advice that are invested in their empire's growth, defense and capability.
  • Market stability: Since research does not currently expire or diminish, large empires are able to continually and permanently produce items that artificially deflate the markets for certain items. They also create large amounts of wealth that skew game mechanics and muddy the picture for us as to what needs to be changed. When each empire is run by (at least) one player instead of one player running multiple large empires, it will be much clearer to us where improvements and changes need to be made.
  • Balance of power: when two players fight and one is able to draw on multiple large empires to defeat the other, this creates an obvious and unfair power tilt. Player A should not be able to beat Player B simply because Player A has 3 more level 10's to throw at them after their first is defeated. If Player A is allies with 3 other level 10's who are willing to help, then that is another matter.
  • Activity: We are very much ensuring that the empires/players at the top are ones who are both successful and active. Large empires should be run by active players and the biggest of them should be run by the most successful active players. If you want to play with the big guys then you should be focused on that and know what you are doing. Too often newer players get their hands on a large empire when they simply do not understand the mechanics of the game, and then we get lots of angry help tickets when they lose wars. Again we will state: large empires should be run a team of active players who are veterans of the game and are prepared for what may come their way. If they are successful they will grow, if they are not then they will shrink. The majority of players will not be affected by this change, since the 'average' player doesn't have a large empire. Those who are affected will find that our transition period is very lenient and our terms generous. Things will go as follows:

  • The 5 empire rule will stay in effect, but there are limitations on empires level 7+. Each player will be allowed one empire that is level 7 or bigger. This rule will be phased in over the next 5+ months so that everyone has time to adjust.
  • All players with a level 7+ empire will be required to register their computer(s) to a specific empire. Each computer will only be allowed to log in to ONE level 7+ empire with a primary login.
  • Each of these registered computers will also be allowed ONE pilot login which is all anyone needs with new updates listed a couple weeks ago. Pilot logins can easily move from empire to empire.
  • Registering your computers will require that you download a simple ActiveX control that allows us to identify your computer. This will require a temporary change in security settings that can be changed back once the control is installed. This does not pose a security threat to your computer.
  • Computers that are NOT registered will still allow you to log in, but your options will be strongly limited. You will be able to check most pages, but you will not be able to do anything. No buying, no selling, no betting, no fighting, no moving units or anything of the sort. This will allow people to check in on their empires from computers registered to other empires, or for players who have workplaces that prohibit downloading ActiveX controls.
  • The following is a copy of the timetable that we expect to follow for the implementation of this new rule:

    Date Event 1 Event 2 Event 3 Event 4
    February 1st Empire mergerswill be allowed for FREE for empires on a registered computer/IP so long as they are level 7+ and the combined empire does not exceed level 13 in size. You will not be allowed to level dow/up empires to met these requirements and are expected to be in compliance with the 5 empire rule. Empire liquidation will also be allowed for a limited period of time. If you wish to have your empire deleted in exchange for Donation Points, we will give 200 DP for level 10's, 400 for 11's, 600 for 12's and 800 for 13's. We have recorded ALL empire BV and Civpop and if these numbers have changed drastically then we might increase the DP cost to merge them, or reduce DP liquidation reward based on those figures. This is to help prevent playes from pillaging/inflating empires, or suicide death charging them into other empires and then merging them or cashing them in for DP. 50% off faction acceptance prices to allow faction restructuring more easily.
    March 1st Computers that are not registered will not allow level 7+ empires to perform certain tasks.
    March 15th Registered computers will allow only 1 pilot login
    April 1st 4 level 7+ empires per registered computer allowed. Empire liquidation ends. We will no longer offer DP for deleting large empires. Faction acceptance prices return to normal.
    May 1st 3 level 7+ empires per registered computer allowed.
    June 1st 2 level 7+ empires per registered computer allowed.
    July 1st Full implementation begins effect. Only 1 level 7+ empire per registered computer.

    -To merge your empires please open a Donation Related help ticket from the primary login of both empires requesting the merger and specifying which empire(s) will be deleted.
    -To liquidate an empire please open a help ticket from the empire you wish to liquidate. WE WILL BE TAKING RECENT WAR ACTIVITY INTO ACCOUNT so if you decide to pass off all the Technology Centers or other assetts of an empire and then liquidate it we will DRAMATICALLY reduce the DP reward for liquidation. Likewise you can't artificially inflate an empire's level and then expect us to give you more DP for it.

    There will no doubt be more questions and issues raised about this new rule and we will be holding chat room meetings about them as well as responding to some forum posts. We can not respond to every question nor will we engage in heated arguments. Our reasons for doing this are very clear and should be very obvious to anyone who has the best interests of the game in mind. Like anything, nothing is set in stone and if a good reason to change something is presented we will, as always, take that into account. We look forward to working constructively and positively for change with players.

     

  • If you view a unit that is listed as "Out of Service" and there is not an ongoing battle in the zone it will correct all the units to be back in service. An out of service status comes about when units that are defending a zone with more than 216 units in them are not allowed to fight. Remember that soon units will be destroyed if they are listed as out of service when a zone is taken! You are unwise to keep more than 216 units in a zone that might be lost in a single attack!

    1/31/06

  • Fixed a problem with seeing uassigned people on certain pages.
  • Fixed a problem with certain firing soldiers if you had other soldiers in training.

    1/29/06

  • Clicking the city name on the units page will now take you to a list of units in that zone.

    1/28/06

  • Fixed a short-lived bug with destroying vehicles.
  • Important Pending Battle Change: Zones with more than 216 defending units only use the 216 highest BV defenders. What is going to change is that if the defender loses, any units not used in battle will be treated as if their soldiers could not manuever properly because of the chaos or could not get to their units in time. These unused units will be automatically destroyed if the battle is lost. This means you will not want to keep more than 216 units in any one zone if you think that zone might be lost in one push.
  • More Unit Placement Stuff: Battles with more than 216 defending units will now only use the 216 highest BV units in battle. If the defender loses the battle the other units will go to enemy zone. This is about to change so please read the important update above.
  • Towers now always give half normal reputation for being destroyed.
  • Battle Placement Reset Bug: Fixed a problem where units were sometimes resetting their positions when a player entered battle. Thank you to WoB Remembrance of Brotherhood RcT for helping aid admins and pointing us in the right direction with solving this problem.

    1/27/06

  • Reputation Adjustments: Earning reputation from destroying vehicles and mechs is now proportionate to BV. If a high-bv unit destroys a low-bv unit they will only get a fraction of normal reputation. If a lower BV unit destroys a higher BV unit, they may get up to double normal reputation from the kill.
  • Attacking or engaging units in enemy zone now uses the new placement system and works very well.
  • Sped up a bunch of attack code.
  • Fixed a bug where if units in training were the only defending units they would not be properly pulled out of training and the zone would simply change hands. If units in trainining are the only defending units they will now start battle properly and lose the appropriate skills.
  • An error with unit placement in arenas was fixed yesterday but not reported.

    1/26/06

  • Fixed an error with entering certain battles after hotdropping.
  • Help Tickets: Yes, we have a large backlog of help tickets. We are working through them as quickly as possible, but some of these problems are large and structural. As you have seen from the new unit placement code that has gone in over the past week, that allowed us to close maybe 5 help tickets but took easily 70+ hours of work to get in working properly. We are a very small operation and the people who answer your tickets are the same people who code the game. We don't have an army of $8/hour help techs who can answer 80% of the questions people have. Thanks for your patience and understanding.
  • New Feature: After a full week of 10+ hour days we are happy to announce that the new unit placement code has been implemented. Most of the changes that you will see were introduced last weekend with the group preplacement options, but the majority of the changes are structural. We have updated unit placement code to be extremely reliable and efficient so that units are placed relatively close to each other on both the attacking and defending sides and all preplaced units (including towers) wind up in the proper spots every time. Additionally, any time a person enters a battle, a check is run to ensure that unit placement was completed. If unit placement was not completed, then it runs the placement procedures. This will ensure that if there was a problem (game crash, timeout, deadlock, or any number of things that are likely to happen with a browser based game) and unit placement was not completed properly then the procedure will be run successfully. A huge thank you to those who rented out their empires (both voluntarily and involuntarily) to help debug these new processes. Your help was invaluable in getting this code to work properly.

    As with any new code, there are going to be unforseen problems that we did not test for. You guys manage to break everything sooner or later. If you have a problem please open a help ticket with the subject of "Battle" and it will be addressed very quickly. If you open a ticket that doesn't have anything to do with battle and has that subject it will simply be closed without answer.

    1/25/06

  • You will no longer get kicked out of battle when you try to attack a zone whilst your emperor is not in a unit.
  • A problem was found with ABR, where in about 6.5% of battles one side would suddenly become immune to damage. This has been fixed! To prevent the inevitable flood of bug tickets, NO! We have no way of identifying which battles in the past were subjected to this bug and NO! we will not give any replacement units to people who think they might have lost something to a potentially bugged battle (since we can't verify it). We are just glad this highly elusive problem has finally been found and corrected.
  • IDF ammo resource use and production times have been doubled.

    1/24/06

  • Sped up some queries on the attack pages which should help reduce lag.
  • Replenishing infantry units will no longer use skilled infantry soldiers.

    1/23/06

  • Fixed a problem created when a small bit of code wsas undone and prevented attacking units from being preplaced properly when entering battle.
  • New Feature: Attack preplacement now includes the option to place by Lance/Company/Battalion. They only line up from south to north or from east to west depending on the attack direction, so you will need to set your starting point such that it will leave room for all the units in question. It is a simple process so it will be quick and easy for people to play with it and get the hang of it. This should make preplacement for attacking much easier on both players and our server.

    1/21/06

  • Attack Preplacement: This feature DOES WORK but it will NOT show your units on the map once placed and saved. It WILL show them on the unit list as having a saved location and facing, so please reference that information. This will be fixed tomorrow. Thanks for your patience.
  • Promo Money: Handed out Promo money for mid-January. To get yoruself some promo cash use the handy features supplied on the Promo page.
  • Added facings to the unit list on the unit placement map and cleaned up some of the old code.
  • You may manualy erase all starting positions for units in a specfic zone via the unit placement map.
  • New Feature: Placing starting defensive positions in a zone can now be done by formation. Simply select any unit and if that unit is in a lance/company/battalion you will be given the option to update all starting positions for units in that formation that are currently in the zone. Units are placed in order by company, lance and BV but the process will not perfectly put all lances together, it simply lumps them in groups of 4 and 12. As we spend more time working with this feature options will be added in the future so that you can specify the formation the units take or the direction they are placed in. This feature works and we are leaving it 'as is' for now because its basic function greatly speeds unit placement even without all the bells and whistles that we will get to eventually. Units placed in formations are given the same facing as set by you.
  • Battle Starting Positions: I am working all weekend on making unit starting positions in battle a more convenient and reliable process. I will be periodically going into chat to look for people involved in ongoing wars who can help with playtesting these new features and new processes. There is no risk to your units or empires by participating in helping make the game that much better, and I ask people to quickly volunteer. In 30 minutes last night with the use of a player's empire I was able to make huge improvements in upcoming unit placement code which will be finished and implemented this weekend. Thanks in advance for your support. -Wayward Son

    1/20/06

  • Fixed a temporary error on the attack_zones page. Sorry to all who were inconvenienced.
  • Units queued up to be scrapped will still enter battle and will be removed from the scrap queue
  • You may now cancel the construction of buildings by selecting the building clicking the cancel button on the Buildings page.
  • New Feature: You no longer need to activate a soldier to enter battle. Simply click the the Arena or Battle link next to their name and they will be activated and you will enter battle. Should save everyone an extra step when fighting.

    1/19/06

  • The number of cities listed on an empires data page has been increased to 1 city per level of the empire. Furthermore, this information is updated in realtime now, instead of once per daychange.
  • Cash generated from city destruction has been updated to conform to the new building costs.
  • Zone attack cost thresholds are based on level 4 buildings (since until now, there was really no such thing as a non-level-4 building). Shorter buildings will contribute the appropriate fraction toward the attack cost calculations.

    1/18/06

  • Made some changes to the crawl which should help reduce its server load.
  • Fixed a laggy query on the vehicle creation console.
  • Building Cost Changes Building costs are now dependant on the height of a building. Level 1 buildings are now only half-cost to build, while level 4 buildings are double previous costs. Level 2 buildings remained unchanged, and level 3 buildings are 50% more expensive.
  • Builder Level 2 Discounts for level 2 builder class are in effect, as well as the slower training times.
  • Added a log of all units that have defected from your empire. The button is located on the troops page.

    1/17/06

  • The Factories page now links vehicle designs to their readout page for easy review.
  • Cleaned up some ancient code on the lance details pages and added the movement rate of each unit to the readout.
  • The Companies page now does not show the locations of companies as the default view but you can click the Show Locations button to view them.
  • New Feature: Buying bulk amounts of resources has been reinstated and is working properly.
  • The unassigned training page now shows best skills when available.
  • Fixed some problems with best skills being recorded upon unit destruction.
  • Thank You Donators: We just wanted to give a big shout out to our generous players who have seen fit to donate to the game in the past 6 weeks. Things were rather dismal in November but they have really picked up, allowing us to make major progress towards saving for our next hardware upgrades. Thank you to everyone who has donated or signed up for a subscription in the past couple months, as your reassured confidence is greatly appreciated. We are continuing to make huge gains on game performance and debugging and will continue to work hard to provide you with a more interesting, more challenging and more stable game experience.
  • Vehicle Creation: By default, if a soldier has a preferred mechtype set they will be excluded from being used in any seat of a vehicle during vehicle creation. This can be changed by simply clicking the 'include mech pilots' checkbox on the vehicle creation console. This will help people avoid using their mech pilots in vehicles when not wanted.

    1/14/06

  • Updates have been sparse lately due to admin negligence in posting them. There have been a few dozen improvements made during the past week or so to game performance and I'm sure everyone (at least those who are fighting) can recognize and appreciate the reduction in lag. There have also been a lot of bug fixed. Basically, for the remainder of January, we are going to be focused primarily on reading the tremendous help ticket backlog and fixing any relevant problems. Remember, any ticket addressing empire-specific issues is a low priority and is only worth submitting if either (a) a larger game-wide problem is suspected or (b) the effect on your empire is profound.
  • Fixed a problem with battle-players sometimes ending up with claimed people on the default empire screen.
  • Fixed some more crawl bugs.
  • Fixed a BP problem that was, in very rare cases, preventing people from BPing.

    1/13/06

  • When transfering money within an empire and recipient is the emperor, the cash will now transfer directly to the empire funds.

    1/12/06

  • Made some more changes to the crawl to prevent errors related to today's performance upgrades.
  • Fixed an isue with some pilots not being properly taken out of their units when decommissioned. Updated several thousand pilots who were thusly afflicted.
  • Corrected the pop-up to show the correct price for class point removal and also made it free to remove class points that have not yet been implemented.
  • Fixed the Finance->Income page to list 50 percent maint cost. It was showing incorrectly as 25 percent cost.
  • Creating vehicles by skill ranges now shows clearer language about the skill ranges you are selecting.
  • Cleaned up some more crawl stuff. Its looking god now and we will keep an eye out for errors this afternoon.
  • Fixed a bunch of length errors with the crawl performance upgrades that some empires were getting.
  • Added the counter to the help tickets pages.
  • Added a handy character counter to the message section of the Comms page.
  • The scrap program will now properly handle infantry units of all types.
  • Restarted the scrap program which stalled and is working through a large backlog.
  • Condensed some of the Units tab links so that double clicking the units tab stil takes you to the units page.
  • Made some improvements to the crawl which will drastically improve performance.
  • City Artillery If you attack a zone that has city artillery, you may destroy it by moving a unit to hex 50,50 and stand there during any attack phase. It will remain destroyed for the rest of the battle.

    1/10/06

  • Fixed a problem some empires kept having with not getting products properly added to their factory page after finishing research.
  • You can now scrap/decommission units from the Active Zone page.
  • More features added to the Active Zone section of the Units page including movement speed, more viewing selections to narrow your searches and sortable columns. Cleaned up a lot of code to make sure everything was workign correctly as that page hadn't been touched in a really long time and probabyl wasn't getting used a lot. Everything on it should be in working order and you will find many of the additions very useful, particularly for moving large numbers of units while avoiding movecritted or slow units.
  • New Feature: The Active Zone section of the Units tab has been upgraded to allow moving by checkbox.
  • Merc Class Level 3 Merc level 3 has been completed. All the abilities and options previously announced have been confirmed to be working correctly, and so the drawback, the -25% research multiplier, has finally been added. All proposed class level benefits and penalties will be revised soon to be more meaningful in the current game environment. Builder level 2 will be the next class level added.
  • Drastically reduced crawl deadlock which should help speed the game overall.
  • Fixed a problem with reclaiming empires.
  • Tweaked and upgraded the scrap units program to be more responsive to how many units need to be scrapped or decommissioned. It will now work faster when ther is a large backlog and hardly run at all when none are pending to be done. The program was down all night so there were a few hundred units sitting around that didnt get completed when they should have. It is working through this backlog and they should be done soon.

    1/7/06

  • A preliminary version of the new Units by Zone page is viewable. It will be tricked out tomorrow.
  • Viewing maintenance on the units by type page is now optional, which greatly speeds the page.
  • NevCon: New Hampshire- All of the NevCon NH prizes have been given out, except for the 3 empires that won the 1000 building zone prize. They need to contact me for a location. It was a great success with 22 players in attendance and many great prizes were won. I entered the tournement for a neveron charity of my choice. I gave my prize to the empire that has lost the most BV in the last month. That empire was 31st Nev Com Regulars©. I hope they like the gifts. I want to thank everyone who came out and showed his or her support for the game. I also want to give a special thanks to Chetter for hosting again. I hope that everyone had a good time and I hope to see everyone again at the next NevCon. Thanks! -Bill

  • Jims Giant Locusts, level 12, was selected as the winner of the December 200 DP prize drawing. As always, the empire with the highest monthly war rating (as recorded on the 1st of the month) from each level is entered into a drawing, and this month the level 12 winner was selected. Congratulations Jims Giant Locusts and good luck to everyone in January!
  • New Feature: You can now move non-primary logins between empires that you have permission in. To pull a login out of an empire, simply unclaim all your claimed people and log out. When you log back in you will be given a list of empires that you have permission to access. Simply click the related link and then log back in and you will be in that empire.

    Primary logins can now allow any non-primary login to access their empire via the Manage Logins page. Simply type in the name of the login you wish to give access and if it exists AND they are not currently the primary login of an existing empire they will be given permission to enter. You can then manage how much control they have in your empire by setting their permissions.

    This should reduce the number of logins people create as well as the number of logins that people need. If you want to pilot for someone not in your faction, just give them the name of your secondary login and they can give you permission to enter their empire. Gunner mods DO transfer with the login, so if you have mods on your login they WILL work in other empires.

    If you want to kick a login out of your empire simply click the "Evict Player" button on the login management page.

  • Only primary logins can access the instant buildings and doubled zones donation options from now on.
  • Fixed a laggy query that was timing out the Perfect Soldier donation option in many large empires.
  • Fixed a problem with bulk resource purchase buttons not showing up properly.
  • Mercenaries level 3+ Mercenaries with at least 3 class levels in merc may now create and accept contracts that include employer attack cost splits. This may be set from 0% (merc pays all costs) to 100% (employer pays all costs). Not that this does NOT include transport or hotdrop costs, only the zone attack cost. This only applies to attacks made against empires on which the merc has a DOW .
  • Made another change to the autocorrection code on the crawl.
  • Increased the speed of the unit scrapping program to catch up with the backlog.
  • Made a self-correcting procedure for the decommission units program to ensure it doesn't get stuck like it did last night. It is currently working through a large backlog.

    1/5/06

  • New Feature: In what turned into a nightmare all-day battle with code, the vanquished bugs now permit you to scrap and decommission units by entering them into a queue via the new Units By Type page. Units are salvaged or decommissioned after a 1 Nevday delay. You can cancel the process by clicking the Status word on the Units By Type page next to the unit you wish to save from destruction. This has been debugged but we expect some small problems because of the complex nature of the code involved. Please report any bugs and they will be handled promptly.
  • Fixed a problem with switching a zone to be your primary salvage zone not working properly.
  • Fixed another visual problem with resurrections.
  • Scrapping mechs now properly records the soldier's best skill.
  • The option to select 100 units at once on the new units page now skips disabled checkboxes.
  • Fixed a problem with the new units page only looking at the first 100 units on your list when reviewing checkboxes. It will now look at all the units but will only take the first 100 checked.
  • Fixed a problem with the crawl deadlock autocorrection code which should work properly now.

    1/4/06

  • New Feature: You may now move units (up to 100 at a time) by selecting them with checkboxes via the new By Type feature described below. Select the units to be moved and they will be put into transit with basically the same system currently in use. Units in the same zones will move with each other as a group and, as usual, move at the slowest movement rate of the units in that group. If you need to move certain units faster than others, select and move them first, them move the slower units as a seperate action. This feature will be expanded to other pages when time permits.
  • New Feature: You may now view units by type which should make unit organization much easier in larger empires. It will also give you a much better idea of how many units of what type you have, how much you are paying for them and what skill they are. This presents an exciting new way to manage units that should benefit everybody. Features expected to be added to these pages soon include scrapping, decommissioning and infantry. Most column headers and words are links for more info or sorting.
  • Units not picked up by scheduled LC can now be corrected with one click. Click any mech/vehicle unit name that is waiting for pickup but has not been picked up and it will correct all units and refund all money paid for LC.
  • Mercenary Contracts You may now offer mercenary contracts for application only. This means that mercenaries cannot instantly accept them, but instead apply and you may then accept whichever of the applications you so choose. You may still create the instant-accept contracts if you are not so picky. Only mercenaries with at least 3 class levels in merc may apply for application-only contracts.
  • Corrected over 24,000 people that were missing entries in a certain table and thus making them unviewable on the unassigned people page after changes made yesterday. This was particularly affecting players who had recently resurrected a dead soldier.
  • When the crawl updates it often experiences deadlock which is corrected simply by refreshing it. As such, instead of showing an error page the crawl will now automatically refresh itself when encountering a deadlock error.

    1/3/06

  • Rumor of the Day: Since we've had to answer a few help tickets on this and someone is clearly going to great lengths to spread this sillyness around, we thought we'd post something here. We do not support, back, finance, assist or in any way give aid to any alliance/faction/empire/player in the game more or less than anyone else. We have gotten numerous help tickets about HoC essentially asking what we as admins were going to do to stop them. We have been responding that they are not breaking any game rules, and are currently the most feared/hated/loved/admired alliance in the game because they are playing the game better than anyone else is. Game balance issues are something we always want to discuss and we are constantly thinking about ourselves, but when they center around the idea that once alliance, a relatively small grop of players, essentially being better at the game than most other people, that isn't the issue. If the problem was that big empire were able to beat the snot out of small ones, then there is something to talk about. But most people have essentiually been saying that a group of players are winning because they are more skilled and more aggressive. Our response is "good for them!" That is what Randy meant when he said "they have our full support."

    We traditionally have rooted for underdogs within the office here, and the current balance of the game is no different. There is nothing we love to see more than the big bad guy get his due. That doesn't mean that we can't admire what made them big and bad to begin with. HoC started out very much as the underdog and has grown to become and remain probably the strongest military force in the game. If people wish to see their power diminished then they need to do something about it. Neveron favors those who take the initiative just like any epic novel or movie. HoC started when a skilled and dedicated rebel by the name of Sly decided the status quo on Neveron wasn't good enough for him and he wanted to create his own destiny. He was able to attract skilled and aggressive players like himself to fight with him, and his legacy lives on in the massive military power that his recruits have created since his absence. Neveron is a dynamic place and things are constantly changing. Whether or not HoC continues as the dominant military power at the top end of the game is not up to us, it is up to you. Regardless of the image HoC has created for themsleves, they are not invulnerable or all-powerful. The rules that apply to everyone else's empires also apply to theirs. They have lost faction wars before and they will lose them again, but how many they win or lose will be determined by players, not admins.

    So please, if you have a game balance issue that has to do with rules or features then we are happy to discuss them. HoC members have often been very vocal about these issues. But please, using your energy to try to convince us to do something that you should be doing yourselves is a waste. We wish all players the best of luck in this New Year in all of their duels and conflicts. We are very excited about where the game is going and look forward to continuing to make it better with the help of our players.

    The Neveron Staff

  • The vehicle creation console now shows if a soldier has a Best Skill if you are using the option to choose pilots/gunner by name.a
  • The unassigned people page now shows if a soldier is capable of retraining down to a previously "best" skill. For those that are still unaware of this feature, soldiers are twice as likely to retrain down their previously best skill after losing a skill point for any reason. This means if you had a skill 3/3 mech and the soldier loses a skill because of arena loss or being blown out of his unit, that soldier will be twice as likely to get their Gunnery skill back down to skill 3. This is true for any skill at any skill level.
  • Fixed a rare error on the crawl update page.
  • Empire Names with Quotes: This is our final warning. Empires with single quotes (apostraphes) or double quotes in their names MUST be changed by the end of the week. A grace period was given where peopel could do this for free a long, long time ago and you all ignored it. If you do not change it by the ned of this week we will change it for you and you will be charged double normal costs for making us take the time to do it. Thank you.
  • Fined the empire Persian (level 7) $10 billion for a long history of cheating in the arenas.

    1/2/06