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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

  • Terrain Update: Acting from initial feedback I went ahead and beefed up the amount of woods and added a greater randomization to the spread of woods. One of the advantage to having it clustered is that the AI will be able to handle it much more, and it also prevents zones from being trudgefests. Remember one of the greatest complaints about the current terrain is that assault vehicles and mechs have such a hard time getting anywhere. Making terrain more navigable for slower units will of course give lighter, faster units even more mobility as well. I've started a new thread for new feedback.

    To leave a comment on the forums click here: Terrain Comments 1.1

    3/28/2007

  • Terrain Generator Testing: As per previous forum posts and updates I am moving ahead with plans to change terrain and towers. After several days of tweaking and testing I have gotten the terrain generator working in a manner that I think is overall a good way for the game. There is a testing system set up on the Zones section of the Land/Build tab where players can generate their own random terrain and see for themselves. I ask that you generate at least a few zones and then leave feedback on the forums where I will be starting a post.

    The new terrain is overall much more moderated. There are much less completely flat zones and also fewer hairball zones where nothing can move. It is still possible to get both but nearly as likely as before. There are fewer "holes" where units might get stuck, especially when attacking a zone, and I'm working on eliminating them completely. The terrain also trends flatter in buildable zones, with a curve towards flatness based on how many buildable spaces are in the zone. It is still possible to get hilly cities, but just not nearly as likely.

    Please generate some terrain and leave some feedback but please don't just generate 2 or 3 zones and then make a strong opinion! Remember it IS RANDOM!! Thanks to all who take the time! Also, for those of you worried about the upcoming tower changes, there will be a long and comprehensive transition period. Nobody expects you to replace all your towers in a weekend. More details will be forthcoming.

    To leave a comment on the forums click here: Terrain Comments

    And just to alleviate so questions I'm sure will come up:
              1. I would ultimately like to scrap every zone in the game and regenerate using the new terrain generator.
              2. Yes this would involve decommissioning all towers so that they could be replaced.
              3. Yes this would involve a period of time when war was disabled so that everyone has time to reset their defenses.
              4. Yes, there will be lots of time and discussion before any of this takes place, so please relax.

  • Downtime: A problem at the ISP cause a couple hours of downtime today while the issue was figured out. Thanks to everyone for their patience and support while we dealt with this.

    3/27/2007

  • Cleaned a whole heap of database garbage out which should show overall improvements in game performance.
  • Fixed a problem with removing vehicles from the recycling queue that was in certain instances not properly putting them back in the armoury.
  • Fixed a problem with secondary logins with full privies couldn't sell unit mods.
  • Downtime: The complex procedure that is run every early morning had some problems this morning and hung up for about 3 hours resulting in zillions of timeouts when people were trying to log in. This then resulted in the transaction log becoming full and further problems. This has all been cleaned up and everything should be running normally. I am retooling the process to prevent future issues such as this. If you have any further problems please open a help ticket.

    3/20/2007

  • One City Rule: As announced the One City rule has gone into effect. Empires level 4+ that are reduced to one city during wartime will immediately surrender and suffer a 1 skill point penalty to all soldiers in their empire.

    3/19/2007

  • Added an exclusion to the soldier skill down donation option to prevent people from skilling down in training with the donation option. If the soldier was in a unit and that unit was sent into battle while still in training, the skill was being reset to the pretraining level which was also the predonation level. The soldier will no longer be affected in this manner and so no donation skills will be lost.
  • Fixed a problem prohibiting certain empires from having their empire intel page viewed.
  • Added a new check to the enemy zone removal process when you click the Enemy Zone link on the Units page. I am also trying to root out the cause of the occaisional "subscript out of range" errors that occur on this page.
  • Neveron Chat: Updated the chat links to properly redirect to the new Afternet java chat page. Thanks to Mattbuck for his help with this.
  • NevCon Vegas: I am pleased to announce the Second Annual NevCon: Vegas for June 1, 2, and 3 2007. ShadowMaster and Wonko have been putting in a great effort to make this happen and we have nailed down a hotel and a block of rooms at a great group rate. The hotel this year is the St. Tropez which is about 1 mile from the strip. It is an "all suite" hotel meaning that the accomodations should be a step up from last year, but for roughly the same price, or less in some instances. It also much smaller and so there should be significantly reduced chances for logistical SNAFU's like we ran into last year. There are three room options and TOTAL fees for BOTH Friday and Saturday night:
              One Room Suite with 1 King Sized Bed: $155
              Two Room Suite with 1 King Sized Bed or 2 Double Beds: $199
              1 Bed Reservation in a shared Two Room Suite: $99 (You will be given the option to request a specific roomie by name)

    These prices are for a required two night stay and include payment for both nights.

    The events at the NevCon include a tabletop mech tournament (mechs and weapons will be limited to those familiar to Neveron players this year), Q/A Sessions and others to be announced in coming weeks. There will be door prizes, a raffle for big prizes and other fun. The greatest part of these events is typically the opportunity for all of us to get together, interact, eat dinner and when appropriate do some gambling.

    To register for the event and reserve a room, please click the NevCon link on the Empire tab. If you have further questions simply open a help ticket. I look forward to seeing you all there!

    3/16/2007

  • Arena Betting Winner: Congratz to Ghost who was the winner of the arena betting contest last month and won the 50 DP. New rules for the contest are coming to give smaller empires a better chance at winning.
  • Added some more extensive cease fire logging so we can better track when people were in cease fires and when they weren't after the war ends. In some cases the winners weren't getting their info recorded.

    3/9/2007

  • War Problems: Neveron experienced some serious problems with AI and zone conquering for a few hours today as an error locked up an entire server and broke a bunch of programs. The server has been rebooted and problems resolved and everything is working normally. Sorry to those who were inconvenienced by this problem. If you have some issues that need further resolution please open a help ticket.
  • Added some autocorrection code to cancel DOW's on empires that have just finished fation wars.

    3/8/2007

  • Resolved Help Tickets: If you open a ticket and then either figure out the answer or the problem or otherwise no longer require assistance PLEASE close the help ticket. This saves us a lot of work and frees us up to get to problems that do still require our attention. Thank you.
  • Fixed a visual error with zone doublers where some weren't showing properly.
  • Fixed a typo when you thwart an attempted to raid. It was not printing the correct attacker name in the thwarted messages.
  • Fined the empire Maitland 2 real weeks of income for continuing to make attacks well after his faction declared FWAR and his other DOW's should have been cancelled.
  • Added an autocorrection for wars that do not cancel at the beginning of a faction war which should prevent attacks from continuing and cancel the war properly if the attacker continues to try and attack.
  • Fixed a bug where defenders in faction wars were able to hire mercs even if they hadn't actually reciprocated the FWAR.

    3/7/2007

  • The FWAR level restrictions have been implemented. You must have at least 5 empires in your faction to declare FWAR and the Faction Leader can be at most 50% of total faction levels.
  • We just had a short interuption due to a router freezing up at the ISP. I called them and they fixed it quickly.
  • Fixed a problem with the public repair bay in the noob faction having long delays.

    3/4/2007

  • Made a couple changes that I'm hoping will correct the problem of defending units going to enemy zone at the beginning of the battle. Please feel free to open help tickets whenever you encounter this problem, explain the circumstances (attack direction, how many units you were attacking with, city or non-city, hot drop, etc.) so that I have more info to work with if this did not in fact correct the problem.
  • Corrected a problem with unit in training entering battle with their pretraining skills. When units are in training and their zone is attacked they will properly come out of training and be reset to their pretraining skill levels.

    2/27/2007