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LichG wrote:
In that case, 2 weeks shorter wont have a big impact on you.


but still the point is vaild how am i suppost to make billions and even if i am how the hell am i suppost to do it with rbs every 5mins


Mon Mar 24, 2008 8:41 am
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The Voomy One wrote:
Pretty sure there is some guide somewhere on how to make money with colonies.
It's not that hard to kill the weaker tech 20 AIs, with a decent setup Im sure you could do it.

still need money for that voom :roll:


Mon Mar 24, 2008 8:42 am
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Admin's picked the time it's his game he pick's it ..

I hate having a long time in a uni anyway so 2.5-3 months or what ever is a fair call ...

Kepp doing what you do ;)

-Minch-


Mon Mar 24, 2008 8:42 am
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Well shorter uni length will hopefully create less RBs. I dont know what the status of the server is atm for umm reasons, but I hear its RBing constantly. JonC is already aware of the problem (check help) and they are working on diagnosing the problem. This uni there has been a load of new features and content introduced, and not all problems were identified on test. So give them a break.

PS. Voomy, fancy unblocking me? :wink:

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Mon Mar 24, 2008 8:43 am
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SELL STUFF TO AN AI BAS3

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Mon Mar 24, 2008 3:38 pm
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Team: Eminence Front
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Can the colony year be reduced possibly? That would make them grow faster - with only 2.5months I'm not sure they'll offset the cost of the bases and the time investment is far too high for the ratio of credits earned at this point... I'm not opposed to a shorter uni, but after 1.5 months most colonies will just be maturing to sell too and with some of the new content taking tens of millions of commodities and such the infrastructure to get those metal/space whiskey/baobobs is very labor intensive. Maybe a 90 minute colony year? Or does that defeat the purpose of the shorter universes entirely?


Mon Mar 24, 2008 6:59 pm
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what is the current 2h?


Mon Mar 24, 2008 7:11 pm
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a colony tick is 2hrs yes Trev.


Mon Mar 24, 2008 7:27 pm
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PhycoKinetic wrote:
a colony tick is 2hrs yes Trev.


I remember that nerf, and the crap Atlum got for doubling the tick time.


Mon Mar 24, 2008 7:34 pm
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What happened to Atlum? I nvr see him on any more


Mon Mar 24, 2008 7:40 pm
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Atlum still hangs in the admin chat every now and then. He hasnt been doing any work lately though.


Tue Mar 25, 2008 10:45 am
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that lazy bum...

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Tue Mar 25, 2008 11:51 am
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MagicSteve wrote:
that lazy bum...


careful stooch... XD he is still admin...

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Tue Mar 25, 2008 12:00 pm
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The Voomy One wrote:
Atlum still hangs in the admin chat every now and then. He hasnt been doing any work lately though.


He's polishing his nerf bat :P. It's gotta be shiny :P

But still it's glad to hear that good ol' Atlum still hangs around :)

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Tue Mar 25, 2008 3:10 pm
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Post 
ether reducing the colony day or changing the way they grow would be great.
the new colony commoditys take TONS of resources. so it does take time to build the items for it and because of the horrendous costs involved in capship reserch alone not including production it does take a wile to do things...reducing the colony tick time would be a great help to the players.

you might not realize it but the changes you make effect the game economy and atm everything is so damn expensive. i blame part of that on players taking advantage of others and some who are just too stupid to hold out for a better price.. but its still something you need to take into account before you change things. and atm colonys arnt as productive as they would be if all of the colony code was in.

and where is micron? XD

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Tue Mar 25, 2008 11:47 pm
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