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Update 20/01/25
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[Recruit] |
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When you go to Turns->Received->Scans the nexus should process all your turns and extract all the scans of positions that are found in them.
On the left bar you have all the systems where you have scans - above that you can chose to:
Ignore Own Aff Ignore Allied Ignore Friendly This makes the scans more useful but it does contain all your data if you want to look
When you click on a system in the scans it produces a tree off all the scans on the right bar. Each scan can be clicked into and it show the positions additional information + who scanned it and what their sensor rating was. You can also look at the debug info for the scanner.
The [Logs] button it should show you all the scans that have failed The [Debug] button shows you all the scans from the last 5 days and you can press into each one for a full debug level of what has been processed
XML interface for Scans ?a=xml&code=xxx&uid=xxxx&sa=scans
Code: <data> <ready>true</ready> <loc_list> <location loc_type="System" system_id="146" quad="3" ring="13"> <scan type="OUTPOST" aff="XXX" name="" pos_id="19570" description="{0-0} 1 kMus" day="5724" scanner_id="1234" add_info="" sensor_rating="59"/> </location> </loc_list> </data>
Since i only allow it to process for 1 second at a time you sometime will have to call it multiple times until it has <ready>true</ready> rather than <ready>false</ready>
Additions Added drop down to allow only one affiliation to be shown. This ignore all the ignores until the drop down is reset to everyone(0). The 'reset' button sets the drop down to everyone(0) as a short cut.
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Update 25/1/25
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[Recruit] |
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Rec->Scans Fixes [1] Added scanned day to db so that you can see exact turn that created the scan [2] Accumulated scans better internally [3] Dealt with : in LOCATION text - was causing scans to fail [4] Correct week that was being calculated for between turn scans [5] Fixed wormhole issue if last stop position was the wormhole orbit
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Update 11/2/25
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[Recruit] |
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Phoenix Server [1] Added warning that you require more orbital docks if a maintenance is reduced is reduced in orbit. [2] Corrected stack removal from custom code that was causing a memory leak in phoenix server [3] Added login of custom orders [4] Converted battles between things docked in Starbase to short range (no control battle) [5] Added srand(1) to all battles in test mode, to avoids random results - should have been done sooner [6] Added Item type 'Base Inventory' to only pickup things stored in inventory of a starbase [7] Added 6th order param [8] Added option to not retry boarding with auto boarding [9] Added maximum buy price to Buy order - will let you avoid deals that change on market or private deals. Max price 0 means it is ignored
Nexus [1]Hid sensitive data on shared turns (replaced secure code and wealth with xxxx) [2] Added 'Show Sensitive Data' to turns access to allow it to be defined per shared turn [3] Cleaned archive files from nexus when unowned [4] Fixed orbital nav abort [scans] [5] Fixed pickup and deliver position [scans] [6] Fixed halo wormy [scans] [7] Added starbase scans and recon [scans] [8] Fixed errors in scans for system starbases [scans] [9] Converted nexus to be compatible with Maria DB [10 ]Fixed update writing over queued turns. |
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23/4/25
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[Recruit] |
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Officer Features Described here
Notes: [1] All officer items are now visible in the Equipment Item Type -There are new bps for all new items over mkI and there are 2 new techs Projectile Weapons (8874) / Projectile Weapons - Advanced (8875) [2] Officer orders now have a category of there own in the order editor [3] Most officer orders use #1-10 for nth officer with exception of Retire officer (because reasons) [4] On the officer reports a * next to the rank/xp section of an officer report indicates that the officer can be reset. [5] Political cash has changed to [budget=4000,std=20000,silver=20000,gold=40000,plat=60000] [6] Nexus interface with these orders to sett officers and interact with templates of skills is being developed now.
New Officer Orders Reset Officer - Can reset skills, Aff and race of any officer you own [not prisoners] Equip Officer - Adds equipment items to an officer Recruit Officer - Recruits officers from any new officer that have been retired in the periphery.
Modified Officer Orders Empower Officer [Runs of a position now] Retire Officer - New officers are put into a pool that slowly decays, old officers have XP transferred to political + disappear. Hire Officer Train Officer - Now trains all the way to the skill desired and can be run anywhere (20% discount at training complex) Increase Officer Loyalty - Strengthens officers against conversion Interview Officer - Allows conversion of prisoners officer to your side
Changes
Officer Nexus Changes - Added Equipment drop down for officer stuff - Converted back to ID for skills to make nexus work easier - Updated various orders - Make skill upload work correctly. - Created skill drop down in orders from database
Officer Orders - Added Reset Officer - Fixed Interview Officer Prisoner - Fixed Increase Officer Loyalty - Added * for old officer - Finished Recruit officer - Added CreateOfficer function - Added periphery to position location - Exposed Minireport to custom ciode - Added cleandata to stop __inst escaping custom orders - Retire Officer reworked - Change Train Officer to use influence and new methods - Added discount to using train complexes - Change empower officer to be position order
Officer Combat - Added armour factor vs DR - Added Melee Speed - Balance Melee - Made officers always hit on first pass of their dmg - Added Break down resistance, Training, Maintenance, Combat speed - Modified melee attacks - Implemented Control / Control (P) - Implemented SR Dmg - Increased Officer are Area in melee to 100 - ItemData::Control absorbed into Item::Control - Fixed boarding report
Officer Changes - Defaulted effect to percentage inc - Made Exp always come in batches of 500 - Added Officer order flag - Increase politcal cash per week - Added DR to officers - Added Defence to officers
Officer Dialog - Added Officer Dialog to allow skill + eqipment to be added - Added remove item and delete skill - Fixed issue with officer x2 in ship dialog - Added Officer Dialog to allow adding /deleting skills - Added more Melee items - Changed item reporting
Officer Equipment - Officer Equipment added to game - Adding Items to officers - Enforcing Weapons Sets and other allowed items - Reporting Equipment - Added default weapon for officers that have none - Made bps only allow 1 item per BP - Made prisoners drop all items - Calculated equipment effects in skills
Skills - Generalize adding of data to skill list - Add race / aff - Changed skill caps - Fix Additive skills - Improve Skill Printout - Added auto creation of skill description - Create HTML skills table - Added Units to skills - Moved min_value to effects like crew factors - Made Skill_Effect to - Made Aff lock skills work - Added item_type to skills to lock them to an item - Added description to skills and not update in import - Made wages depend on trained skill - Added data to skills and import directly from text file - Made skills generate effects on import of skills - Added hashing of skill names / effect names to avoid slow operation - Restructure officer skill function - Added GroupModifier Code
Custom Code Officer functions called: officer->function() - Bool IsNaval() - Bool IsPrisoner() - String Race() - Bool Invisible() - Bool Skill_Train(Skill_id,Level,[Report,UseFreeExp,IgnoreChecks,AddExp,IgnoreCost]) - Double Skill_Experience() - Double Skill_TrainedExp() - Int Skill_Level(SkillName) - Double Skill_Value(SkillName) - Double Skill_Effect(SkillEffect) - Bool Skill_Add(SkillName,Lvl) - Array Skills() - bool Save_Officer()
Position calls position->function() or function if on base position - Array FindOfficer(#ID) // looks for officer in current position or pos->FindOfficer - Array CreateOfficer(Data); // takes Xp Race Skills Name for data array
Runtime calls - Array LoadOfficer(#ID); // loads officer and secretly loads position in background - Array Skill_EffectList() - Array Skill_List() - Array Skill_Read(SkillName)
Other things: [1] MoveToPosition was broken if officer was first item [2] Fixed soft dock not being reset on embark [3] Fixed complexes needed for orbital maintenance [4] Make all positions store 10 turns [5] Fixed detailed scans for pods
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PayPal.Me/creditKJCaccount Don't forget to include your account number in the message. |
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*** Inter Galactic News *** The Falconian Republic (FCN) has declared itself restored under Emperor Scipio Acropolis, ending a period of silence and launching an audit of Acropolis, Falconia, and all related assets, charters, and alliances. The Flagritz Republic (FLZ) says AFT attacks in Tramoss have put it at war with the AFT; it reports about 60 AFT ships destroyed for 20 FLZ losses in the Corewards Periphery, plus an AFT strike on a Halo Periphery platform that remains under FLZ control. The FLZ has also formed a mutual defence alliance with the FET, so an attack on either is treated as an attack on both.
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*** Inter Galactic News *** DEN forces launched a successful multi-day assault on FEL positions at Harrappa and Elam, destroying numerous FEL warships with minimal losses of their own, seizing significant ground control, and reducing a key base to rubble; hostilities ended with FEL retaining full control of Elam while DEN gained exploration and mining rights on other bodies.
FET has acquired Starbase Aglaea and is taking over the Highgrace system (claim effective Stardate 226.36.2), keeping it open to peaceful trade.
A low-profile war continues between AFT and OPS, marked by ship losses, boardings, a broken blockade, and reports of OPS deploying large pirate-style fleets.
Separately, the DNA hosted talks (and poker) with the Flagritz Republic and GTT, resulting in the DNA acquiring a starbase from the Flagritz.
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*** Inter Galactic News *** Pirate activity remains high, with reports of a ship taken from OPS in Zewt, plus earlier losses of a GTT 50N explorer and a CIA 40N destroyer. In DNA Elections 226, independents achieved a major victory, claiming all leadership positions: Foreign Minister Chairman TonTon, Education Minister Qui'Haktey, and Health Minister Dr. Shawna Tanniek Dorrendarger. The Wodenzoon Group’s withdrawal from politics boosted independents to 34% in the National Assembly, with South Road and Trad-Nap groups also gaining. Results confirm the DNA’s confederate, pragmatic, and mildly traditionalist direction. Foreign policy and business relations are expected to remain stable under the established “Good Neighbour” approach.
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*** Inter Galactic News *** OPS has aggressively claimed the Nog Kesri system in the Corewards Periphery, purging AFT forces amid a massive multi-faction fleet presence (DTR, DEN, FEL, FET, FLZ, GTT, MOH, OPS, and PIR). Factions are hunting for a rumored hidden MEK base or rift point, but so far only a ship graveyard and one PIR sensor ship have been found. Meanwhile, PIR activity continues with attacks in Kasmer and Teller, while GTT is cracking down hard on small ships in their territory.
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*** Inter Galactic News ***
Kulthean forces struck back against pirates and MRC, destroying a PIR boarding ship in Daggern and capturing three MRC freighters in Brixx, while defending Dryfus from pirate assault.
Meanwhile, Pirate Casio scored a major victory in the Teller system, successfully boarding and capturing two 300 Heavy Hull FEL warships — the Pride of Bannockburn and Pride of Angara — in a single daring raid. Significant prisoners were taken as the pirates withdrew with their prizes.
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***Anonymous Submission*** FLZ claim CIV system in the Coreward Arm and try for Another
The FLZ have undertaken a couple of minor scale operation into Xarze and Assanistra systems in the Coreward Arms, claiming the CIV system of Xarze away from local control and have put in a claim in Assanistra to contest that system. When asked the FLZ replied that the operation started as part of their hunting down Pirates (sic)...and then clammed up. Locals have claimed that it is clearly a power grab and imitation flattery.
All CIV claims in Xarze seem to have been crushed by just enough FLZ to effect the claim. Assanistra is sure to follow. Money is on Violet Gate to be the next to come under the claws of the FLZ. These systems coming under FLZ control sees an increasing push by the FLZ to have a reason to go through Damnation Alley and get attacked by the pirates like all the cool affiliations.
***PIR in Fortoon system*** The PIR this last month have attempted to take control of a FEL outpost on Dryfus in Fortoon, sporadic reports suggest an overwhelming force led by the GTT destroyed the hostile PIR ground parties. Questions have been asked of the DNA ability to defend the planet with a number of affiliations offering support
***Noctollis*** The Noctollis system has been claimed away from the DTR by the FLZ Republic with the FLZ announcing the move is at the request of the resurgent DEN affiliation. The AFT have been advised to avoid the Noctollis stargate. Per the system charter (in addition to the DEN) the KRT, FET, DTR , MOH, and GTT are welcome to continue moving ships through Noctollis to reach their assets in-system or deeper in the periphery. All other affiliations are advised to avoid using the stargate
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***********An article from Sin Feine Media.......*************
Don't worry, criminals have your back?!?! ---------------------------------------------------------------------------------------------- (Fin Saine media video transmission submitted for Sub-Space-Static publication) ----------------------------------------------------------------------------------------------
(Hooshie of the Clockworks' appearance can best be described as a naplian ruffian, gang member, or scruffy pirate, but it appears he is also today's host. He does sport a nice Big Golden Classic digital watch though, but surprisingly on the inside of his wrist. Fine craftsmanship with bulky steampunk motifs, and a barn door style protective cover built right in. You know, the type with two doors and the locking bar across when closed?!?! Hand crafted! Great watch!
 In what humans have termed a gruff slavic voice, he begins to speak: )
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*** Inter Galactic News ***
Pirates strike palace fo the Emperor
A fleet of twenty PIR flagged warships have attacked the palace of the Emperor in the human Inner Empire. Armed with heavy weaponry the PIR ships penetrated the shields and caused significant damage. Reports indicate that a third of the palace has been left a smoking ruin. The human affiliations loyal to the Emperor scrambled their fleets to catch the pirates, but when the warships arrived the PIR ships had vanished without a trace.
The GTT has already moved to close the borders of the Inner Empire periphery, an act which seems to have already led to a few AFT trade ships getting blown up by the defensive platforms. The message is simple with the GTT PD stating to us "If you are not running any fixed assets in the Inner Empire then you are not welcome".
So far nobody has been accused of running the pirates by either the CIA or the GTT. But this represents perhaps the most serious attack on the Emperor in modern history. Our reporters have noted serious concerns from the human planets in the Inner Empire periphery about this attack. It's not understood how a previously safe area of space that was hard for PIR shps to access has been penetrated by a fleet of twenty warships without them being spotted.
Corewards Corridor sees renewed pirate activity.
After the FET destroyed a number of PIR boarding ships, it went rather quiet with pirate activity almost halting. However, reports have started to come in over the last week that the Scavenger pirates are back in action.
The AFT have reported attacks in Kaygen and Discordia. The GTT have also reported a failed attack in Kaygen.
Be aware, the pirate threat has not been eliminated and all ship captains should be prepared when undertaking long distance trips where they might be exposed to attack.
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*** Inter Galactic News ***
FET strike back at pirates
Several FET fleets including patrols and specialist operations teams have come together and landed a telling blow against the Scavenger pirate band. The FET received intelligence about the location of a PIR Javelin-R Class boarder in Daggern and immediately responded.
Forces deployed consisted of the 8th Pursuit and 35th Battle clusters, supported by the 12th and 18th Striker Trinaries, as well as the 22nd, 23rd, and 36th Battle Trinaries. This culminated in a huge FET force coming across four PIR ships. The pirates attempted to board four of the first warships to arrive and were then overwhelmed by the supporting fleet. PIR Scavenger (7818), PIR Scavenger (4582), PIR Scavenger (4956), and PIR Scavenger (82576) were all destroyed by the combined fire of the warships deployed.
GTT claim key CIV system in the Orion Spur
The GTT have undertaken a large scale operation into Monument in the Orion Spur, claiming the main CIV system in the area away from local control. When asked the GTT replied that the operation started as part of their hunting down IND positions, due to IND attacks they had been the target of. Locals have claimed that it was clearly a power grab.
GTT transports delivered over a million troops and hundred of thousands of tanks to the CIV system of Monument and both IND bases fell quickly. A small number of IND ships fled the orbit, some were destroyed and some escaped. The local population have maintained their strong local claim but so far GTT forces have deployed enough manpower to maintain control of the system.
The system of Monument coming under GTT control sees an increasing push by GTT forces into Orion Spur.
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