News
Comment On This News (0)Save NewsPrint NewsEmail News
Vague SMR New Game Announcement
By: Charles Rector | Other | 11:51am, November 30, 2002
The following is an announcement from head Space Merchant Realms admin Mrs. Spock on whether or when there would be a new game at SMR. Notice how vague and confusing it is. Cut and pasted from the SMR Forum:
Posted: Fri Nov 29, 2002 10:48 am
Post subject: New game
--------------------------------------------------------------------------------
hello,
we still struggle with death bug. i'll try to make some more changes to that code today. we can't start if we at least brought it down to an acceptable level. unfortunatly we can't tell you an exact date. whats sure it won't start before comming sunday (which is dec 1st) sorry about undefined delay. next thing thats sure: this game won't go on forever. if you disagree with current situation - sorry. get a real life for a week
please read my post about most important bugs in bug section of wm.
ty,
SPOCK
Views Today: 0 | Total Views: 68
Saturday, September 21, 2013
OMGN News: SMR Beta Test Blues
SMR Beta Test Blues
By: OMGN | Other | 5:14am, November 22, 2002
Well we finally found the reasons for the server down times that have been occurring. The SMR staff has been updating the game, and now we’re into a beta test game. The game itself hasn’t changed; there are a few small niceties like a course count, and slightly easier navigation in the web boards. The only big improvement I’ve found so far is that the game is a lot faster.
The new game itself is very different, for this beta test, all our normal stats were put on hold and vets and newbs were allowed to mix company, which in itself would cause havoc, but then to better aid the beta test experience, they also gave the ships a huge turn per hour ratio (better known as speed). This allows those with lots of spare time to get in real fast and get to the top, leaving the rest of us to run around being hunted like the last wolf in Great Britain. The locations also seem to be a bit closer together, so every sector seems full of mines. The game is totally unbalanced and almost boring to play, it made a mess of the game badly.
Although a newer version is nice, it doesn’t seem to have any of the big improvements we all would have liked to see, like a Back button error being fixed, and a way to actually have NAP’s and MPP’s, and a fix to that bug that you can often get stranded in the middle of know where when u get killed.
It all comes down to if it was worth it or not, and while the improvements they made look nice, not too many people really care about looks as much as functionality. But if the server speed is part of the improvements, then it may just prove to be something worth putting our other games on hold for.
Views Today: 0 | Total Views: 73
By: OMGN | Other | 5:14am, November 22, 2002
Well we finally found the reasons for the server down times that have been occurring. The SMR staff has been updating the game, and now we’re into a beta test game. The game itself hasn’t changed; there are a few small niceties like a course count, and slightly easier navigation in the web boards. The only big improvement I’ve found so far is that the game is a lot faster.
The new game itself is very different, for this beta test, all our normal stats were put on hold and vets and newbs were allowed to mix company, which in itself would cause havoc, but then to better aid the beta test experience, they also gave the ships a huge turn per hour ratio (better known as speed). This allows those with lots of spare time to get in real fast and get to the top, leaving the rest of us to run around being hunted like the last wolf in Great Britain. The locations also seem to be a bit closer together, so every sector seems full of mines. The game is totally unbalanced and almost boring to play, it made a mess of the game badly.
Although a newer version is nice, it doesn’t seem to have any of the big improvements we all would have liked to see, like a Back button error being fixed, and a way to actually have NAP’s and MPP’s, and a fix to that bug that you can often get stranded in the middle of know where when u get killed.
It all comes down to if it was worth it or not, and while the improvements they made look nice, not too many people really care about looks as much as functionality. But if the server speed is part of the improvements, then it may just prove to be something worth putting our other games on hold for.
Views Today: 0 | Total Views: 73
OMGN News: New SMR Vets Game Begins Soon
New SMR Vets Game Begins Soon
By: Charles Rector | Game News | Game Data | 5:34pm, November 12, 2002
Advertisement
CodemastersOn midnight game time, a new Space Merchant Realms Veterans Game will begin on November 15. SMR is a "close clone" of the original Space Merchant game. It can be accessed at: http://www.smrealms.de
Source: http://www.smrealms.de/smrcnn/viewtopic.php?t=1372
By: Charles Rector | Game News | Game Data | 5:34pm, November 12, 2002
Advertisement
CodemastersOn midnight game time, a new Space Merchant Realms Veterans Game will begin on November 15. SMR is a "close clone" of the original Space Merchant game. It can be accessed at: http://www.smrealms.de
Source: http://www.smrealms.de/smrcnn/viewtopic.php?t=1372
Friday, September 20, 2013
Internet Archive: Classic MPOGD News Post: Major Multi Scandal at Space Merchant Realms
From: http://web.archive.org/web/20020812143310/http://www.mpogd.com/news/?ID=304
June 3, 2002
Major Multi Scandal at Space Merchant Realms
The following was cut & pasted from an Admin Announcement on the Space Merchant Realms Forum
:
Posted: Thu May 30, 2002 8:05 pm Post subject: Today's events (multi search)
--------------------------------------------------------------------------------
Today after receiving a couple concerns about multis I decided to go ahead and do a multi search. Out of 805 current accounts I found 114 multis! All these multis will be deleted or disabled tonight. It was incredably suprising to see how many multis some people have. I think the grand prize winner was 7. His lucky prize will be 7 newly deleted accounts! We just want to let it be known that if you are using a multi you WILL be caught! In the new version we have even more ways of finding multis so unless you really enjoy having your accounts deleted please dont make ANY multis.
Admin: Edit Posted by: Charles Rector
June 3, 2002
Major Multi Scandal at Space Merchant Realms
The following was cut & pasted from an Admin Announcement on the Space Merchant Realms Forum
:
Posted: Thu May 30, 2002 8:05 pm Post subject: Today's events (multi search)
--------------------------------------------------------------------------------
Today after receiving a couple concerns about multis I decided to go ahead and do a multi search. Out of 805 current accounts I found 114 multis! All these multis will be deleted or disabled tonight. It was incredably suprising to see how many multis some people have. I think the grand prize winner was 7. His lucky prize will be 7 newly deleted accounts! We just want to let it be known that if you are using a multi you WILL be caught! In the new version we have even more ways of finding multis so unless you really enjoy having your accounts deleted please dont make ANY multis.
Admin: Edit Posted by: Charles Rector
Thursday, September 19, 2013
Internet Archive: Classic MPOGD News Post: Space Merchant Realms Under Construction
| |||||
| |||||
Sunday, September 15, 2013
SMR Change Log Sept. 15, 2013
Change Log
Here are the updates that have gone live since your last visit, enjoy!
1.6.47 (14/9/2013 2:50:00 AM):
Port Raids
Upon completing a port raid you no longer get the money instantly and instead get the option to either raze or loot the port.
Razing a port forces a single downgrade and gives you 75% of the port's money.
Looting a port gives you 100% of the port's money.
Downgrade chance is now a 1% chance for every 325 damage done.
Ports now start with 1,250,000 + level * 1,250,000 + level^2 * 275,000 credits, or:
2,775,000
4,850,000
7,475,000
10,650,000
14,375,000
18,650,000
23,475,000
28,850,000
34,775,000
And are reset to their starting credits after having been looted or razed.
The bounty for killings players who are engaged in a port raid has been increased to 1,000,000 per port level.
The turns used to attack a port has been increased to 3 turns per player.
Continue 1.6.46 (13/9/2013 5:25:00 PM):
Trading
Trading profit has been increased by roughly 40%.
Goods now increase the port raid and upgrade money at a rate of 50 credits per good traded (previously 10 credits per good for upgrade and 0 for raid). This will increase the money available from port raids as well as making ports more likely to upgrade from regular trading.
Ship Changes
Changes are best viewed at http://goo.gl/JgVvSj, however a list of the changes also follows.
Bounty hunter to 7 hardpoints
Celestial Combatant to 2,656,949 credits and 7 hardpoints
Goliath to 2,580,866 credits and 7 hardpoints
Predator to 2,623,300 credits and 7 hardpoints
Resistance to 7 hardpoints
Retribution to 2,235,800 credits and 7 hardpoints
Proto Carrier to 2 hardpoints and 360 CDs
Assasin to 2,883,452 credits and 7 hardpoints
Celestial Mercenary to 7 hardpoints and 20 scouts
Federal Warrant to 3,026,598 credits and 7 hardpoints
Retaliation to 235,900 credits and 12 hardpoints
Federal Discovery to 1,335,689 credits and 4 hardpoints
Juggernaut to 5,404,130 credits, 6 hardpoints and 1300 armour
Vindicator to 6,400,000 credits
Assault Craft to 18,487,328 credits
Dark Mirage to 18,660,955 credits
Destroyer to 18,099,381 credits
Devastator to 18,318,853 credits
Eater of Souls to 18,572,719 credits
Mother Ship to 12,932,759 credits
Fury to 12,932,759 credits and 900 shields
Freighter to 5,791,393 credits
Planetary Freighter to 6,115,028 credits
Planetary Super Freighter to 6,235,792 credits
Planetary Trader to 5,983,335 credits
Trade-Master to 5,095,764 credits
Stellar Freighter to 7,008,455 credits
Thief to 7,802,157 credits
Advanced Courier Vessel to 5,560,740 credits
Inter-Stellar Trader to 5,914,159 credits
Ship Names
HTML ship names have been fixed.
Here are the updates that have gone live since your last visit, enjoy!
1.6.47 (14/9/2013 2:50:00 AM):
Port Raids
Upon completing a port raid you no longer get the money instantly and instead get the option to either raze or loot the port.
Razing a port forces a single downgrade and gives you 75% of the port's money.
Looting a port gives you 100% of the port's money.
Downgrade chance is now a 1% chance for every 325 damage done.
Ports now start with 1,250,000 + level * 1,250,000 + level^2 * 275,000 credits, or:
2,775,000
4,850,000
7,475,000
10,650,000
14,375,000
18,650,000
23,475,000
28,850,000
34,775,000
And are reset to their starting credits after having been looted or razed.
The bounty for killings players who are engaged in a port raid has been increased to 1,000,000 per port level.
The turns used to attack a port has been increased to 3 turns per player.
Continue 1.6.46 (13/9/2013 5:25:00 PM):
Trading
Trading profit has been increased by roughly 40%.
Goods now increase the port raid and upgrade money at a rate of 50 credits per good traded (previously 10 credits per good for upgrade and 0 for raid). This will increase the money available from port raids as well as making ports more likely to upgrade from regular trading.
Ship Changes
Changes are best viewed at http://goo.gl/JgVvSj, however a list of the changes also follows.
Bounty hunter to 7 hardpoints
Celestial Combatant to 2,656,949 credits and 7 hardpoints
Goliath to 2,580,866 credits and 7 hardpoints
Predator to 2,623,300 credits and 7 hardpoints
Resistance to 7 hardpoints
Retribution to 2,235,800 credits and 7 hardpoints
Proto Carrier to 2 hardpoints and 360 CDs
Assasin to 2,883,452 credits and 7 hardpoints
Celestial Mercenary to 7 hardpoints and 20 scouts
Federal Warrant to 3,026,598 credits and 7 hardpoints
Retaliation to 235,900 credits and 12 hardpoints
Federal Discovery to 1,335,689 credits and 4 hardpoints
Juggernaut to 5,404,130 credits, 6 hardpoints and 1300 armour
Vindicator to 6,400,000 credits
Assault Craft to 18,487,328 credits
Dark Mirage to 18,660,955 credits
Destroyer to 18,099,381 credits
Devastator to 18,318,853 credits
Eater of Souls to 18,572,719 credits
Mother Ship to 12,932,759 credits
Fury to 12,932,759 credits and 900 shields
Freighter to 5,791,393 credits
Planetary Freighter to 6,115,028 credits
Planetary Super Freighter to 6,235,792 credits
Planetary Trader to 5,983,335 credits
Trade-Master to 5,095,764 credits
Stellar Freighter to 7,008,455 credits
Thief to 7,802,157 credits
Advanced Courier Vessel to 5,560,740 credits
Inter-Stellar Trader to 5,914,159 credits
Ship Names
HTML ship names have been fixed.
Saturday, September 14, 2013
Space Merchant Realms Newsletter #37
Space Merchant Realms Banner
Dear Player,
The next exciting installment of SMR games is upon us! Step into the ring and get lathered up for the Fall Brawl. We're taking a breather from draft rounds for a bit to go old school. Blue racial 11 x 11 galaxies (Alskant will remain 12 x 12) circle the 5 x 5 green planet galaxies, with the large 30 x 25 neutral galaxy in the middle. Mines in the racials will be limited to 24 hours, mines in the neutral are at a 72 hour limit, and planet galaxy mines will last for 120 hours. Planets are set at 20/95/10. Game speed will be 1.5 with a turn maximum of 600. Alliances are capped at 16 players, 13 vets and 3 newbies, so start picking your squad and let's get ready to rumble!
We have made some interesting tweaks to the upcoming round. Changes include a trading increase of roughly 40% (I know, who doesn't love trading??)! Ports are also more likely to upgrade due to regular trading, as well as gaining more money from it. Along with this come a whole host of ship that you can check out at http://goo.gl/JgVvSj. We MAY even balance out PR cash, but you'll just have to come in game and test it to find out...
As always, SMR welcomes any new ideas for maps. Map ideas and submissions can be sent to any SMR admin or on the SMR webboard in the map submission thread.
Space Merchant Realms also very much appreciates the hard work of our primary coder, Page, and two other players who have started working on SMR code to make it a better game, Ronsilver and Astax. New features, long proposed, now have a chance to be added to game to add depth, balance and interesting new strategies.
See you in game!
Thank you,
The SMR Administration Team
Dear Player,
The next exciting installment of SMR games is upon us! Step into the ring and get lathered up for the Fall Brawl. We're taking a breather from draft rounds for a bit to go old school. Blue racial 11 x 11 galaxies (Alskant will remain 12 x 12) circle the 5 x 5 green planet galaxies, with the large 30 x 25 neutral galaxy in the middle. Mines in the racials will be limited to 24 hours, mines in the neutral are at a 72 hour limit, and planet galaxy mines will last for 120 hours. Planets are set at 20/95/10. Game speed will be 1.5 with a turn maximum of 600. Alliances are capped at 16 players, 13 vets and 3 newbies, so start picking your squad and let's get ready to rumble!
We have made some interesting tweaks to the upcoming round. Changes include a trading increase of roughly 40% (I know, who doesn't love trading??)! Ports are also more likely to upgrade due to regular trading, as well as gaining more money from it. Along with this come a whole host of ship that you can check out at http://goo.gl/JgVvSj. We MAY even balance out PR cash, but you'll just have to come in game and test it to find out...
As always, SMR welcomes any new ideas for maps. Map ideas and submissions can be sent to any SMR admin or on the SMR webboard in the map submission thread.
Space Merchant Realms also very much appreciates the hard work of our primary coder, Page, and two other players who have started working on SMR code to make it a better game, Ronsilver and Astax. New features, long proposed, now have a chance to be added to game to add depth, balance and interesting new strategies.
See you in game!
Thank you,
The SMR Administration Team
Subscribe to:
Posts (Atom)