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Admin
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Everything posted by admin

  1. Tournament Edition Round 49 will start this coming Friday, mid-morning. I will announce the round 48 winners at that time.
  2. Trying to get adjusted to the "ugraded" forums.

    1. Margrave

      Margrave

      Same. What's the reason for the move/update? 

    2. admin

      admin

      It's the latest version from IPB.

  3. This update to the rules is not about a single player but rather a change in the rigid approach to moderating the community as a whole. It boils down to giving the moderators (and the community for that matter) more flexibility whereas in that past it had to be more black and white, but as the size of the community has become more manageable we have the ability now to show more discretion.
  4. Today marks the 10 year anniversary of Cyber Nations. I always like to look back on history and it seems appropriate to do so today, so here we go. I registered the Cyber Nations domain name in 2003 with the hopes of creating a web based nation simulation game but I was unable to come up with a working model and I quickly abandoned the project. I let the domain name sit idle for a year and decided to let it go in 2004 since I couldn't find a use for it. In 2005 my interest was sparked again and so I re-registered the domain name on May 22, 2005 in the hopes to get a game up and running but once again I was unable to lay down any real code structure. Finally on December 24, 2005, during my Christmas break from work, I sat down and really began developing the game. I spent the majority of my Christmas break glued to the computer in hopes to get a working game rolled out by the first of the year before I lost interest in the project for a third time. The game was launched on January 6, 2006 with little fan fare and with very few features. The early game was quite buggy with major issues plaguing the entire economic system that originally did not include tax collection or bill payment systems. Other features like the resource and trade agreement system, foreign aid system, national events, nation rankings, government position, improvements, wonders, technology, aircraft, tanks, nuclear weapons, and cruise missiles were added months after the initial release date as the game continued to be a work in progress. The few players who originally discovered the game did so by way of Google AdWords but word quickly got around to other gaming communities and the system began to become overrun as it was originally had only a Microsoft Access database backend and hosted via a shared hosting provider. At that time the community forums also ran on a Microsoft Access database version of Snitz Forums 2000 and it existed as a subfolder on the same shared hosting server as the game. During the first couple of weeks the server began returning “Service Unavailable” errors in which numerous attempts were made to resolve. Such attempts included converting the game database to a MS-SQL database (I had just completed an SQL Server course in college during that same month) and moving the community forums to Invision Free, an offsite forum hosting provider. Still the “Service Unavailable” problems persisted and the game was moved to another shared hosting provider but the problem was not finally resolved until the game was moved to its own dedicated server. The game still has it's traffic bottlenecks, that's unavoidable due to the way the game was designed and played, but throughout the years a myriad of dedicated servers have kept the game alive. So much has transpired over the years, so many players have come and gone, so many fascinating geopolitics and world wars, so many friends made. I'm amazed that there are nations still in the game that were created the very same month that the Cyber Nations was born, with their tiny 3 digit nation ID's, they've seen it all. Those ancient alliances that were all created during that same month, Global Alliance And Treaty Organization, Orange Defense Network, New Pacific Order, World Task Force, Green Protection Agency, alive and still strong (some stronger than others). As I said before, I never would have imagined that the game would still be around after all these years (heck I always figured it would sputter out after a few months which was evident at the initial lack of planning and hosting infrastructure) and while the game has seen much larger player base populations in the past (at times it was too large imo) I'm happy to see that the game continues to have such a loyal following after so many years. Thank you to everyone who has been part of the journey. I leave you with some old relics of the past. This first one is kind of embarrassing given my horrible handwriting (I generally write much better than this, unless I'm in frantic note taking mode). Here I scratched out some thoughts on 3/15/2003. I still chuckle at the question that I posed at the bottom, as I don't believe that one has yet been answered: The first logo for the game: This is the very first image of the game as I was coding it in December 2005 on the old Compaq monitor that I was so glued to. I'm glad that High Contrast theme did not survive very long.
  5. I've spent a lot of time looking over this. As you've seen, there are cases where tech received from multis number in the thousands and at that level it should no longer constitute a grey area, the recipient knew what they were up to. I have been cautious in my approach to this because I dislike such intervention into the game, but damage has been done, and while it is not possible to undo all the damage, those who perpetrated it by receiving tech from multis beyond the grey area mentioned will be held accountable.
  6. Since this announcement was made there has been a lot of pressure from the community for moderation action/inaction to be taken on this one way or the other. My instruction to the mod team was over my concern with mass back-deleteing tech when there may exist a grey area between each and every transaction (did the receiver knowingly receive tech from a cheater or did they have no idea whatsoever). So my instruction to the mod team was to look at this on a case by case basis. To that, don't expect to see any mass updates to large groups of players, and don't hound the mods asking when is action going to be taken. We'll conduct our reviews, and any evidence that you can offer in the moderation reports section is appreciated and will be compiled for the decision making process when reviewing past offenders and adjusting nations as deemed necessary. In short, we want to get this right and we are going to take whatever time necessary to get there.
  7. So what's the deal with the logo changes in Cyber Nations? Well I was fiddling around with an image editor this weekend and I liked some of the effects that it was capable of producing. The biggest thing (for me) is that I was able to pretty closely replicate the current logo and save it as a true transparent image. The old CN logo was designed by a player way back in early 2006 but he sent it to me as a jpg image with a white background and so I've always had trouble putting it in front of anything other than a white background. I've tried in the past (and had other people attempt as well) to convert it to an actual transparent image but it always looked pixelated and crummy. I know the new logo will take some getting use to, but it will give me more design options so I'm going to stick with it, unless of course someone else offers up something truly amazing. So, without further ado, a brief history of the Cyber Nations logos: The very first Cyber Nations logo. I made it in 2005 and we used it for a couple of weeks before the next logo was offered up. This was the Cyber Nations logo that everyone is familiar with. It's been with us for over 8 years. The new logo. I embossed the letters a bit more, made the colors match the game interface a little better, and I got rid of the :: and :: before and after the words. Not sure what those :: were all about in the first place. I kind of like the cleaner appearance without them. I hope you like it.
  8. admin

    The 'C' word

    Glad to hear that you are improving Dajobo.
  9. You sir have a sharp eye. I changed the game logo ever so slightly after posting the logo image in this blog.
  10. I just went through about 20 Game Overs before I finally got a high score of 5. Figured I'd quit there before I threw my phone across the room.
  11. 450+ likes on the #cybernations Facebook Page in just 24 hours. Not bad. http://t.co/cb0Rs0pJwk

  12. 450+ likes on the #cybernations Facebook Page in just 24 hours. Not bad. http://t.co/cb0Rs0pJwk

  13. In just 3 hours after creating the CN Facebook Page already 140 likes. You guys rock. #cybernationshttps://t.co/eiL8ilST8b

  14. Created an official Cyber Nations Facebook Page at: https://www.facebook.com/cybernations.net

  15. admin

    I miss Moo-Cows.

    I miss him also. He was a great guy and a pretty good Mini Putt player also.
  16. In an effort to try to increase the player base in Cyber Nations I'm currently testing some new ad campaigns on Google and Facebook and a couple of other sites. Now, I've advertised heavily in the past, but over time I started to see fewer and fewer players actually stick around after clicking on an ad. I feel like the changes that I've made in the game over the past couple of months are exciting and I've even seen some long retired players say that the recent changes are worth them coming back for. So I decided that maybe it's time to revisit those ad campaigns and see what kind of results they produce today. While I'm working on advertising I'd also like to see more use of the in-game referral system, and so I have doubled the rewards that are offered there. The total number of referrals in Cyber Nations as of right now is 399. I'm going to check back in a few weeks and see if this number has increased. If you'd like to help spread the word, and get a bonus for your efforts, we'll see if we can pick things up around here.
  17. As you know, I decided to go all out on the updates for tournament round 26. This round features the largest amount of updates that I've made for a new tournament round, and a few of the updates were minor and were not announcement, but were updates none the less. One of the big updates was the alliance announcement system, a feature that had been requested initially when the TE alliance system was first introduced and it continued to prevail as a common request throughout the tournament rounds. Having decided to go forward with another tournament round I knew that I wanted to code in some updates to liven things up, as well as to use as a test bed for updates to come for standard edition. So, I set out to create the much requested TE alliance announcement system. As I thought about how I wanted to structure the feature, I realized that much of it already existed on one of the other games that I run, Cyber Citizens. Instead of reinventing the wheel, I went over and grabbed the pieces of code that I needed and the update ended up being fairly easy to implement. Screenshot of alliance announcement system in TE: Screenshot of political party announcement system in CC: A big update that I've been mulling over lately was the ability to assign leaders or generals to a nation's military in order to help further customize nations. I had the basic system for how I wanted everything to work in my head, but I wanted to include something like an avatar to give the generals some personality. I actually thought on ways to do this quite a bit and debated over creating images that represented a general's rank but that still didn't seem personal enough. Then I realized that I had already built a similar system in Tour of Generals years ago. When I was developing that game I used a program to model 3D faces, and while some of the face images admittedly look a little cheesy, I thought as long as I let the players change the character's image to suit their preference, then it should work fine. Screenshot of general page in TE: Screenshot of unit page in ToG: I guess the lesson for me here was don't reinvent the wheel. lol. It has been a while since I've had time outside of real life to commit the hours that it takes to push out updates like this, but the time that I spent working on them over the weekend was enjoyable to me. If all goes well with the Military Generals update then I'd like to implement the feature in standard edition. I've also been thinking about how to get the (now superior) TE alliance system over in SE...
  18. admin

    Tournament Round 26

    You can have a total of 4 generals.
  19. admin

    Tournament Round 26

    I have reduced the purchase cost of navy.
  20. admin

    Tournament Round 26

    Yes, they can stack.
  21. admin

    Tournament Round 26

    I've been hard at work the past couple of days making some updates for Cyber Nations Tournament Edition Round 26. One of the things that a lot of players have asked for is the ability to create alliance announcements, which has now been implemented. I included the ability for alliance members to post comments on an announcement as well as the ability for managers to lock down who can view an announcement and who can post comments. Another thing that was asked for were improvements to Navy. Now if your nation has 250 miles of land OR a harbor then it can be blockaded and the blockade amount has been increased from a random of 1%-5% to 1%-10%. There were additional requests regarding navy, but I want to see how these settings works out for Round 26 before making further enhancements. The purchase cost of Navy has also been reduced. Another asked for and implemented item was to include casualties in the tournament round prizes. Some said that since everyone in the top 10 got to upload a custom flag that it resulted in a lack-luster finish of Round 25, so I decided to give the top reward in Round 26 to the two players involved in the most destructive war. This means that the game needs to track the most destructive war, which means that the Awards System in standard edition has now been implemented in tournament edition. Also included in the prizes are most attacking and most defending casualties. Update 6/17/2013: The surprise update is finalized. Military Generals have been added to the game. Generals can be recruited and assigned to one of four posts in your military. The positions include generals of the Army, Navy, Air Force, and Intelligence. Recruiting generals offers a variety of benefits to your nation including increases to battle strength calculations, unit purchase and upkeep cost reductions, and due to the enormous prestige that generals carry some may offer increases to your population happiness, citizen income, and even boosts to your population itself. As you conduct battles and special operations in the field against other nations you will gain experience points (XP) that will enable you to recruit higher ranking generals who will in turn provide greater benefits to your nation. For each ground battle, aircraft attack, naval attack, etc... you will gain +1 experience point in that field (nuclear attacks gain +5 experience points for Air Force). There are a multitude of NPC (non-playable character) generals available for you to choose from and upon recruiting a general you may change their name, assign them a custom title, and if you don't like the avatar image provided for them then simply click on the image to cycle through a different avatar. Tournament Round 26 will begin shortly.
  22. I finally got to play a little bit last night after getting lucky and finding a working server. I agree with you, THE MAP SIZE IS TOO SMALL!!! What do you want to bet they try to sell an expansion pack later on that includes larger maps?
  23. admin

    War Stories

    The game has been collecting war destruction stats for about 3 weeks now and already some players have put up some massive damage totals. Cyber Nations as a whole has destroyed/lost 63,806,849 nation strength in just the past few weeks. What are some of your biggest losses in war going back before the war destruction stats were gathered?
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