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AATrade Thunderdome
http://thunderdome.aatraders.com/
Version 0.41
Start Date: Oct 21, 2009
Total Players: 0
Turns: 10 turns every 5 minutes
Total Sectors: 814
Reset Date: Not Scheduled
Forum and Site Changes (Apr 5, 2012 - 4:49pm)
Due to time constraints and the fact the forum had turned into a game between me and the spammers. I've decided to move all the game discussions over to the [url=http://www.facebook.com/aatrade]aatrade facebook page[/url] the forum will remain open for now, but it will be read only and only admins will be able to post.

I will install a facebook feed at some point so anyone coming to the forum page will see the most recent facebook posts.

I'm also working on a new website for the game. I am hoping we can rekindle some new blood and interest in the game and maybe some interest in some others to help me develop the game.

PJ has moved on to his other interest, so won't be back unless he gets bored with his new endeavors. This means that any new development will fall on my shoulders or with any volunteers that would like to help. Anyone that has an interest feel free to contact me or post on the new facebook page.

Posted By: Tarnus
Winds of Change, AAtrade is in for some changes! (Jan 31, 2011 - 7:27pm)
Winds of Change, AAtrade is in for some changes in the interim future

Hey folks, there is going to be changes coming very soon to the aatrade world. PJ is going to take a hiatus for a while. He is still around but won't be working on aatrade for a while. I will be taking over. Not that that's all good either, as I have a real job, so can't put a ton of time in, but will work on it as I can.

So what this means is, we will need to start working as a team. I will need volunteers to help track down bugs, make template changes, bug test the beta, even help with the forum, website and the games. If you can code php I will need some help there as well.

To start with I will be resetting the Beta to the latest game code PJ had. I don't know what bugs have been fixed so I will be clearing out all the bug reports and starting fresh so everyone can start fresh and we can start a new bug report.

Hope to see some volunteers!!! :)

Posted By: Tarnus
Beta Game Reset with NPC's (Jul 21, 2010 - 8:50pm)
We have added some limited NPC's to the Beta game. These NPC's will roam the galaxy and that is about it right now. If you attack them they CAN attack you back or run away. We will be adding more functionality to them. Such as attacking on their own other players and planets. Upgrading their own ship and planets. Hunting down anyone that has attacked them. And lastly trading between ports. Give them a try.

Posted By: Panama Jack
Midgame Change vote (May 16, 2010 - 4:58pm)
Some players didn't realize we didn't set the commodities where a player could only trade their own. Some teams were using this to quickly move a team mate to the top. This is one reason we limited team cash. But this was a way to do it again. Voting yes to the change would allow us to change it midgame, a no vote means we will wait till the game is reset.

Posted By: Tarnus
April 2nd 2010 Reset (Apr 1, 2010 - 10:52am)
Main Game Server will Reset today April 2nd 2010
Upcoming game changes:
    ==>Everything will mostly be the same as we are making drastic changes to the beta. The only things that may be changing is the ability to pay off fed bounties are going away. If you get a fed bounty, you will immediately get hit, and hit continuously till the bounty is paid by Fed hits. You will however be able to swap ships, do upgrades and repairs. Do not think you can hide, the Fed will hit the biggest ship you own. We are also evaluating whether to hit your largest SD planets if your ships are not of high enough value.

    ==>The second change is still up in the air. We are considering not allowing team mates to trade a team mates commodities. This will happen in some form or the other.


Just thought I would give everyone a heads up on upcoming reset.

Posted By: Tarnus
Main game changes (Feb 1, 2010 - 8:41am)
It's come to our attention that players have been using the new commodities to basically give a team unlimited team cash.

This is going away later this week. It doesn't do us any good to limit team cash when a team can do the same thing by trading commodities among their teams planets. So the fix is you will only be able to transfer commodities to and from planets you own. Teammates will no longer be able to do this or help you.
This should level the playing field as a huge team will no longer have this advantage.

The other fix will be that you will only be able to store ships on planets you own. This is something we thought was done long ago, but apparently we missed it.

Sorry for the in game change we felt it was necessary for balanced play.

Posted By: Tarnus
Public Beta -- Need volunteers ASAP -- Repost (Dec 16, 2009 - 11:52pm)
Update: The Sector Defense Mine Code and Mine Deflector Code has drastically changed in the Beta. Please read this before playing!

The minimum hull size for mines to detect has been changed to 201. This is a combination of the base hull you can't see and the purchased hull. This means all pioneers and stealths will bypass ALL mines. Any other ship will start hitting them. The number of mines a ship will detect is based upon the combination of the hidden basehull and the purchased hull. Larger class ship and/or larger hulls will attract more mines. You will no longer hit a random number of all mines in the sector.

There is no longer a 1-for-1 exchange between mines and deflectors. It takes MANY deflectors to destroy a single mine.

Mines are now directly tied to the Sector Defense Weapons Tech Level on planets just the same as Fighters. You are limited to how many mines you can place based upon all planets tech levels. If you have 1 planet with a tech level that allows 1 million mines then a sector with 5 planets of the same tech can have 5 million mines. You can no longer place as many mines in a sector as you are used to in older versions. To compensate for fewer mines they are now very,very hard to kill and will absorb a large number of deflectors before being destroyed.

Mine Deflectors are now tied directly to the Torpedo Launcher Tech Level on your ship. The higher the tech the more Mine Deflectors you can carry. It now takes MANY deflectors to destroy a single mine.

Mines will no longer hit a ships shields before hitting the armor. Mines will completely bypass shields and hit ship armor if they bypass the mine deflectors.

We have opened the Beta Game for public play. The Beta Game contains new combat code and templates that will be in the Main Game when it resets on October 1st. Every one should join the game and test out the new combat so you are familiar with it when the game resets.

Starting player settings:

Default/Starting Ship: Voyager
Starting Credits: 100,000,000,000
Starting/Max Turns: 1,000


The game starts with only 2,000 sectors for up close and personal combat. Almost EVERY SECTOR has a planet that can be captured..

There are a number of goals we are looking to achieve though this Beta.

1. Testing of Ship to Ship Combat
2. Testing of Ship to Planet Combat
3. Testing of Planet Nova Bomb
4. Testing of Sofa Bombing
5. Testing of Attack & Run
6. Testing of Straight attack of Sector Defense against only Fighters (not A&R)
7. Testing of Straight attack of Sector Defense against only Mines (not A&R)
8. Testing of Straight attack of Sector Defense against Fighters and Mines combined (not A&R)
9. Testing of Sector Nova


All of these attacks have been changed in some way. Some were small and some were big. The Ship to Ship and Ship to planet had the biggest changes in how the attacks work.

During a S2S/S2P combat there will be new combat exchanges and orders. The failure of weapons is now calculated well before each combat exchange. The old combat system would calculate failure for the attacker, then attack and then target would calculate failure and then attack. Both attacker and defender during the defense portion of the attacks would be defending as if there were no failures even if there were. An example is the attacker has a fighter launch failure and only launches 50% of their fighters. With the old combat the target would be attacked by 50% of the enemy fighters but when they attacked the enemy fighters back all 100% of the fighters would defend just as if they had launched instead of failed.

In the old code when you had failures of any weapon you LOST all of the failed items. If 50% of your fighters didn't launch you lost them. Now they stay on your ship.

There have been many other changes to fix odd logic failures so the combat results may be different from what you are expecting. Please test everything so we can see how the changes are working out.

Thanks,
PJ and Tarnus

Posted By: Tarnus
Game Language Translations (Nov 5, 2009 - 5:02pm)
Over the past couple of weeks we have been going through all of the language files and classes updating the translations for each language. Considering how many languages we have and how many classes with their own language system it has been a long process. We have automated most of the translation work by creating programs to use the Google Translator. These programs basically parse our language files noting areas that shouldn't be translated and sending the information to Google for translation and then rebuilding the file and saving it over the original.

There are some words and phrases that Google just won't translate. We also know that many of the translations will probably read like a pre-school language class. There is not much we can do about this since we do not have any real people who can write in these languages to perform translations.

If you notice anything that might need changed let us know and we will TRY to make the changes to the appropriate file. There are no guarantees.

We are still going through ALL of the program files and templates looking for hard coded english. When we find them we remove them from the file, add them to all of the appropriate files for all languages and then run the translation program on them. This is the most time consuming portion of getting the languages updated. We took too many short cuts to get things working at times and it has bitten us in the butt... again.

All of these language changes are going into the Beta Game. You will NOT see them in the main game until it resets at the beginning of next year. By then we should have the bugs worked out of the new combat system. Hey, it gives us a couple more months. :)

We thought everyone might want an update on what we have been doing since we have been pretty quiet in the forums. If you keep up on our twitter feed you can see what we have been working on lately.

Posted By: Panama Jack
Thunderdome is back! (Oct 21, 2009 - 2:09am)
Well after many a nudge... I have brought back a rejuvenated thunderdome game. Most of the rules are similar to what they were before. No bounties, 150 sectors. The one thing that is different is when you lose your ship you go into a 10 min time out and then you can log back in and do battle again. Gone is the time of having to re-register. Note if you want to be in the scoreboard, you have to register your profile.

You can get to it by going to [url]http://thunderdome.aatraders.com[/url]

Good luck... Its crazy addictive!!!

Posted By: Tarnus
Main Game is Reset (Oct 1, 2009 - 9:49am)
The Main Game has been reset and is open for business.

If you would like to see the results of the just completed game then click on the "Completed Games" link on the main web side. You can see all of the information from the ending ranking page to player stats.

Posted By: Panama Jack
Beta Game Now Open for Public Testing (Sep 24, 2009 - 6:07pm)
We have opened the Beta Game for public play. The Beta Game contains new combat code and templates that will be in the Main Game when it resets on October 1st. Every one should join the game and test out the new combat so you are familiar with it when the game resets.

Starting player settings:

    Default/Starting Ship: Voyager
    Starting Credits: 100,000,000,000
    Starting/Max Turns: 1,000


The game starts with only 2,000 sectors for up close and personal combat. Almost EVERY SECTOR has a planet that can be captured..

There are a number of goals we are looking to achieve though this Beta.

    1. Testing of Ship to Ship Combat
    2. Testing of Ship to Planet Combat
    3. Testing of Planet Nova Bomb
    4. Testing of Sofa Bombing
    5. Testing of Attack & Run
    6. Testing of Straight attack of Sector Defense against only Fighters (not A&R)
    7. Testing of Straight attack of Sector Defense against only Mines (not A&R)
    8. Testing of Straight attack of Sector Defense against Fighters and Mines combined (not A&R)
    9. Testing of Sector Nova


All of these attacks have been changed in some way. Some were small and some were big. The Ship to Ship and Ship to planet had the biggest changes in how the attacks work.

During a S2S/S2P combat there will be new combat exchanges and orders. The failure of weapons is now calculated well before each combat exchange. The old combat system would calculate failure for the attacker, then attack and then target would calculate failure and then attack. Both attacker and defender during the defense portion of the attacks would be defending as if there were no failures even if there were. An example is the attacker has a fighter launch failure and only launches 50% of their fighters. With the old combat the target would be attacked by 50% of the enemy fighters but when they attacked the enemy fighters back all 100% of the fighters would defend just as if they had launched instead of failed.

In the old code when you had failures of any weapon you LOST all of the failed items. If 50% of your fighters didn't launch you lost them. Now they stay on your ship.

There have been many other changes to fix odd logic failures so the combat results may be different from what you are expecting. Please test everything so we can see how the changes are working out.

Thanks,
PJ and Tarnus

Posted By: Panama Jack
Alf's Special Tournament (Aug 30, 2009 - 6:13pm)
http://nztraders.jndhost.co.uk/aatt/

[size=150]Special Tournament, signups open.
You must have a profile, single player teams, no bounties, no newbie nice. You will start with an Endeavour and 100 Genesis Torps, they will cost 50 Bill to replace so use wisely. Yes, you could throw a ship hulls planet. If you loose your ship, you will loose your Genesis Torps, so go careful at the start.

[size=150]Admin will always have the final say.
No multi accounts, if players are using the same computer, then they must contact me BEFORE signing up. Multi IP's , all payers will be removed before the game starts.

Genesis Torps will be added to your ship prior to game start.

Check the main page for start and finish times.

Keep the shoutbox clean, this is a 'FUN' Tournament for all.

Good Luck

Posted By: Alf
New Language Support Added to the Game (Aug 24, 2009 - 5:04am)
We have added the following languages to the game:

    Albanian
    Catalan
    Danish
    Dutch
    Finnish
    Indonesian
    Norwegian
    Portuguese
    Swedish


We used Google's Translation System to create the translations for the game. We know they will not be perfect but we hope they are good enough for others to play the game in their native language. We have also updated the other languages that had already been in the game to convert the english text to the correct language.

We are planning to add support for more languages but we need to get the game compatible with UTF8 encoding. Many other languages we would like to include require UTF8 support. The game has some support right now but it is not working as it should. It on the list of things to get working properly. :)

We did have to remove the Russian language support because it hasn't been displaying properly for a long, long time. To really support Russian UTF8 is a must.

It will take a day or two before we can get the languages in the classes (probes, artifacts, etc.) updated.

Posted By: Panama Jack
Template File Reorganization... (Aug 10, 2009 - 4:08pm)
Over the next few days we will be reorganizing the template files in each of the directories. Players shouldn't notice any disruption of the game but just in case something odd happens please report it to either Tarnus or Myself immediately.

Over the past few years the template directory for each template has become a nice, crappy, jumbled mess. At times hard to locate files that we need to change. I can imagine how hard it is for anyone trying to make new templates for the game.

Each group of templates will be stored in a directory for the main PHP program that calls them. An example would be the IGB. The main IGB program is igb.php. There are 15 IGB template files and they will be moved out of the min template directory into their own called igb. We will be doing this to all templates. Grouping files into their own directory based upon the calling program will make things easier for us and any programmer. Especially since some template file names don't quite match the program calling them. ;)

We just wanted to warn people so you have a heads up just in case you see something saying a tpl file can't be found. Be sure to let us know what tpl filename that's missing.

Posted By: Panama Jack
It's our 6th Year Anniversary!!!! (Aug 4, 2009 - 5:32am)






This crept up on us and we almost forgot about it. Today is exactly 6 years since we released Alien Assault Traders Version 0.10 on August 4th, 2003.

It's kind of amazing to think we have been running a server with the game and developing it for over 6 years. I downloaded the 0.10 version yesterday to see what we had released. It has been so long I had forgotten. Man, it was a jumbled mess of coding. :) The entire download is 2.4 meg and the latest release is over 7 times larger. It really is something to see how much work has been put into the game over the last 6 years. If you would like to compare please download 0.10 and check it out. If you are a PHP programmer don't laugh too much. ;)

We would like to thank all of the players who have stuck with us over the years and especially those who have donated to keep things up and running. Some of you have been with us for years and we appreciate it.

Thank you all and we hope to keep giving you more years of enjoyment.

Thanks from Tarnus and Panama!

Posted By: Panama Jack
Alien Assault Traders 0.40 Released (Jul 27, 2009 - 6:50pm)
It has been 10 months since our last release of AATrade. It has been so long I bet some people thought the development of the game had been abandoned. :)

The game has gone though a huge metamorphosis with many core code changes. Most of the things in the game like Probes, Dignitaries, Spies and the new Artifacts have been converted to Classes. This allows us to easily create and add more of those items to the game. We have also been creating many new probes that really enhance the game.

One of the other big changes has been the addition of Artifacts. Artifacts are items created by an Ancient Race not affiliated with the Federation or Alliance. All Artifacts are beneficial to all players as this Ancient Race is trying to help mankind advance. You will never find a bad Artifact. Each artifact is broken into 1 to over 30 pieces depending on the value of the artifact to the players. The Artifact pieces each have their own Cloak Tech and may be hard to detect as they are so small. The more valuable the piece the higher the cloak tech. Artifacts can be found on Planets, Ports or floating in space. The Artifacts range from a simple one that will transport a newbie player to the safety of Sol if they get trapped to the Dreadnought Battle Cruiser.

We have also added 10 new commodities to the game and they can make HUGE profits in the game. Some require large ship hulls to transport but have HUGE credit returns. Some planets might get lucky enough to be able to build Ship Hulls and they can get TRILLIONS in profit for each one built.

One of the big changes Game Admins will like is the game will report all end of game statistics when a game ends to our Profile Server. Player will be able to the ranking and all results for any game as they will be stored on the Main Website and accessible by anyone. Players who link their Main Website Profile to the game they are playing will have completed games stored in their profile and they will be linked to the end of game results.

All AATrade 0.40 games that are shown on our Server List will have a new feature. When any one mouse overs the server information a popup will appear listing the current top 20 players on that server.

There are so many new features and changes to the game to accurately list here. The game has really gone though some massive changes and we are very proud to release it to the public. The wait will have been worth it. :D

We look forward to seeing more AATrade 0.40 servers appearing on the server list.

PS: This is the final release before the long awaited Research & Build. The 0.40 release is FINAL and only major bug fixes, if any, will be released. Look forward to the AATrade 1.00 Beta on our Main Website in about 3 months.

To download the game click on the Downloads link on the Main Website.

Posted By: Panama Jack
New End of Game Information! (Jul 4, 2009 - 6:14pm)
One of the new things in AATraders 0.40 is the addition of sending the end of game Ranking List and Team List to the profile server along with some extra server information. Players can now access any completed game to see who was playing and how well they played.

If a player linked to their profile in the game the ranking list on the Profile Server will also link to their Profile. There is also a link with the completed game in the players profile to the End of Game information.

Instead of just abstract information about the game they finished in their profiles anyone can see how well they did against other players.

We look forward to seeing far more 0.40 servers in the completed games area.

Posted By: Panama Jack
Production System for Special Planet Commodities (Jun 30, 2009 - 10:29pm)
The number of colonists needed to build new commodities on planets is going way, way UP. We noticed that most