btw: Bald_Eagle if you like, you can join our discord too, we could create a talk section there also for your tool

    You're right. Or at least it makes a lot of sense. I was not aware that sometimes rotation did not occur. Then it must be 92 days from start of the game.
    So if that's true I have my answer: "Date is correct but spins number in tool is smaller then real number of days cause there were days with no rotation".

    Also answering your question:

    Better question is, what happend when these 4 planets has 2 times exactly the same position Bald_Eagle ? If this is happening after 300days and also after 6852 days? Is your tool looking for a estimated duration from this 2013=>2022 (9y+) or is he checking for any rotation?

    For the syncronization you need all four planets. I checked their orbit tables that you gave me. Their sizes are 59, 70, 73, 110 (it's how many different positions each orbit has). The 'least common multiple' of thoes numbers is 3 316 390. So if I'm right the same combination of this four orbits in normal situation would appear again in 3 316 390 days :D Of course as I already know sometimes this orbits jump little bit faster but it is probably very rare anyway. And even if that happens that would be problem only for one day, the next day syncronization should work fine (if it looks for first match) :D

    ты не правильно думаешь

    нужно ввести координаты планет 1.1,2.2,3.3,4.4 на сегодня и тогда все синхронизируется

    Yes I did it. I entered all (001:001:01), (002:002:02), (003:003:03), (004:004:04) planets. And tool works fine. But I want to create my own tool and I need to know how this planet rotation works. To calculate planets position right now, today, I need a point of reference (xml file). Number of days between date in that file and today should be equal to number of spins in the tool. But it's not :D

    Hi,


    I have your tool. In tool I used auto synchronization. Today (18.10.2022, 3:46 pm) your tool calculated 3452 spins. I checked some positions in tool and in game and it seems they are the same, so tool works

    I also downloaded 'big bang' planets-SI2-U1.xml.gz file from your site (SI_Tool). And problem is with date in this file.


    As I understand file shows planet start position index of it's orbit at start day of '03.02.2013 10:53'. So if planets change it's positions once a day then number of days between today and that start date should be equal to spins in your tool. But 3544 days have passed between that day '03.02.2013 10:53' and today '18.10.2022 3:46 pm', not 3452 as tool shows.

    If I would like to have that 3452 spins then the start date would be '06.05.2013' (between that date and today there is 3452 days).

    So the question is if that file is wrong with date?

    While playing, I come up with ideas to improve the game from time to time. This is couple of them. You can comment how you like it, maybe then they can be added into game. This are mainly ideas about SI2 since I don't really play SI1, but maybe some of them will work for both versions.

    Remember to click on pictures to see them in full size!


    :!: 1. Add planet name next to coordinates. For example in the list on the right where you can see all your fleets in move and upcoming attacks. If that list would be too wide with planet names then maybe at least add it to the popup. Same thing about all reports, there is also no planet name there. I all the time have to check the list of my planets and search the planet number there, it's really frustrating. As I saw there is something like that in SI1 already:



    :!: 2. More high level aliens . It's suggestion for SI2 where probably all small players got x100 speed bonus. Getting first milion points (so getting into AZ 15, and aliens AZ 5) it's like couple of days (at least it's how long it took me). So almost 100% of server population is interested in attacking 5 star aliens, and sadly when I look for them I can see that most of them is 1-4 star which is probably desirable on slow servers where it takes longer time to get first milion points.
    It also depends how aliens system is made. If there is 100% certainty that we will always find a level 5 alien somewhere then there is no problem, but if there can be situation where we don't have single 5 star alien then I think it's not good. (I'm still researching this aliens spawn mechanism)


    :!: 3. Fleet templates. As I play pretty active and send a lot of attacks, recycles. It would be awsome if I could send preset fleets. For example I farm Spacia planets with 50 transmitters every time. Then I would just click a planet in galaxy view and pick which template fleet I want to use. Something like this (example from other game that got that system):


    That is how you set template: , and this is how you use it from map view: pasted-from-clipboard.png


    In SI, the template would probably have to include not only the number of ships but also the type of flight like "attack", "recycle", "spy" (this three are probably only important, other aren't spammed a much) and event flights could be there too, so you just give players possibility to fit templates to their needs. It also (sadly for me) could be premium option for ultraplasma.


    :!: 4. Spy reports in other mail tab. I don't know about other players (pls comment guys) but my mail box looks like this:



    The "Fleet reports" tab is probably most unused tab in whole mail box. Most of the messages there are actually redundant. And we only look there when we want to find something specific. In my opinion, only reports of spying by other players can be useful. And this reports are lost in the thicket of the rest. Maybe would be better if enemy spy reports would show up in "spy reports" tab? Here I would really like to hear other players cause maybe only me is getting little spying from players so the seem important for me, I also can see who is active what hours. So for now I just search the "Fleet reports" table with ctrl + F to get this report.

    :!: 5. Teleport fleet without teleport activation. I do not see any practical benefit from activating teleporters so I think that this is some game design mystake. Every day I teleport through all my planets to get resources in one place and it's exhausting to with every teleport change the planets to activate te portal on both of them. What's happening now is when you activate te portal the "T" letter shows up next to planet name and if you pick flight from planet with opened portal to second planet with opened portal then there is new flight option "Teleportation" to pick from list:



    Wouldn't be easier if it would work like that:
    You want to send a flight. If start planet, and target planet both got Teleport building at least level 1 then the "Teleportation" option shows up at the bottom. No activation needed. Already game must check if portals are activated on both planets, but it can just check if there are portal buildings on both of them. In reality it may be hard to do if game is bad designed and changing this would require a lot of work.


    Final thoughts:

    This is just couple of ideas that came in my mind while playing the game. This my personal thoughts and I understand that everybody can have different opinion that I would love to know about. These changes are intended to make the gameplay easier for players and make the game faster and more fun.

    Good luck in space <3


    PS. sorry for all spelling mistakes, English isn't my first language and the text is quite long :(