Posts by Bauws

    Hey Prongs,


    after running several tests with Range 10 vs Range 150 and different levels and logging them in a spreadsheet I came to the conclusion that theres no difference wether you go 10 or 150 Systems. The only difference is that the time for finishing them got raised. Loot value was untouched. In my sample size (roughly 90 Missions on 10 and 90 Missions on 150) the result of doing them all was that 10 Systems is better than 150 both in MetalUnits vs Lithium Usage aswell as time.


    This might be a bug becasue the ingame tooltip indicates better results the further you go.


    Best regards,

    Bauws

    Prongs I did some more testing, this bug is already on the live servers. I have also tried the same thing with deathstars and graviton research. You can just put it into construction queue like other researches and build deathstars without having graviton or even 300k energy production. Especially on newer servers this could lead to bad situations.


    Edit: No add ones are required the whole bug/exploit can be done with native ogame.

    Okay final feedback


    Prongs

    I think I found the problem. It looks like a missing server side validation for the requirements. Every research started counts as done when building ships. For example to build a heavy fighter I am short one level of impulse drive but I can still start it by sending the request through the console that is what AGR + OG Light do.


    The difference is the type of request. AGR + OG Light with their x10 or repeat button send GET Requests using URL Parameters while OGame itself is using POST Requests with encoded body.


    But the issue is not AGR or OG Light even tho it would be better if AGRs Button would be disabled like OG Lights and also native OGames button.


    You can do the same by going into the html and remove the disabled from the button. Now when you press the build button it will fire ogames native post request which goes through and starts the build because of a missing check for requirements.


    Now comes the fun part. This also works with the commander feature. For example espionage probes. I am missing 1 level Combustion and 2 Level Espionage tech. By putting those into the queue it and disabling the ogame disable css in the html I can fire the request through ogames build button (all addons like AGR and scripts like OG Light disabled).


    Hope this helps :)

    In Combination with Antigame Reborn!


    If you are using antigame reborn you can start ships before you completed the required research. I know this is also a tool bug, I reported it to RiV already but its also a backend error.


    To reproduce:


    Start a fresh account and research up to combustion lvl one. Click on the small cargo and press x10 it will be red showing 0/10. Now start combustion 2, go back to shipyard, click on the blacked out small cargo and do x10 again. Now it will put 10x your desired small cargos into the queue. You can cancel ur research any time.

    Hey guys,


    am I the only one not seeing the difference between 10 System Range and 150 System Range? From my observations so far... The closer range (10) yields more 3+ Stars with higher yield than the 150 System Range. Also the Loot values itself look like they are the same with the further ones being slightly worse.


    Would like to hear your oppinion.


    The "Bug" could also be not a bug and intended or just a bad roll over and over.


    Greetings,

    Bauws

    Hey Prongs,


    sorry it has been a while since my last testing. Christmas time, new year and everything :D I hope you had a great start into 2026!


    The combat reports seem fine. The only issue I have encountered is that the combat simulator of ogame had totally different results than the CR itself but it has always been favored towards the CRs Attacker.

    So the CR was better for the attacker than for the defender.


    Another thing to mention. It is still not possible to calculate a CR beyond 1.600.000.000 ships with the combat sim. I think this should be worked on especially since it is on live servers and no combat sim is able to calculate those numbers :D

    I have a very interesting one xD


    cr-en-807-af985634a947fcdab4e856041778ad1c9a13a63f


    Fight was over in round 1 but the combat ended after 6 rounds and ended in a win xD 5 rounds fighting air xD

    Happy Advent everyone :)


    Prongs

    In multiple combats I had over the weekend so far I only had three draws and many working CRs, smaller and bigger than the draws.

    To me it looks like you are very close to give all these huge accounts a wonderful christmas gift :D


    cr-en-807-674bb5c415229849f928e305b958375c2eba194a

    cr-en-807-2b5b36fc7557bb09363171e4d4869d037595a527

    cr-en-807-5fa063dd1c2868435db65a1358ea2ccc901c4b2d

    Hey Prongs,


    thank you for your reply :) Really appreciate it and really appreciate the effort you put into further developing this great game!


    I dont know if you still need CR's but I have another one that ended in a draw.


    cr-en-807-71807749f564ff05f2d39001dac6cacfb06a0ec4


    From my testing im confident to say that it feels like the number of draws has been drastically reduced which is already a really good improvement.

    I will keep testing and sharing information with you.


    Is it possible to share simulation from the combat simulator with you? This way I could show you the draw results otherwise I just put a screenshot :)


    Best regards and have a wonderful evening.

    Ah btw Prongs the ingame combat simulator is still not able to simulate above 1.6kkk ships. Could you maybe bump up that limit so we can atleast do some testing? Also I came to the conclusion that we can also test the combat script with the combat simulator. The simulator is also showing weird draws in many cases.


    Overall I would say that 12.5.0 made things better. The number of draws was successfully lowered. Keep up the work! Together we will get it going :D

    Hey Prongs,


    I got some fresh Combat Reports for you on Alpha.


    These CR were using deathstars only without any defence.


    cr-en-807-c4a009cb8f821e2102e384592b25c1a5659b6c06

    cr-en-807-9806d31bf15dcf237ea6d736d3f77cf96115608f


    These CR include only battlecruisers on attack.


    cr-en-807-b5657b3aae5e0158be377b737ae407ebd840d964 <--- Mixed defender

    cr-en-807-0de21cf6b4d1f2d50c988087cddd27d261f5b729 <--- Small full fleet and attacker lost way more than the defender even had,


    Fun Fact. With the battlecruisers we tried it several times. Exact same ship amounts and it worked sometimes and sometimes not.


    Hope this helps to track down I will test further.


    P.s. All tests were on 07.12.25

    You are welcome! Happy to see that you are getting closer to a solution :) I will try my best to help you with more data. If you need anything special let me know and I will test into that direction :)


    What do you mean by persistent plasma?


    Also is it the best way to post here or is a ticket better?