Lunar Wars - The Browser Based Game of Lunar Conflict - Currently in BETA
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Welcome to Lunar Wars!

Currently simulating 15,405 colonies since February 18th, 2007!

Lunar Wars is a Browser Based Game where you create your own futuristic colony on the Moon. Your job is to build your small colony into a large, productive mining facility which will benefit your home nation on earth.


But this task is more challenging than it may seem. You will be competing against other players to become stronger. You must build up a military to protect your colony against other colonies, as well as develop new technologies to keep you a step ahead of the competition.

Lunar Wars is designed to be a fun game you can play at any time, from any computer around the world. There is no way to beat this game, as your colony can always become stronger. Just take control and see how well you can manage a colony.

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News
Server Maintenance
We will be doing some server maintenance and transfers over the next few days and may experience some downtime.

We apologize in advance.

EDIT: Server maintenance complete. Thanks for your patience.
Sandrob57 on May 28 2008 · 08:40 AM · Print
Max Soldiers, Minerals
UPDATE 1: There is now a max number of soldiers you can have defending your colony - it's equal to 100 times the number of houses you have. I have no clue how 100 soldiers can fit into a single house, but there it is.

This number may change as we tweak things to see what's appropriate, and more changes may be on the way, depending on how much I get ticked off by the comments that invariably follow. Notes on the change:

- If you have more soldiers than the max (either now that it's been set, or after losing housing in a war) then you won't lose those soldiers, but won't be able to purchase anymore either till you dip below the max. Think tents.

- QUESTION: Should I add in a minimum amount you can have if your at Zero Housing? How many houses do you start out the game with anyway? It's been a year since I first started a colony. :-)

UPDATE 2: You can now buy or sell 300 units of mineral at once, plus 100 more per Mineral Replicator you purchase.

UPDATE 3: Mine costs now scale, like AI and housing.
Test Account on April 30 2008 · 04:49 AM
113 Comments · 1714 Reads · Print
War System Changes, etc
I've made a change to some of the computations in the war system that I think will lessen the effects of AI in war. Keep an eye on your battles for the next few days - particularly those with only soldiers involved - and let me know what you think.

Note this change was ONLY made in the 'soldier code', so nukes, missiles, of's, ga's, aren't affected. If the change is good I'll push it over to those others as well.

Finally, on a more somber note, an email threat was sent to Sandro by someone who claimed the ability to reset the mySQL database that this game is based on. As you all know, we have less than zero tolerance for that BS.

If you're thinking about attempting a hack, let me point out the following

- between myself, Sandro, and a few other community members and server technicians, we have more collective coding experience than you. Don't make us use it.
- Sandro has a strange obsession related with banning dozens of users at a time

Have a nice day.
Test Account on April 24 2008 · 06:40 PM
63 Comments · 993 Reads · Print
No Bugs Here
For the first time in my long tenure as a developer / bug fixer for LW we have NO BUGS listed in the forums.

Of course, I had to ignore one or two rounding errors to do it, but it's done.

In other news, I'm still working on the reps system; a co-worker's mother is in the hospital and not expected to recover so I've been taking on his workload for the duration so he doesn't have to deal with clients calling him every few minutes, plus I'm starting physical therapy for chronic back pain (5 years worth). If anyone has any extra percoset PM me and I'll send you an address to ship it to. It's worth at least one nuke.

The short of it is that I've been working 10-12 hour days and not had time to code. Once I get back some time though I plan to get back to work on reps, plus maybe flesh out a few things found in the SUGGESTIONS forum.

Also the lag we've been seeing for the last few days is cleared up - not sure what the exact problem was but several DNS and config changes on the server have sped things up considerably, I think.
Test Account on April 17 2008 · 04:26 AM
37 Comments · 718 Reads · Print
War System Change
I found a bug in virtually ever piece of war code and fixed it today. I'm honestly not sure what the effects will be so be on the lookout for strange behavior.

The only attack type unaffected is merc attacks - those remain the same.
Test Account on April 12 2008 · 10:06 PM
36 Comments · 833 Reads · Print
Loan System Update
The loan system has been reworked.

The amount of money you can take out per housing structure has been dramatically increased, however, AI no longer effects the amount you can take out in loans.

Additionally, the loan interest rate has dropped from 7% to 3%.
Sandrob57 on April 04 2008 · 08:39 PM
52 Comments · 976 Reads · Print
April Fools 2008
In case you missed it, or are confused beyond belief, yesterday was April Fools day.

To celebrate, all mineral icons were changed to uranium, users reported collecting finances in excess of a tredecillion, and Test Account pretended to quit due to my use of the word irregardless and the "constant complaints" from stukov, eejack, metrotw, stout, hyran, and driedsponge.
Sandrob57 on April 02 2008 · 09:00 AM
26 Comments · 691 Reads · Print
Next Update: War Reps
In the next week or two I will be updating the war reps system. The following changes will be made:

  • If you choose to pay reps, 30% of your income will be taken AT EVERY COLLECTION in order to make the payment. These deductions will be shown on the finances page.
  • If you are paying to more than one colony the payment will be split evenly among the colonies you're paying.
  • You can only pay reps to colonies that you fought within the last 30 days (measure from the time of the war's conclusion)
  • You cannot stop paying reps to a colony once you start - the income deduction will continue until you have paid the colony back.
  • You will still be about to choose partial repayment (20%, 30%, etc) or even the much-loved 120% repayment. The percentage you choose to repay will be announced to your opponent.

    Please comment on this - let me know what you'd like to see or what you don't like.
  • Test Account on March 31 2008 · 04:26 AM
    40 Comments · 678 Reads · Print
    Updates, Changes, et al.
    Fixed: You should now be able to Peace out of wars again. Sorry for the delay in fixing (maybe) this bug...after all this is LunarWARS and not LunarPEACE. ;-)

    Fixed: 2 day wars are now closer to a true 48 hours, meaning Encounters started after today (and possibly those started earlier) will be cut off before nukes are an option.

    Update: Soldiers killed by nukes is now capped at 100,000.

    Update: Nukes now kill (some) police.

    Update: Military aid has been updated; users can now send more military units, especially after 500 Ai.

    Update: Uranium mineral collections have been re-written. Many of the rules are the same, but the math has been fine tuned.
    >> If you have over 700 AI, your chances to collect up to .3 uranium rises greatly
    >> If you have over 1,000 AI, the amount of uranium you collect is increased
    >> The Mineral Replicator from the Advanced Research Lab increases the amount of uranium you collect
    >> Uranium amounts now properly reflects how long you wait to collect

    A note on the previous news article: Some of the changes will be implemented relatively soon, others may take a while, and some may not get done at all (a few are under discussion).
    Test Account on March 08 2008 · 05:27 AM
    158 Comments · 1984 Reads · Print
    War Changes (Coming Soon)
    THIS POST WAS DISCUSSED BY BOTH TA AND SANDRO. THESE CHANGES WILL HAPPEN AFTER THE WAR.

    Nukes:
    Damage will remain % based, but there will be a damage cap. Currently we're thinking the cap will be at about 100,000 soldiers.

    Defender Damage:
    If you are defending, your damage will be reduced 5%.

    Economic Depression:
    ED cap changed to 50. Each level of ED is -2% deployment.

    TO ENTER ED:
    - You must be brought to 0 soldiers in a ground attack, or be attacked with 0 soldiers.

    ONCE YOUR ED IS GREATER THAN 0: (the exact numbers are subject to change)
    - Merc attacks: 75% chance to cause 1 point ED
    - Ground attacks: 50% chance 1 point, 50% chance 2 points
    - Air Attack: 40% chance to cause 1 point of ED
    - Missiles: 60% chance to cause 1 point of ED
    - Nukes: 100% chance to cause 2 points of ED

    MILITARY GETS CUT OFF AT THE FOLLOWING ED LEVELS: (the exact numbers are subject to change)
    20 days of ED = no merc attacks.
    25 days of ED = no nukes.
    30 days of ED = no missiles.
    35 days of ED = no air attacks.
    40 days of ED = no ground assault.
    45 days of ED = no soldiers.

    Why we decided what we did:
    Regarding decreasing defender damage, we feel the defending user should have a slightly higher advantage on their own turf.

    Regarding nuke damage, it's getting too high, especially with soldiers.

    Regarding economic depression, we felt that this makes it more interesting. There is now a way to actually attack someone to the point where they can't fight back. Once they hit that point of being unable to fight back, it will take a few days for them to recover.

    A final note: we want to emphasize something: many players are sitting around with the minimum amount of soldiers - when in war mode. This is WRONG. This is silly! If you want to play a war game with the minimum amount of soldiers, then use hippie mode. At the very least, all users should have 3x their minimum soldier requirement when in war mode, and much more than that during a war.

    If you have any comments on these proposed changes, please take them to the forums.
    Test Account on February 17 2008 · 03:02 AM · Print
    Updates: Verification, Adv. Research Lab & Wars
    I made some updates to the Lab today.

  • Neural Networking now provides a $8,000 bonus instead of $6,000.

  • Each Mineral Replicator increases your maximum buy/sell cap by 100 and increases your mineral sell price 3%.


  • EDIT FROM TEST ACCOUNT:

    - 2 soldiers can no longer prevent you from going into ED. If you get attacked 'normally' and the attack wipes out your soldiers, then it also causes you ED.

    >> NOTE: The ONLY reason this was done is that it's more of an exploit than a bug. I'm VERY careful about what changes I make during a war, but this one it seemed just didn't fall under the 'valid tactic' category. Plus you guys are getting a bit more warlike so if I limit myself to making changes in times of relative peace then I won't have much time to make changes, eh?

    - There is now an option for a 2 day war, called an "Encounter".

    >> NOTE: We've removed the verification system; a newer/better one was scripted by Sandro and we'll be porting it into LW in the next few days.
    Sandrob57 on February 14 2008 · 10:29 PM
    136 Comments · 1855 Reads · Print
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