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

Currently simulating 15,763 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
Lunarwars Classic
There are some change of plans with the new server system.

First off, the new server will not feature rolling resets - it will instead act as a second world.

Second, the classic version will be renamed to round1 (soon), and the new version will be round2.

Third, round2 will feature a rewrite of core sections of the game code, to help it run smoother and to make room for a few changes to the game, such as sending aid to the cost of the receiver and not the sender.

Fourth, I will still be closing registration on round1 once round2 is open. You will be able to transfer your username (if you desire) from round1 to round2 using an account migration tool.

The work on the game core will delay the new server by a week or so. I will have more information soon.
Sandrob57 on August 26 2008 · 08:15 AM · Print
Server Upgrades
Daily load on the server is starting to peak near the limits of our hardware.

In order to alleviate any potential problems this may cause, we are looking into several hardware upgrades. If possible, we request some extra donations at this time.
Sandrob57 on August 20 2008 · 11:58 PM · Print
War Changes
AI has been largely removed from battle calcs. It still exists in the following:

Merc attacks
Some housing destruction rules

Everything else should show the changes. Let me know what you think and how battles end up being; I will likely have to re-work some of the existing code to give the attacker more of an advantage, but I want some ppl to test it first. Post here with any attack results dating from after 1:30 AM EST on July 21st, 2008, and also make sure to note the type of attack. I'd like multiple reviews on all types (ground, dogfight, bombing, missiles, nuke attacks) to see how they weathered the changes.

The other changes I mentioned in the previous post are coming up soon.

UPDATE: AI Copy has been moved into the realm of normal ground attacks, and the chances of copying have been greatly increased. It still helps if your opponent is in ED, however now there's a decent chance during the course of a war full of ground attacks where you'll hit it at least once. The same old rules apply; you can't copy from someone in your own alliance, nor can more than one opponent copy from you in a single war, etc, etc.

UPDATE #2: Looting has been restored to it's former glory; i.e. you should now be able to loot when attacking. I've done nothing to change it's old behavior so that may be updated as well. For now please be dears and confirm that you can loot with a ground attack when your opponent is NOT in ED. Thanks!

UPDATE #3: War slots have been increased to 5, with defensive slots equal to 1 plus the number of wars you're aggro in. So, if you're not attacking anyone you only have one defensive slot. If you attack one other colony, you have two defensive slots. If you attack two other colonies you have three defensive slots...and so on.

EDIT: I miswrote this - it's actually 5 aggro war slots, with defensive slots equal to aggro wars -1, minimum of 1. So you start with 1 and can go up to 4, for a max of 5 aggro wars and 4 defensive wars.

2nd EDIT: Ok, the variable defensive slots isn't working well for a few technical reasons, so I've set it at a solid two slots for the moment, regardless of how many offensive wars you're in.

UPDATE #3: You can now copy AI from colonies up to 100 AI below you.

UPDATE #4: Defensive slots set to 1 until TA has the opportunity to look at them indepth.
Test Account on July 21 2008 · 06:27 AM · Print
The Game's Future
After getting much feedback through polls, comments, and the forums, it's become clear that resetting would not be the best solution at this time, and the same goes for a tournament edition. Instead, TA and I will focus on providing some other updates to the game, including some changes to make war more profitable, and a financial aid system.

If demand picks up for the game after the changes, I will reconsider a tournament edition - but for now I must focus a majority of my attention to newer projects. Thanks for understanding.

Edit by TA: The following changes will be made before August 1st.

- AI will be taken out of battle calculations
- Looting will be possible, even when the defending colony isn't in ED.
- AI Copy will also be possible at this stage, rather than just in ED.

Also, I hope to get War Slots increased, but I have to run that by the Admin first.
Sandrob57 on July 17 2008 · 07:48 AM · Print
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 · 1958 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 · 1147 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 · 828 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 · 958 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 · 1066 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 · 823 Reads · Print
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