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	<title>Astro Empires - Community Forum</title>
	<subtitle>This is the official forum for the massive multiplayer online game, Astro Empires.</subtitle>
	<link href="https://forum.astroempires.com/index.php" />
	<updated>2026-06-24T20:55:04+01:00</updated>

	<author><name><![CDATA[Astro Empires - Community Forum]]></name></author>
	<id>https://forum.astroempires.com/app.php/feed</id>

		<entry>
		<author><name><![CDATA[Philosopher Cody]]></name></author>
		<updated>2026-06-24T20:55:04+01:00</updated>

		<published>2026-06-24T20:55:04+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128017&amp;p=2303082#p2303082</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128017&amp;p=2303082#p2303082"/>
		<title type="html"><![CDATA[Feature Request • Re: removal of a planet type or modification]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
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If you ever search for open astros the game will only return a certain number of astros meeting a criterion.  So, it is useful that they have two different names, because otherwise the list of astros gets too long and the game does not process it.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=9204">Philosopher Cody</a> — Wed 24 Jun, 2026 20:55</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Philosopher Cody]]></name></author>
		<updated>2026-06-24T20:53:13+01:00</updated>

		<published>2026-06-24T20:53:13+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128021&amp;p=2303081#p2303081</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128021&amp;p=2303081#p2303081"/>
		<title type="html"><![CDATA[Feature Request • Re: Fleets speed boost bonus for a cost]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
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So what happens if I speed up my Death Star to level 50 Warp Drive?  How do I lose 30% of my death star or whatever?  Sounds like just a repair cost at that point and no real fleet lost.  So this becomes highly abusable.  Now we have Death Stars flying around at Warp level 50 and taking everything out.  A hard no on this from me.  Too abusable.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=9204">Philosopher Cody</a> — Wed 24 Jun, 2026 20:53</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[SndWv]]></name></author>
		<updated>2026-06-21T19:55:13+01:00</updated>

		<published>2026-06-21T19:55:13+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128039&amp;p=2303079#p2303079</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128039&amp;p=2303079#p2303079"/>
		<title type="html"><![CDATA[Feature Request • Intercepted but disbanded fleets give perentage of XP to attacker.]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128039&amp;p=2303079#p2303079"><![CDATA[
There is an issue of intercepted but then disbanded fleets , the issue is , no xp , no debris , no anything for potential attacker.<br><br>I have one idea that probably cant be implemented but will post it here to more thinking that can mybe atleast give something to would be attacker.<br><br><br>Lets imagine situation , PlayerA [XXX] A landing on location XY11:22:33:44 with X fleet.<br><br>He is intercepted by PlayerB [YYY] at same location , so PlayerA recalls.<br><br>then he is intercepted by PlayerC [YYY] and then he disbands his fleet. Fleet is lost. No debris . No XP.<br><br>Lets now put an option in this way . Lets PlayerB can put a mark on landing fleet. Lets call this "mark" somehow : Target. So , playerB YYY marks landing fleet as "Target". This is not attack or anything. Its just a designation. something to click on.<br><br>Lets put a limitation option , where this "Mark" can be set only if fleet is landing somewhere where playerB fleet is located.<br><br>Now , lets add a specific formula to landing fleet. Formula reads , if playerA disbands a fleet marked by playerB , playerB gets a percentage of disbanded fleet as XP , becouse we can assume that playerB is the reason for disbanding.<br><br>This mark exists all the way - time while marked fleet is in flight.<br><br>Percentage of XP may be MAXIMUM of 30% of playerB fleet that was on landing location where player A was landing.<br><br>Mark can be cancelled by playerB , and assigned again by diferent player.<br><br>Mark CANT be assigned by more players , and cant be assigned if there is already a mark on target fleet.<br><br>Lets set now example on above fleet.<br><br>So , Fleet of playerA is landing. PlayerB lands under that fleet (on that fleet landing location) This trigers the oportunity to set a Mark on playerA fleet. PlayerB sets that Mark , and waits fleet to land. <br>If playerA lands , PlayerB can kill that fleet.<br>If playerA disbands fleet , then playerB gets a specific percentage of fleet XP<br>can be writen in combat board as <br>Experience: ( Attacker: +xyz ; Defender: disbanded fleet )<br>Now , if playerA recalls , he is still under Mark by playerB<br>If he disbands while recalling and under the Mark of playerB he again gets XP<br>But if playerC is on other recalled landing coordinates , playerB can cancell his "Mark" designation , and then playerC can set new Mark on recalling fleet.<br><br>Why limit the XP to size of fleet of player who sets the mark?<br><br>To limit exploits. It could happen that some player with one scout deisgnates landing fleet as Mark. Then if that fleet disbands , in any other simulation he would get to much XP for his potential fleet or level size. Player who is intercepting with fleet should have his fleet as limiting factor for gaining XP from potentially disbanded fleet (for discussion , lets say 30% of total landed fleet on landing location.<br><br>So here idea. Mybe ... i think to complicated , but mybe in some other way possible.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=59744">SndWv</a> — Sun 21 Jun, 2026 19:55</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[SndWv]]></name></author>
		<updated>2026-06-21T19:34:37+01:00</updated>

		<published>2026-06-21T19:34:37+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303078#p2303078</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303078#p2303078"/>
		<title type="html"><![CDATA[Feature Request • Re: After initiating movement of fleet , put that fleet on top of fleet list]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
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Not quite what i had in time , but actually quite usefull to. I abstain.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=59744">SndWv</a> — Sun 21 Jun, 2026 19:34</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Atreties]]></name></author>
		<updated>2026-06-16T00:33:32+01:00</updated>

		<published>2026-06-16T00:33:32+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128036&amp;p=2303074#p2303074</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128036&amp;p=2303074#p2303074"/>
		<title type="html"><![CDATA[Bug Report • Newbie Protection Bug.]]></title>

					<category term="Bug Report" scheme="https://forum.astroempires.com/viewforum.php?f=8" label="Bug Report"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128036&amp;p=2303074#p2303074"><![CDATA[
Version 3.5 had this change:<br><br>Bases with Jump Gates will not be protected by newbies rules.<br>To prevent players stay under level 30 to provide invulnerable JG to the guild.<br><br><br>However, the version 5.0 changes to newbie protection incorrectly overrode this. JG bases can still be protected by newbie protection again. Even easier now than before 3.5, actually.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=58701">Atreties</a> — Tue 16 Jun, 2026 00:33</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[BonkerZ]]></name></author>
		<updated>2026-05-31T17:40:13+01:00</updated>

		<published>2026-05-31T17:40:13+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128033&amp;p=2303071#p2303071</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128033&amp;p=2303071#p2303071"/>
		<title type="html"><![CDATA[Borealis • Its Over is RECRUITING]]></title>

					<category term="Borealis" scheme="https://forum.astroempires.com/viewforum.php?f=216" label="Borealis"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128033&amp;p=2303071#p2303071"><![CDATA[
<span style="font-size: 30%; line-height: 116%;"><strong class="text-strong"><span style="color:#ff0000">I T S  O V E R</span></strong></span><br><span style="font-size: 14%; line-height: 116%;"><em class="text-italics"><span style="color:#aaaaaa">"The galaxy isn't ending. We're just finishing it."</span></em></span><br><br><span style="font-size: 18%; line-height: 116%;"><strong class="text-strong"><span style="color:#ffffff">THE MOMENTUM</span></strong></span><br><br><strong class="text-strong">ITS OVER</strong> is not just another name on the map—we are a movement.<br>In just <strong class="text-strong"><span style="color:#ff0000">4 days</span></strong>, we have already grown to <strong class="text-strong"><span style="color:#ff0000">13 members strong</span></strong>.<br><br>We are expanding at a rate that the competition cannot ignore. We provide the infrastructure, the strategy, and the collective muscle to ensure our members stay ahead of the curve on Borealis. While others are still figuring out their first moves, we are already building a legacy.<br><br><span style="font-size: 18%; line-height: 116%;"><strong class="text-strong"><span style="color:#ffffff">WHY WE ARE EXPLODING</span></strong></span><br><br>[] <strong class="text-strong"><span style="color:#ff0000">Rapid Integration:</span></strong> New members are brought into the fold and given the tools to scale their economy immediately.<br>[] <strong class="text-strong"><span style="color:#ff0000">Elite Coordination:</span></strong> Our growth is fueled by active players who prioritize the guild’s presence in every sector.<br>[] <strong class="text-strong"><span style="color:#ff0000">Strategic Defense:</span></strong> We protect our own. As we grow, our wall of defense becomes impenetrable.<br>[] <strong class="text-strong"><span style="color:#ff0000">Consolidation:</span></strong> We are actively seeking mergers for groups who want to join a high-speed, high-growth environment.<br><br><span style="font-size: 18%; line-height: 116%;"><strong class="text-strong"><span style="color:#ffffff">RECRUITMENT STATUS: <span style="color:#00ff00">OPEN</span></span></strong></span><br><br>We are looking for both New Pilots and Seasoned Veterans who want to be part of the fastest-growing force on the server.<br><ul><li>[] <strong class="text-strong">Daily Activity:</strong> We value presence and participation.<br>[] <strong class="text-strong">Military Mindset:</strong> Fleet-first mentality.</li><li> <strong class="text-strong">Growth Focus:</strong> Always expanding, never stagnant.</li></ul><blockquote class="uncited"><div><em class="text-italics">Don't wait until the server is decided. Join the force that's deciding it.</em></div></blockquote><span style="font-size: 100%; line-height: 116%;"><strong class="text-strong"><a href="https://borealis.astroempires.com/guild.aspx?guild=168" class="postlink"><span style="color:#ff0000"> JOIN ITS OVER HERE!!!!</span></a></strong></span><br><br><span style="font-size: 100%; line-height: 116%;"><span style="color:#555555">ITS OVER | Borealis Server | Guild ID: 168</span></span><p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=59904">BonkerZ</a> — Sun 31 May, 2026 17:40</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Themis]]></name></author>
		<updated>2026-05-29T22:12:04+01:00</updated>

		<published>2026-05-29T22:12:04+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128031&amp;p=2303070#p2303070</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128031&amp;p=2303070#p2303070"/>
		<title type="html"><![CDATA[Help Center • Re: Fighter only attack?]]></title>

					<category term="Help Center" scheme="https://forum.astroempires.com/viewforum.php?f=10" label="Help Center"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128031&amp;p=2303070#p2303070"><![CDATA[
Land fleet, move carriers away, attack.<br>Yes there is level protection but it doesn't work the way you think it does. I suggest some time in the help section,<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=36979">Themis</a> — Fri 29 May, 2026 22:12</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Themis]]></name></author>
		<updated>2026-05-29T22:07:07+01:00</updated>

		<published>2026-05-29T22:07:07+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303069#p2303069</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303069#p2303069"/>
		<title type="html"><![CDATA[Feature Request • Re: After initiating movement of fleet , put that fleet on top of fleet list]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303069#p2303069"><![CDATA[
If you use the change fleet order button (bottom right) and assign all fleets any number from 1-9, any NEW fleet will be auto-assigned zero so will appear at the top. If you have this set up you have solved your issue and just need to maintain the list after new fleets are generated. For example you can also assign autoscouts to 9 so they are out of the way at the bottom<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=36979">Themis</a> — Fri 29 May, 2026 22:07</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[SndWv]]></name></author>
		<updated>2026-05-29T21:38:02+01:00</updated>

		<published>2026-05-29T21:38:02+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303068#p2303068</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303068#p2303068"/>
		<title type="html"><![CDATA[Feature Request • Re: After initiating movement of fleet , put that fleet on top of fleet list]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128028&amp;p=2303068#p2303068"><![CDATA[
Its not the problem of fleet order or markings. Problem for me arises when i send fleet and then i need to find that sellected fleet among many other fleets on next screen. It can be scout , or it can be several fleets sent in succession. Even tabs dont help there becouse all fleets are set in alphabetical order...<br><br>Example : Lets say you want to launch attack one neighbor astro. You sellect some ships and send them. But new screen is list of all fleets. So you need to scroll down or  use size to order your fleets to ind that fleet which is mybe landing in 20 to 30 secconds , even less. I would like next screen opened to be screen where that last sent fleet is highlighted in some way so i can easily open it , recall it or order attack with it as it lands.<br><br>I need to click to much unnecessary times just to come to that one recall or attack click.<br><br>Not sure is this helpful. Mybe new way would be worse way? But mybe they (admins,wizards,developers) can check is that mybe option for improvement.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=59744">SndWv</a> — Fri 29 May, 2026 21:38</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[SndWv]]></name></author>
		<updated>2026-05-29T21:30:44+01:00</updated>

		<published>2026-05-29T21:30:44+01:00</published>
		<id>https://forum.astroempires.com/viewtopic.php?t=128032&amp;p=2303067#p2303067</id>
		<link href="https://forum.astroempires.com/viewtopic.php?t=128032&amp;p=2303067#p2303067"/>
		<title type="html"><![CDATA[Feature Request • Option to erase sent private messages]]></title>

					<category term="Feature Request" scheme="https://forum.astroempires.com/viewforum.php?f=7" label="Feature Request"/>
		
		<content type="html" xml:base="https://forum.astroempires.com/viewtopic.php?t=128032&amp;p=2303067#p2303067"><![CDATA[
Sometimes there is a problem with sending private messages. Problem arises if one message is sent that is asking , stating or ordering one thing , but , becouse recipient player is offline , situation changes so new message needs to be sent that corrects old one. If there is new changes in situation , then new messages again needs to be sent. At end , when player finally gets online , he reads bunch of conflicting messages that can contradict each other.<br><br>Give option to players that they can erase sent private messages , or , option that can flag selected messages as obsolete or expired. Erasing messages would be the best option , becouse if in message is something that should not be there , we could erase old message and send new one with new or correct data.<br><br>Would help with player to player communication protocols.<p>Statistics: Posted by <a href="https://forum.astroempires.com/memberlist.php?mode=viewprofile&amp;u=59744">SndWv</a> — Fri 29 May, 2026 21:30</p><hr />
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