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Zombie's Ship Log
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Author:  xencindy [ Sun May 22, 2022 1:10 am ]
Post subject:  Re: Zombie's Ship Log

Why are you still SSB? As the previous reply mentions, it seems like you'd want to take advantage of the various bonuses for decks. One other question: How did you get the screenshots so big?

Author:  senatorhung [ Wed Jun 29, 2022 9:22 am ]
Post subject:  Re: Zombie's Ship Log

4k deck stuff makes sense once you start running out of cargo space for corruption. until then, as long as you have enough other things to do, it's not a biggie. yeah, SSB status is not as big of a thing as it used to be, but i have enjoyed my return to SSB status and expect to stay SSB for the rest of the game.

might revive the shiplog showdown sometime next month. i have all of zombie's data current, but would still have to scrounge up enough time to screencap the charts and post them to a hosting site.

Author:  the ancient [ Wed Jul 13, 2022 7:27 pm ]
Post subject:  Re: Zombie's Ship Log

you need deck to at least 4k or enough for all scan mods possible anything giving more scan you should get it . maybe except the 20k 10% scan deck antenae buff
its so worth it to my opinion

Author:  Zombiekiller531 [ Sun Jul 17, 2022 11:09 pm ]
Post subject:  Re: Zombie's Ship Log

Elios has started so here are some before event numbers.
I made the jump up to 4k decks and have been working on the corruption chain, lots of nice stuff and nice to finally put some corrupted edifice on planets.
Pretty much have enough decks for all my scan mods + few other mods online at all times, not planning on using a bunch of shipbots for the 10% buff, happy with where it is now.
I have not been getting as much n-dims as I would have liked, so not a lot of progress on project planets. Switched to aerlen for a LM, will probably switch back to litheor since i have around 200 15x+ planets without deep-phase probes. Probably will never get to actually place them on all 15x planets(since it will take almost 2 years) but I have a good sense of which planets still need them.
Hacks have slowed down a bit due to being busy irl, but still on pace for 40k by end of the year.

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no planet breakdown this time, will include one for the post elios update.

Goals
Get (and maintain) 60 Energy/Rank Done

8 hrs of arti storage(currently at 5.11)
40k hacks by end of the year
8 hrs of arti storage while planets are buffed
475k aph w/o excavator and w/o planet buffs
250k TOs
Increase number of hits at cap to kill to 1000(currently at 544)


xencindy wrote:
One other question: How did you get the screenshots so big?

not sure, maybe it had to do with the monitor i used before

Author:  Zombiekiller531 [ Tue Aug 23, 2022 4:50 pm ]
Post subject:  Re: Zombie's Ship Log

Post elios update
Didn't npc as much as I would have liked, mostly scanned during elios. Lost 3 farms (-2.1k aph) in the past month but have more than made it up with invasions

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Down to 76 15x+ planets that still need Hyperturbines
Have some planetary buffs running(usual ones)
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Goals
Get (and maintain) 60 Energy/Rank currently 59.4
8 hrs of arti storage(currently at 5.42)
40k hacks by end of the year
8 hrs of arti storage while planets are buffed
500k aph w/o excavator and w/o planet buffs
250k TOs
Increase number of hits at cap to kill to 1000(currently at 586)

Author:  Zombiekiller531 [ Thu Dec 01, 2022 12:56 am ]
Post subject:  Re: Zombie's Ship Log

Post Farselle update
Mostly scanned (2x a week during UST days) and npcd a little during off days, did the bulk of my npcing after the 19th, happy with my results, almost used up all my scan drops(4 MIBs left). Started the event as Uldrinan Merchant, but liked Genetarr Merchant more as I didn't have to wait for megaweapon cooldowns and let me npc more freely. For next year, might start off the seasonal as Explorer and switch to Merchant later after I pick up a decent amount of scan drops. I have a decent amount of extractors again so have been getting better at invading twice a day. Still working on cloaking up some of my farms, so no new projects (also out of terrafounders).
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Down to ~35 15x+ planets that still need Hyperturbines (spreadsheet says 25 but I'm behind on adding planets to it)
Have some planetary buffs running(usual ones) minus dyson (lazy)
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Goals
Get (and maintain) 60 Energy/Rank currently at 59.9
8 hrs of arti storage(currently at 5.39)
40k hacks by end of the year
8 hrs of arti storage while planets are buffed
550k aph w/o excavator and w/o planet buffs
350k TOs
Increase number of hits at cap to kill to 1000(currently at 697)

Author:  Dreamfyre [ Thu Dec 01, 2022 2:00 am ]
Post subject:  Re: Zombie's Ship Log

Impressive progress!

Keep it up!

Author:  Zombiekiller531 [ Thu Jan 26, 2023 10:18 pm ]
Post subject:  Re: Zombie's Ship Log

Post Scruuge-Harvest update
Didn't npc as much as I wanted, spent more of my time scanning, higher level upgrades for keystone felt a little low.
Cracked 1m hull about a week ago. Got my 9yr reward around then, planning to upgrade my planets with SM first then will get to the other effects. Also considering alternating SM and acr/rings to give more time to extract arties. Have added hyperturbines to pretty much all my 15x + planets, waiting for n-dims for space on the last few. I have switched back to excavator after the seasonal, intended to swap from explorer to governor sometime, but totally forgot.

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Goals
Get (and maintain) 60 Energy/Rank currently at 60.4
8 hrs of arti storage(currently at 6.79)
8 hrs of arti storage while planets are buffed
600k aph w/o excavator and w/o planet buffs (680k w/ excavator + buffs)
350k TOs
Increase number of hits at cap to kill to 1000(currently at 774)

Author:  Zombiekiller531 [ Sun Mar 12, 2023 2:56 am ]
Post subject:  Re: Zombie's Ship Log

Post seasonal update
Switched back to uldri for more power nodes + finally will finish henxicant. New planets/projects have slowed as I am trying to up the cloak on my 15x+ farms, down to 100 or so.

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Goals
Get (and maintain) 60 Energy/Rank currently at 63.6
8 hrs of arti storage(currently at 7.4)
8 hrs of arti storage while planets are buffed
650k aph w/o excavator and w/o planet buffs (725k w/ excavator + buffs)
400k TOs
Increase number of hits at cap to kill to 1000(currently at 877)

Author:  Zombiekiller531 [ Sat May 20, 2023 7:48 pm ]
Post subject:  Re: Zombie's Ship Log

About 33k npk during Lepus, didnt have a chance to hunt as much towards end of seasonal, but have a decent amount of drops. Down to a handful of planets that still have SM, will uplift a few with acr/rings before starting uplifting large moons.

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Goals
Get (and maintain) 60 Energy/Rank currently at 61.2 not important anymore
8 hrs of arti storage(currently at 7.3)
8 hrs of arti storage while planets are buffed
675k aph w/o excavator and w/o planet buffs (750k w/ excavator + buffs)
500k TOs
Increase number of hits at cap to kill to 1000(currently at 992)

Author:  Zombiekiller531 [ Tue Nov 07, 2023 3:10 am ]
Post subject:  Re: Zombie's Ship Log

58k npk for elios+chuhn, have been fine tuning and making a lot more "mining" planets so already down to only a handful of core mines, heliosyne, and power junctions.
    Elios Core Mine (Uses Left: 6)
    Elios Power Junction (Uses Left: 8)
    Heliosyne (Uses Left: 6)
    Fornax Jewel (Uses Left: 20)
    Chuhn Exo-Habitability Probe (Uses Left: 34)
    Orion Menagerie (Uses Left: 46)
    Quadrigulum Sparkmatter (Uses Left: 15)

I have been replacing (abandoning) some terra farms (~300/hr) with ecumenopolis in hopes of more gauss chains. About 1/4 of my planets are still Terra/Gaia. Besides my recently acquired ecumenopolis planets, I have 10-15 other projects. About 1/3 of my 20x+ planets (~150) are still producing under 1k aph. First working on getting cloak on them up, then will fix the production.
Currently none of my completed planets still have SM. About 30 each with ACR/Rings/LM.

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Made it to the bottom of kills LB on Oct 12th
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Logging planets into spreadsheet has made it a lot easier to see which planets are missing what artifacts exactly e.g. still need to place hyperturbines on 11 planets (20x+). Just recently started to track production from structures, next time I update with planet breakdown, I hope to have a better way to distinguish "actual" production. Maybe production from structures > 100 for "actual mining planets." Slowly but surely converting my old toxic/irrads into 20x arti worlds. The bulk of my completed projects lately have been these "actual mining planets" producing 4-5k mph and 1.5-2k aph.
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Goals
8 hrs of arti storage(currently at 6.7)
8 hrs of arti storage while planets are buffed
900k aph w/o excavator and w/o planet buffs (1M w/ excavator + buffs)
700k TOs
Increase number of hits at cap to kill to 1500(currently at 1273)

Author:  senatorhung [ Mon Nov 13, 2023 12:23 am ]
Post subject:  Re: Zombie's Ship Log

congrats on top50 kills ZK !!

Author:  Zombiekiller531 [ Fri Jan 19, 2024 10:47 pm ]
Post subject:  Re: Zombie's Ship Log

Pre-winters breach stats
Will be getting my 10y anniv medal in few hours. Plan on getting all luminous effects before I start luminating planets, about 75 effects left.
~80 planets (20x+) that still have less than 10k cloak, this number will increase as I will be taking on more projects with terrafounders from this event.

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No planet update this time, will update after seasonal.

Goals
8 hrs of arti storage(currently at 6.6)
8 hrs of arti storage while planets are buffed
900k aph w/o excavator and w/o planet buffs (1M w/ excavator + buffs)
700k TOs (currently adding 6k every 5-7 days)
Increase number of hits at cap to kill to 1500(currently at 1406)

Author:  Zombiekiller531 [ Mon Apr 15, 2024 6:32 pm ]
Post subject:  Re: Zombie's Ship Log

Start of Divergent Escapes Stats

Working on some new projects, but was down to 3 20x+ with large moons before this newest batch
~140 planets (20x+) that still have less than 10k cloak, big increase from last update
did trade a bunch of 20x planets for vaults recently, would have been a nice increase in production but liked the storage more (especially while im still dropping planets)

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Goals
8 hrs of arti storage(currently at 6.1)
8 hrs of arti storage while planets are buffed
900k aph w/o excavator and w/o planet buffs (1M w/ excavator + buffs)
800k TOs (currently adding 6k every 5-7 days, on pace to hit 1M before end of year)
Increase number of hits at cap to kill to 2000(currently at 1564)

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