Deathmatch round 3
by Admin on Aug.31, 2010, under changes
It starts tomorrow, 2010-09-01 at 12:00 server time (GMT – 0400)
Be ready to kill !!!
Production Advisor
by Admin on Aug.13, 2010, under changes, servers
A new feature has been added to the game
It is simple but powerful, the Production Advisor is under your bases Options, it consist in help you keep a specific amount of each designated ship at your base
If you like to have 2000 fighters and 2 dreadnoghts, fill those numbers and save. Go to the Base Production page, and expand the Advisor section. It will show you how many you have for each ship, how many you want for it, and and a link to add it to the queue.
New ingame theme!
by Admin on Aug.06, 2010, under changes, interface, servers
This week we released a new ingame theme, made by our designer expert, after long research and implementation

The theme name is OC Dark, try it out!
New portal layout
by Admin on Jul.03, 2010, under changes
We are proud to release the new layout of the game portal ! Check it out www.outer-core.com
It is the first of many exciting improvements that our new designer expert made
We will in the next few weeks, release new layouts to the game itself
Tell us your opinion by commenting this post or by email support@outer-core.com
Stay tuned for more stunning news!
New galaxies
by Admin on Jun.03, 2010, under changes, servers
Argos and Speed universes opened new galaxies! We now have 11 galaxies each
Each new galaxy opens every 3 days since May 20, where only players level 5 can get there, increased by 1 level per day, during the first month
There is also a new great feature to the A10 and S10 gals, it is the game NPC [iCore] stronghold!!
If you go there.. you’ll bleed, cry and die
Auto Fodder to Base Production
by Admin on May.06, 2010, under changes, servers
You can now the Auto Fodder while building ships, at the Base Production or Production Center
Now if you start building 100 Corvettes, or destroyers, carriers, battleships, etc. you can use the Options to enable the auto fodder, set which unit types you want to load (marines, fighters, heavy fighters, bombers, heavy bombers, ion bombers) and if you wish you can delivery it to any reachable coordinate.
Full loaded carriers automatically delivered to your mobile fleet, isn’t that great?
Fleet Move page improved
by Admin on May.06, 2010, under changes, servers
You can now specify how many units of each available ships you have on your fleet, at the new Ships block, bellow the Destinations block.
If you left it with all units, that fleet will move. If you inform less units, a new fleet will be created and dispatched to the designed coordinate
With the nice existent features of the Move Page, such as Locations, Available Gates/Shipgates, it has become a lot simpler to move around your ships!
The Split page become deprecated and will be removed soon.
Control Centers changed
by Admin on Apr.05, 2010, under changes, servers
The CC bonus to allied fleets and starbases in orbit has been reduced in half
so if the base has 10 CC, the owner will get 50% more armour and power, and his allies will get 25%
New home
by Admin on Mar.27, 2010, under changes, servers
This week we switched server and host, to www.knownhost.com
Our new home is way faster, and very stable!! The new server has 8 CPU, providing more than enough power to serve hundreds of online players
No more high lags during work days afternoons. And the average page load has been reduced to under 2 secs. to most pages
Auto Fleet Fodder
by Admin on Feb.28, 2010, under changes
A new exciting feature has been added to all universes
You can now set any of your fleets to load and unload units at any waypoint!
Just visit a Fleet Options page to configure its behavior:
- Nothing
- Load available
- Wait until full loaded
- Drop all (unload)
Those 4 options shown to the following units:
- Marines
- Fighters
- Heavy Fighters
- Bombers
- Heavy Bombers
- Ion Bombers
- Auto Fodder will not work to simple flights; only to flights that has waypoints
- The last waypoint don’t count
- If you send a fleet set to load to 4 coords, it will try to load in the first 3 coords, and just land to the last one
- If you send a fleet set to unload, it will drop all of that unit type at the first coord
- The wait until full loaded will stay at the first waypoint waiting that unit type to fulfill the cargo bay, only then it will depart to the next waypoint(s)
- The fleet will only automerge, if set to, at the last waypoint