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<title>Barons of the Galaxy Forum - Bug Reporting - The ALPHA TEST Reporting thread - Messages</title>
<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<description>Barons of the Galaxy Forum - Bug Reporting - The ALPHA TEST Reporting thread - Messages</description>
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<pubDate>Wed, 20 Apr 2016 12:25:28 GMT</pubDate>
<lastBuildDate>Wed, 20 Apr 2016 12:25:28 GMT</lastBuildDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[when editing an order, if you change the order type it makes it a new order instead and leaves the old order there (it also sticks it on the end)]]></description>
<pubDate>Wed, 20 Apr 2016 12:25:28 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>cyb0rg</b> wrote:<br/><blockquote>My Carrier is not showing up as a carrier in the viewscreen-&gt;military tab. It still says<span style="color:rgb(204, 204, 204)"> "Carr: 0"</span></blockquote><br/><br/>Good catch. It'll be corrected next time I push up some changes. Maybe today</blockquote><br/><br/><br/>Battleships and dreadnaughts don't show up either, but I can see somebody else has a carrier. About to build a monolith to test too.<br/><i>edited by cyb0rg on 4/17/2016</i>]]></description>
<pubDate>Sun, 17 Apr 2016 19:45:44 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[I sent a message a now the comm tab says I got a new message and it does not want to disappear]]></description>
<pubDate>Sun, 17 Apr 2016 11:25:16 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>I can't work out how to select units to add into a group<br/><br/>when performing a  raid the raid appears under recent battles even if no opponent is present</blockquote><br/><br/>I see the battles you're' talking about. The terran fed units aren't defending me either. Its weird. I'll have to take a look and see what's going on there.</blockquote><br/><br/>If it helps i set my guys to raid just you, which may be while the ai units didnt get involved?]]></description>
<pubDate>Sat, 16 Apr 2016 00:45:09 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Showing battles of type Guild does not show guildee's battles.]]></description>
<pubDate>Fri, 15 Apr 2016 20:31:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>After doing a raid the order gets cancelled, i'd expect the order to stay unless there is another order in the orders list.</blockquote><br/><br/>If an order accomplishes nothing, it generally moves onto the next one. If theres no units to attack it moves on, if it could not sell a single unit to a city it moves on It prevents the orders from getting stuck indefinitely.. You can force something like an attack to happen if when theres nothing to happen by looping it or maybe use the "attack turns" box if I have that in there.]]></description>
<pubDate>Fri, 15 Apr 2016 16:58:50 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>I can't work out how to select units to add into a group<br/><br/>when performing a  raid the raid appears under recent battles even if no opponent is present</blockquote><br/><br/>I see the battles you're' talking about. The terran fed units aren't defending me either. Its weird. I'll have to take a look and see what's going on there.]]></description>
<pubDate>Fri, 15 Apr 2016 16:54:14 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>I tried to upload my battlesuits onto a freighter but they apparently stayed at their home location and the freighter is on its way to the target. If I did something wrong or a freighter is not intended for transporting units then I should get a warning/message and it should not have taken off at all. The order line is as follows:<br/><br/><table><tr><td>Edit<td><td>1<td>Load / Unload Units<td>Load Units: Battlesuit<tr><td>Edit<td><img src="http://www.baronsofthegalaxy.com/images/nav/icon_activeorder.gif" border="0"><td>2<td>Move To Location<td>Alpha | Orion | Sector 1 | Sol | Earth | Warsaw<tr><td>Edit<td><td>3<td>Load / Unload Units<td>Un-Load Units: Battlesuit<tr><td>Edit<td><td>4<td>Move To Location<td>Alpha | Orion | Sector 1 | Sol | Pluto | Pluto_3</table></blockquote><br/><br/>Freighter cannot carry other units only product in the Cargo. Hangar is for "carrying" units like fighters attached to a carrier,. What's in your hangar fights with the ship its on. The only ships that have hangar capacity is carriers, and cruisers on up.. Theres no way to transports certain units like transports, to another planet, you would have to make an ACP war factory and build from there.. Or use a ship to move stuff around]]></description>
<pubDate>Fri, 15 Apr 2016 16:37:48 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[After doing a raid the order gets cancelled, i'd expect the order to stay unless there is another order in the orders list.]]></description>
<pubDate>Fri, 15 Apr 2016 08:44:58 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><br/>Having 100 different  level 1 fighters or having one fighter at level 10 (which makes it 100x) is exactly the same. Combat, attack everything. It just is cheaper to upgrade a single unit.<br/></blockquote><br/><br/><br/>Ah I see now. The only way I have found to see the sizes is transferring between fleets.<br/><br/>Also I noticed once you create a fleet the fighters are part of the fleet and not shown in the carriers hangar. This is pretty cool because you can create a fleet of carriers and have all the hangars unified and fill them all at once.<br/><i>edited by cyb0rg on 4/15/2016</i>]]></description>
<pubDate>Fri, 15 Apr 2016 06:33:51 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[I can't work out how to select units to add into a group<br/><br/>when performing a  raid the raid appears under recent battles even if no opponent is present]]></description>
<pubDate>Fri, 15 Apr 2016 05:51:10 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[I tried to upload my battlesuits onto a freighter but they apparently stayed at their home location and the freighter is on its way to the target. If I did something wrong or a freighter is not intended for transporting units then I should get a warning/message and it should not have taken off at all. The order line is as follows:<br/><br/><table><tr><td>Edit<td><td>1<td>Load / Unload Units<td>Load Units: Battlesuit<tr><td>Edit<td><img src="http://www.baronsofthegalaxy.com/images/nav/icon_activeorder.gif" border="0"><td>2<td>Move To Location<td>Alpha | Orion | Sector 1 | Sol | Earth | Warsaw<tr><td>Edit<td><td>3<td>Load / Unload Units<td>Un-Load Units: Battlesuit<tr><td>Edit<td><td>4<td>Move To Location<td>Alpha | Orion | Sector 1 | Sol | Pluto | Pluto_3</table>]]></description>
<pubDate>Fri, 15 Apr 2016 01:48:33 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>My carrier only shows 3 fighters loaded into it (and apparently I can't load more) but says "40/33"<br/><br/>Can't load fighters into my battleship either.<br/><i>edited by cyb0rg on 4/14/2016</i></blockquote><br/>The hangar capacity is not for number of units, its for the SIZE of all the units. At level 1 fighters are 1 size. The blue icon with the white grid on it is their size. You probably have leveled up Fighters which are bigger and you're trying to load a fighter that is leveled up and has a size more than 7.<br/>Having 100 different  level 1 fighters or having one fighter at level 10 (which makes it 100x) is exactly the same. Combat, attack everything. It just is cheaper to upgrade a single unit.<br/>Also you can upgrade your carrier and increase the hangar size]]></description>
<pubDate>Thu, 14 Apr 2016 20:24:11 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[My carrier only shows 3 fighters loaded into it (and apparently I can't load more) but says "40/33"<br/><br/>Can't load fighters into my battleship either.<br/><i>edited by cyb0rg on 4/14/2016</i>]]></description>
<pubDate>Thu, 14 Apr 2016 17:05:57 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>My Carrier is not showing up as a carrier in the viewscreen-&gt;military tab. It still says<span style="color:rgb(204, 204, 204)"> "Carr: 0"</span></blockquote><br/><br/>Good catch. It'll be corrected next time I push up some changes. Maybe today]]></description>
<pubDate>Thu, 14 Apr 2016 09:22:35 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[My Carrier is not showing up as a carrier in the viewscreen-&gt;military tab. It still says<span style="color:#cccccc"> "Carr: 0"</span>]]></description>
<pubDate>Thu, 14 Apr 2016 06:53:01 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[It happens when i switch between farms in the assets tab. If i click water first then next farm also shows water even if its tobacco in real. If i click tobacco first then its always tobacco.. clicking the assets tab at the top resets the process.]]></description>
<pubDate>Wed, 13 Apr 2016 13:37:14 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>There is something wrong with displaying resources available at a location. First I visited my water... farm then I switched to a tobacco farm at HQ and it said there: Available resource at the location: water so it simply showed the resource which was previously displayed. <br/><br/>I sold that water and now it isays tobacco... I do not get it.<br/><i>edited by Kemott on 4/13/2016</i><br/><i>edited by Kemott on 4/13/2016</i></blockquote><br/><br/>Legitimate bug. I think I saw this before. The available resources at location isn't being re-loaded when you switch form one structure to another. It only reloads when you switch the tabs(?) or reload the "Assets" tab entirely.]]></description>
<pubDate>Wed, 13 Apr 2016 13:26:03 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[There is something wrong with displaying resources available at a location. First I visited my water... farm then I switched to a tobacco farm at HQ and it said there: Available resource at the location: water so it simply showed the resource which was previously displayed. <br/><br/>I sold that water and now it isays tobacco... I do not get it.<br/><i>edited by Kemott on 4/13/2016</i><br/><i>edited by Kemott on 4/13/2016</i>]]></description>
<pubDate>Wed, 13 Apr 2016 08:51:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><br/>Warfactory builds ground units, Shipyard builds ships, They both have ACPs. Warfactory is cooler name than Base</blockquote><br/><br/><br/>It looks like once built it is called a Base <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /></blockquote><br/><br/>lol, welcome to Alpha testing eh ? =)]]></description>
<pubDate>Wed, 13 Apr 2016 08:31:33 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>so warfactory builds transports as well?</blockquote><br/><br/><br/>Yeah war factory when deployed becomes a base.]]></description>
<pubDate>Wed, 13 Apr 2016 05:58:59 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[so warfactory builds transports as well?]]></description>
<pubDate>Tue, 12 Apr 2016 23:40:07 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><br/>Warfactory builds ground units, Shipyard builds ships, They both have ACPs. Warfactory is cooler name than Base</blockquote><br/><br/><br/>It looks like once built it is called a Base <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Tue, 12 Apr 2016 21:03:44 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>The guide mentions a military base, but I cant see it as a ACP to build, is this a bug? How do I build transports on a different planet without having to build them at the hq and send them over?</blockquote><br/><br/><br/>My bad, I meant war factory (or vehicle factory maybe)... Hopefully one of those allows us to build them.</blockquote><br/><br/><br/>Warfactory builds ground units, Shipyard builds ships, They both have ACPs. Warfactory is cooler name than Base]]></description>
<pubDate>Tue, 12 Apr 2016 20:01:43 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[Thats interesting]]></description>
<pubDate>Tue, 12 Apr 2016 13:36:04 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>There is a vehicle factory but it just produces vehicles as regular products. There is no way to produce transports other than at hq which is insufficient. We do need to be able to produce transports on other planets to make things go swifter.</blockquote><br/>Maybe if shipyard and base were loadable in freighters (right now they aren't).<br/><br/>I'll build a war factory and see what that's for. It's not buildable as a structure or a military (there is only ACP version) so maybe that's what we want.<br/><i>edited by cyb0rg on 4/12/2016</i>]]></description>
<pubDate>Tue, 12 Apr 2016 13:19:12 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[There is a vehicle factory but it just produces vehicles as regular products. There is no way to produce transports other than at hq which is insufficient. We do need to be able to produce transports on other planets to make things go swifter.]]></description>
<pubDate>Tue, 12 Apr 2016 13:14:43 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>The guide mentions a military base, but I cant see it as a ACP to build, is this a bug? How do I build transports on a different planet without having to build them at the hq and send them over?</blockquote><br/><br/><br/>My bad, I meant war factory (or vehicle factory maybe)... Hopefully one of those allows us to build them.]]></description>
<pubDate>Tue, 12 Apr 2016 13:07:48 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[The guide mentions a military base, but I cant see it as a ACP to build, is this a bug? How do I build transports on a different planet without having to build them at the hq and send them over?]]></description>
<pubDate>Tue, 12 Apr 2016 12:59:16 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>cyb0rg</b> wrote:<br/><blockquote>Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.</blockquote><br/><br/>Shipyard and bases are considered Military units even though they are more like structures, kind of like defenses. They have combat values and can do damage so they kind of had to be in the Military unit  category. Your factories take hits but don't do any damage..</blockquote><br/> Well like I said, the game said I had 2 ships so I was trying to figure out what my other "ship" was since I only had a freighter. So I guess shipyard is considered a ship but unable to travel off planet. If you want ships built you either have to build them at your HQ or deploy an ACP shipyard somewhere else (to build off-planet). Also bases aren't mobile and cant be carried which means if you want vehicles on another planet you'll have to make a ACP base and deploy it and use it to make new ones (ships can't carry ground vehicles). This is going to make war interesting since the defender can have ground vehicles but the attacker has to deploy a base and build them if he wants any (so vehicles are purely defensive unless you're attacking somebody who is already on your planet).<br/><br/>This will probably lead to people not wanting anybody else on their planet (except maybe guildees) because once they are there it is much harder to defend against them since they can build vehicles now... Also if you want to invade a planet you will need to establish a "beach head" and start building attack vehicles.<br/><i>edited by cyb0rg on 4/12/2016</i>]]></description>
<pubDate>Tue, 12 Apr 2016 12:50:35 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[Thank for the clarification regarding resources!]]></description>
<pubDate>Tue, 12 Apr 2016 12:01:15 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.</blockquote><br/><br/>Shipyard and bases are considered Military units even though they are more like structures, kind of like defenses. They have combat values and can do damage so they kind of had to be in the Military unit  category. Your factories take hits but don't do any damage..]]></description>
<pubDate>Tue, 12 Apr 2016 11:45:09 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.]]></description>
<pubDate>Tue, 12 Apr 2016 11:16:38 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>I invited someone to my guild, but there are no options for them to accept/reject the invite (guessing its not in game yet?)</blockquote><br/><br/>There should be a "Guild Invites" link on the top of the guild page. It doesn't send out a message or anything right now.]]></description>
<pubDate>Tue, 12 Apr 2016 07:58:51 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Can't build with HQ, Base and Shipyard at the same time (even if I have enough money). Apparently the queue is shared and can only build one at a time still.</blockquote><br/><br/>The queue is still shared. If you can't afford to start both at the same time it wont start any, You need to stagger them for now. A fix for that will be in place eventually.]]></description>
<pubDate>Tue, 12 Apr 2016 07:57:39 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>I upgraded my HQ to level 2, however when upgrading I selected a different resource because I want to be able to produce two different resources but I do not see any information that my HQ is capable of producing the two resources (tobacco and water in my case). At the top of the main tab Corporate HQ I can just see Tobacco and water is not mentioned anywhere.. or can I produce different resources without upgrading my hq?</blockquote><br/>You can produce whatever you want. you don't need to level your Corp HQ. Your HQ can switch Water if you like or make a water purification planet and 12 other things if you want. Leveling up your Corp HQ lets you spend another point on tech that makes that product build cheaper across your whole game. You usually level up and spend points on the things you're making or focusing on  Spending points on an entire category (A structure type really)  is a smaller bonus but applies to everything those structures can make. The bonus also gets smaller as you put more points into the same thing. It starts off at 25% for the first 2 points then 20 for the next two etc. in the same product<br/><br/>You can look under the Corporate Tab &gt;&gt; Research and it will show where your points have been spent and what kind of bonus its giving you . you can also remove them and spend them elsewhere but you can only remove a point once every 100 turns (almost a day)]]></description>
<pubDate>Tue, 12 Apr 2016 07:54:59 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[I invited someone to my guild, but there are no options for them to accept/reject the invite (guessing its not in game yet?)]]></description>
<pubDate>Tue, 12 Apr 2016 06:10:11 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Can't build with HQ, Base and Shipyard at the same time (even if I have enough money). Apparently the queue is shared and can only build one at a time still.]]></description>
<pubDate>Tue, 12 Apr 2016 01:41:55 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[I upgraded my HQ to level 2, however when upgrading I selected a different resource because I want to be able to produce two different resources but I do not see any information that my HQ is capable of producing the two resources (tobacco and water in my case). At the top of the main tab Corporate HQ I can just see Tobacco and water is not mentioned anywhere.. or can I produce different resources without upgrading my hq?]]></description>
<pubDate>Tue, 12 Apr 2016 00:29:05 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Tressemy</b> wrote:<br/><blockquote>In the "Corporate" window, "Accounting" tab, the balance sheet does not correctly show expenditures for the "Bought" column.  When I built my Transport, it cost 10k credits, and they were deducted from the balance, but the deduction is not itemized in the balance sheet.<br/><i>edited by Tressemy on 4/11/2016</i></blockquote><br/><br/>The "Buy" is for when you buy products. You can do that ya know! Buy what you need to make those fancy end products and then PROFIT. Buying cost double what the sell value is so it's not worth it in such a small game where no one is selling so hard that its bringing the prices low.  I'm realizing that the "Construction" totals aren't there at all in Accounting I may have removed them inadvertly. Have to take another look.]]></description>
<pubDate>Mon, 11 Apr 2016 18:25:41 GMT</pubDate>
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<title>Message from Tressemy</title>
<description><![CDATA[In the "Corporate" window, "Accounting" tab, the balance sheet does not correctly show expenditures for the "Bought" column.  When I built my Transport, it cost 10k credits, and they were deducted from the balance, but the deduction is not itemized in the balance sheet.<br/><i>edited by Tressemy on 4/11/2016</i>]]></description>
<pubDate>Mon, 11 Apr 2016 18:12:14 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Valhalla</b> wrote:<br/><blockquote>I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet.<br/><i>edited by Valhalla on 4/11/2016</i></blockquote><br/><br/>... It takes $1000 a turn to run a level 1 structure with no bonuses, My corp HQ is running at a cost of $625 a turn right now. My level 3 farms that produce 5x rate only cost $3125 a turn to run.<br/><br/>The bonus is a reduction in cost not a bonus to production. Your cost is dividied by (1 + your bonus as a fraction) so like bonus 50% is cost of (1000 / 1.5) which is $666 (Evil laugh) .  100% bonus divided the cost in half at 200% it would divide by 3</blockquote><br/><br/>Oh, well the bonus is in +% so it's very confusing as to what it does. Everything about it seems to hint that it increases yield, rather than reduces cost.<br/><br/>Also I'm not sure about unloading cargo, as I haven't done that yet, just sold it. I'm guessing you fixed this already though, as my trucks started carrying the correct values, or at least most of them. (Saw one carrying 550 instead of 500, but it may have been before the fix.)]]></description>
<pubDate>Mon, 11 Apr 2016 16:30:37 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote>Got another significant bug for you, transports always load as many resources as they can carry. They ignore the amount specified to load.</blockquote><br/><br/>... That happen on drop off as well? Have to look into that.]]></description>
<pubDate>Mon, 11 Apr 2016 16:00:08 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote>I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet.<br/><i>edited by Valhalla on 4/11/2016</i></blockquote><br/><br/>... It takes $1000 a turn to run a level 1 structure with no bonuses, My corp HQ is running at a cost of $625 a turn right now. My level 3 farms that produce 5x rate only cost $3125 a turn to run.<br/><br/>The bonus is a reduction in cost not a bonus to production. Your cost is dividied by (1 + your bonus as a fraction) so like bonus 50% is cost of (1000 / 1.5) which is $666 (Evil laugh) .  100% bonus divided the cost in half at 200% it would divide by 3]]></description>
<pubDate>Mon, 11 Apr 2016 15:58:30 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.</blockquote><br/><br/>I know what causes that one, it happens when you try to rename something after the turn timer has ended, instead of renaming it, it reloads the page for the new turn and undoes your name change.</blockquote><br/><br/>YES that is probably what is happening and that is exactly what it does when the turn flips, it detect your not on the same turn you started on and it reloads the page no matter what. This prevents a lot "hacking" of the pages like  keeping a certain window up, lets say Salvage, past when that unit has been destroyed in combat and trying to get salvage again. That particular example wouldn't actually work but you get the idea.]]></description>
<pubDate>Mon, 11 Apr 2016 15:51:42 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>When someone replies to a message I sent, I get no notification, it also sits in my sent folder, I would have expected it to be in my incoming messages</blockquote><br/><br/>The comms system is dirt simple right now. Your send and incoming messages is just another "forum post" like the others which is strange I know. Something else to work on when things calm down  =)]]></description>
<pubDate>Mon, 11 Apr 2016 15:48:38 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>It would be really nice to be able to "drop all" cargo at once rather than one order for each type.</blockquote><br/><br/>Hey man save the "It would be really nice if" stuff for sometime later than 3 days into an Alpha =)<br/>Again its a little trickier then you think to drop several items at once onto a spot which might already have some of those in one shot. When I say one shot you have to remember that it is dropping ALL cargo EVERYWHERE from every ship with a drop order at the same time in "one shot" for performance reasons. Most games everyone's cargo would be dropping at different times even if it was several in a second using the same simple code. This game isn't working that way. Anything that has to start "looping" through and making decisions on occasion complicates it greatly, not just code wise but the database can grind against that stuff when it scales up. <br/><br/>Having blabbed all that, I will say that I will try =)]]></description>
<pubDate>Mon, 11 Apr 2016 15:45:34 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.</blockquote><br/><br/>You might have been "timed out" and when you hit rename it logged you back in but lost what you just did.]]></description>
<pubDate>Mon, 11 Apr 2016 15:39:05 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[Similar bug to my renaming of transports, if you try to create a new guild and the turn ends before you are done, once you are finished the guild doesn't exist.]]></description>
<pubDate>Mon, 11 Apr 2016 15:22:51 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[Got another significant bug for you, transports always load as many resources as they can carry. They ignore the amount specified to load.]]></description>
<pubDate>Mon, 11 Apr 2016 14:12:22 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet.<br/><i>edited by Valhalla on 4/11/2016</i>]]></description>
<pubDate>Mon, 11 Apr 2016 13:44:44 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.</blockquote><br/><br/>I know what causes that one, it happens when you try to rename something after the turn timer has ended, instead of renaming it, it reloads the page for the new turn and undoes your name change.]]></description>
<pubDate>Mon, 11 Apr 2016 13:29:53 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[When someone replies to a message I sent, I get no notification, it also sits in my sent folder, I would have expected it to be in my incoming messages]]></description>
<pubDate>Mon, 11 Apr 2016 12:08:30 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[<blockquote><span style="color:rgb(204, 204, 204)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">Or is the transport taking a couple of turns to move from one place to another</span></span></blockquote><br/><br/>Thats what I meant and thank you for explaining I wasnt aware]]></description>
<pubDate>Mon, 11 Apr 2016 11:28:37 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[It would be really nice to be able to "drop all" cargo at once rather than one order for each type.]]></description>
<pubDate>Mon, 11 Apr 2016 11:05:51 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.]]></description>
<pubDate>Mon, 11 Apr 2016 10:06:47 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>It looks like orders for one of my transports sometimes take 2 turns each (or more?). For example "<span style="color:rgb(221, 221, 221)">Move To Location</span>" has changed into the loop stage after 2 turns, whereas in a case of another transport (from different location) it did after 1 turn.<br/>0<br/><i>edited by Kemott on 4/11/2016</i></blockquote><br/><br/>Are you saying that the order is stuck for a couple of turns right before the loop order then moves back to the top? Or is the transport taking a couple of turns to move from one place to another? It has a movement of 3 but units only move in straight lines (of the 8 directions) in a turn so if you re moving to a city that is 2 spaces away but isn't directly diagonal or to the side, like its one down and two the left, the Transport will take two turns to get there. It stops at the "turn".]]></description>
<pubDate>Mon, 11 Apr 2016 09:45:16 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>pet1100</b> wrote:<br/><blockquote>Sorry if someone already said this.<br/>This is probably not a bug, but getting tossed out of the game if I am inactive for +20 min.</blockquote><br/><br/>That's typical timeout. use the Save Login checkbox when you login and it wont happen. itll immediately log you in and go right back to where you were even if you leave it for hours]]></description>
<pubDate>Mon, 11 Apr 2016 09:23:20 GMT</pubDate>
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<title>Message from pet1100</title>
<description><![CDATA[Sorry if someone already said this.<br/>This is probably not a bug, but getting tossed out of the game if I am inactive for +20 min.]]></description>
<pubDate>Mon, 11 Apr 2016 07:33:09 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[It looks like orders for one of my transports sometimes take 2 turns each (or more?). For example "<span style="color:rgb(221, 221, 221)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">Move To Location</span></span>" has changed into the loop stage after 2 turns, whereas in a case of another transport (from different location) it did after 1 turn.<br/>0<br/><i>edited by Kemott on 4/11/2016</i>]]></description>
<pubDate>Mon, 11 Apr 2016 02:10:01 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>cyb0rg</b> wrote:<br/><blockquote>Maybe instead of a whole separate list acp could be a checkbox.</blockquote><br/>I can one up that idea. how about ACP is only a single Item and you can choose what structure to build when you deploy it, They all cost the same anyway. If I needed something different I can make a different variation of it</blockquote><br/><br/><br/>You could just make it a construction ship that disappears when the structure is built... that solves the problem of having to move it as well since it moves itself.<br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 21:45:09 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Maybe instead of a whole separate list acp could be a checkbox.</blockquote><br/>I can one up that idea. how about ACP is only a single Item and you can choose what structure to build when you deploy it, They all cost the same anyway. If I needed something different I can make a different variation of it]]></description>
<pubDate>Sun, 10 Apr 2016 21:30:24 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>It might be helpful if resources needed by factories are used after resources are produced but BEFORE sell orders are filled so you don't have to go through and reserve every little resource you need and you can just sell the leftovers by using sell all.</blockquote><br/><br/>This might change as you suggest. The buy and sell moved to the last thing that happens. There is a flip side to the problem though. If you move Sell to the last thing that happens you will find yourself not being able to run your factories if your low on cash until the next turn. Maybe that's ok, and less confusing. It would also cause your products to not be always in the game, as in, you wouldn't always be showing like 16 precious Minerals every round because sell is coming after production. That causes another nuance where you can't always RAID a player like you could before. Right now there will always be product at a factory that produced that turn. There is no way to get rid of it fast enough so someone can always raid you for product at the factory.. Still on the fence on this =)]]></description>
<pubDate>Sun, 10 Apr 2016 21:26:42 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Valhalla</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote>I don't think there are ACP for the services like Churches. This is an oversight.</blockquote><br/><br/>Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P<br/><br/>PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything.<br/><i>edited by Valhalla on 4/10/2016</i></blockquote><br/><br/>The workaround is too relocate your Corp HQ and build from there until I put them in =)<br/><br/>No warning on cancel construction something I need to look into.</blockquote><br/><br/>According to the relocate section, it says I can only relocate the HQ once per week.]]></description>
<pubDate>Sun, 10 Apr 2016 21:25:40 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[In Create Contract I can't get "Find on Map" to work.]]></description>
<pubDate>Sun, 10 Apr 2016 21:18:48 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote>I don't think there are ACP for the services like Churches. This is an oversight.</blockquote><br/><br/>Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P<br/><br/>PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything.<br/><i>edited by Valhalla on 4/10/2016</i></blockquote><br/><br/>The workaround is too relocate your Corp HQ and build from there until I put them in =)<br/><br/>No warning on cancel construction something I need to look into.]]></description>
<pubDate>Sun, 10 Apr 2016 21:14:25 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Could use an option to abandon a stack of products/resources.<br/><br/>Also, maybe a quick sell button on a stack of resources would be good (to take you to create contract screen and pre-fill the form).<br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 21:13:41 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>The option to dissolve a ACP building says "half value" is 50k, but ACP costs 150k to make.</blockquote><br/><br/>That's probably won't change. The ACP which costs 150k makes the typical 100k structure. I don't track where the structures came from.]]></description>
<pubDate>Sun, 10 Apr 2016 21:11:44 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote>I don't think there are ACP for the services like Churches. This is an oversight.</blockquote><br/><br/>Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P<br/><br/>PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything.<br/><i>edited by Valhalla on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 21:03:55 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[The option to dissolve a ACP building says "half value" is 50k, but ACP costs 150k to make.]]></description>
<pubDate>Sun, 10 Apr 2016 20:56:05 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Maybe instead of a whole separate list acp could be a checkbox.]]></description>
<pubDate>Sun, 10 Apr 2016 20:37:03 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote>Got a whopper of a bug for you, seems structures that require materials to produce goods don't actually require the materials. Explains why cyborg is making bank on his spaceport, and why my churches makes 5x as much money as my mining facilities. Also when upgrading a factory requiring materials to produce goods, the amount of goods shown to be required does not increase.<br/><br/>PS: Also for the love of me, I can't figure out how to build non-ACP structures in other cities. (Such as churches) as they seem to only be buildable via the headquarters.<br/><i>edited by Valhalla on 4/10/2016</i></blockquote><br/><br/>Man who built tis shitty game! =)<br/><br/>I threw in a half fix for the component problem, It requires the comp now but the "sell" of the goods is a turn delay. Fix it tomorrow maybe.<br/><br/>I don't think there are ACP for the services like Churches. This is an oversight.]]></description>
<pubDate>Sun, 10 Apr 2016 20:33:16 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[In the asset window under "change production to", the font on the dropdown is huge. It would be much easier on the eyes if it were smaller.]]></description>
<pubDate>Sun, 10 Apr 2016 20:16:31 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[It might be helpful if resources needed by factories are used after resources are produced but BEFORE sell orders are filled so you don't have to go through and reserve every little resource you need and you can just sell the leftovers by using sell all.]]></description>
<pubDate>Sun, 10 Apr 2016 19:43:59 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[Got a whopper of a bug for you, seems structures that require materials to produce goods don't actually require the materials. Explains why cyborg is making bank on his spaceport, and why my churches makes 5x as much money as my mining facilities. Also when upgrading a factory requiring materials to produce goods, the amount of goods shown to be required does not increase.<br/><br/>PS: Also for the love of me, I can't figure out how to build non-ACP structures in other cities. (Such as churches) as they seem to only be buildable via the headquarters.<br/><i>edited by Valhalla on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 15:43:43 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>In-game messages are still marked as new even after they have been read.</blockquote><br/><br/>I think it resets when you log in again. It doesn't track every message read.]]></description>
<pubDate>Sun, 10 Apr 2016 15:13:23 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[In-game messages are still marked as new even after they have been read.]]></description>
<pubDate>Sun, 10 Apr 2016 14:25:49 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>How much cargo is needed for APC? I have a scout with 50 cargo and I can't pick one up.</blockquote><br/><br/>Its at 200 cargo. You need to send it via a ground transport. If you want to ship it to another planet you'll need a least a corvette or a freighter. <br/><br/>OR <br/><br/>Upgrade your scout and push Cargo upgrade about 5-6  times. 50% increase per upgrade starting at 50 cargo.<br/><br/>Maybe I should change the cargo space of those items to be 100 instead. That way you can do it with a scout with 2 cargo upgrades, seems fair. That might happen in a few minutes...]]></description>
<pubDate>Sun, 10 Apr 2016 12:18:02 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>HQ queue is not building anything now. It shows in the main asset list as building something but the build time is not going down (and I have enough money to build it).<br/><br/><br/><i>*edit* I cleared all my other queues and it started building. Perhaps we need some sort of unified building queue that shows a list of what we are trying to build, rather than having to check every single unit we own.</i><br/><i>edited by cyb0rg on 4/10/2016</i></blockquote><br/><br/>Not a bad idea. On the assets page the last column tries to show you what's building and how many turns are left. It actuallt starts at (for example)   5 and then when it starts building it shows 1/5  2/5 etic until its done. Hopefully big corporations won't get so big they are scrolling through their assets page. The game was designed for you to upgrade highly into a small number of structures to get a lot more production as opposed to having 300 different structures running.<br/><br/>As for why it's not building anything, I haven't looked but you have to have enough credits to start ALL your construction projects or NONE of them will fire. If you are trying to start a 100k structure when you have 500k in the bank but you are also trying to start a 4 million dollar ship at the same time. Nothing will start. The system won't pick and choose what to build in that situation. Its coded for simplicity right now. Something we might expand on if we see it run smoothly though. Perhaps it loops through and tries to build the cheapest projects first.]]></description>
<pubDate>Sun, 10 Apr 2016 11:25:43 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>In viewscreen under "resources" city names are not properly displayed. I am only seeing coordinates for most of them.</blockquote><br/><br/>It only shows the Top 10, it's like that on every screen. It won't scroll but you can reverse it do be low to high. There is a dropdown above the list that lets you narrow it to specific resources or choose things like total amount,Count (how many different ones are there) etc.]]></description>
<pubDate>Sun, 10 Apr 2016 11:17:26 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[How much cargo is needed for APC? I have a scout with 50 cargo and I can't pick one up.]]></description>
<pubDate>Sun, 10 Apr 2016 11:03:02 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[On the corporate page in the Corp HQ button, "corporate" is spelled wrong.]]></description>
<pubDate>Sun, 10 Apr 2016 09:10:07 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[HQ queue is not building anything now. It shows in the main asset list as building something but the build time is not going down (and I have enough money to build it).<br/><br/><br/><i>*edit* I cleared all my other queues and it started building. Perhaps we need some sort of unified building queue that shows a list of what we are trying to build, rather than having to check every single unit we own.</i><br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 09:05:13 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[In viewscreen under "resources" city names are not properly displayed. I am only seeing coordinates for most of them.<br/><br/>*Edit* Doh! That's because they are areas where there is not a city.<br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 09:03:56 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[In the open contract list a contract always shows up as "My Planet" no matter the setting of the contract.]]></description>
<pubDate>Sun, 10 Apr 2016 08:30:46 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[When looking at a corporation instead of showing where their HQ is located it shows your own HQ location.]]></description>
<pubDate>Sun, 10 Apr 2016 08:15:40 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><br/> I saw this problem earlier also. The only place you can see it before you build anything is trying to make it at your Corp HQ which can make anything and you'll see the components its takes. It needs to be on display on some clickable popup help screen that shows every formula in the game from the database. Not sure where to put it is all</blockquote><br/><br/><br/>Yeah we need a wiki!]]></description>
<pubDate>Sun, 10 Apr 2016 07:54:06 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[so the exploit does not work? <img src="images/smilies/wink.gif" border=0 alt="wink" />]]></description>
<pubDate>Sun, 10 Apr 2016 07:32:55 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[WTF my monolith didn't build!!!! &gt;<img src="images/smilies/upset.gif" border=0 alt="upset" /> <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Sun, 10 Apr 2016 07:29:56 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>cyb0rg</b> wrote:<br/><blockquote>I just tried again too and it didn't work. I guess I will try to reproduce it.</blockquote><br/><br/>I found the bug and corrected it. <br/>It seems that when whatever was in your queue completed, the next item in your queue wouldn't "Start" because you didn't have the funds but it was getting a "Finish Construction Turn" by accident. So even thought didn't look like it started and you didn't pay for it yet, it would be constructed 2-5 turns later. <br/><br/>You could of put a dreadnaught behind a transport in your queue and you would have the dreadnaught "building" after the transport was created.<br/><br/>Cyb0rg gets to keep what he stole (yeah I said STOLE!) from this and I'll probably give everyone else a money boost =)</blockquote><br/><br/><br/>Sorry it got really late here and I fell asleep with a building queue when I was trying to repro the bug. The trick is to build something you can afford then queue up a bunch of items behind it. Since you can afford the first thing it will also build the rest of the entire queue.<br/><br/><br/><i>So how about that badge? <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /></i><br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 07:28:36 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[On the overview, the cost for upgrading a factory shows as 'other'. I would have expected it to be 'construction']]></description>
<pubDate>Sun, 10 Apr 2016 06:44:21 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[Not srue if this is a bug but despite reading a message I was sent the incoming messages still says '1 new' and there's a 1 on the comms tab header. Even relogging in hasn't fixed it.]]></description>
<pubDate>Sun, 10 Apr 2016 06:42:46 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[It's his reward for finding the bug <img src="images/smilies/smile.gif" border=0 alt="smile" />]]></description>
<pubDate>Sun, 10 Apr 2016 06:30:13 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>I just tried again too and it didn't work. I guess I will try to reproduce it.</blockquote><br/><br/>I found the bug and corrected it. <br/>It seems that when whatever was in your queue completed, the next item in your queue wouldn't "Start" because you didn't have the funds but it was getting a "Finish Construction Turn" by accident. So even thought didn't look like it started and you didn't pay for it yet, it would be constructed 2-5 turns later. <br/><br/>You could of put a dreadnaught behind a transport in your queue and you would have the dreadnaught "building" after the transport was created.<br/><br/>Cyb0rg gets to keep what he stole (yeah I said STOLE!) from this and I'll probably give everyone else a money boost =)]]></description>
<pubDate>Sun, 10 Apr 2016 05:49:02 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>Valhalla</b> wrote:<br/><blockquote>Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)</blockquote><br/><br/>Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now</blockquote><br/><br/>Hmm, fair point. I have a proposal that could work. Since the tutorial is just there to show you how things work, you could have the tutorial tell you to build special "tutorial" buildings and units that cost nothing and give nothing and are removed after the tutorial. Or you could make the tutorial seperate from the game propper, in an instanced sort of area, and once completed you move into the real game. This way people can go through the tutorial in less than an hour, yet learn everything, and you have no exploiting of the freebies. Though let's face it, your going to have a lot of people who cheat and use a dozen+ accounts who funnel it all into a main account anyway. Always happens in this sort of game. (Though I'd love for you to be the first to come up with a solution for that.)<br/><i>edited by Valhalla on 4/10/2016</i></blockquote><br/><br/>I was trying to do the "Worth nothing, cost nothing" structures / units  also but I couldn't make it work easily code wise so I dropped it for now . I might revisit the idea again with a different angle. I didn't want to have a side game to learn everything. Just making the first few things to build cost less and happen quickly is probably the best approach. I'll find a practical way to do it. <br/><br/>The 100 accounts problem isn't a problem in a normal MMO If your character has zero worth at start and you have to spend time with each character to get anywhere. But here you can make 100 accounts and they all run at the same time.]]></description>
<pubDate>Sun, 10 Apr 2016 05:00:03 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Valhalla</b> wrote:<br/><blockquote>Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)</blockquote><br/><br/>Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now</blockquote><br/><br/>Hmm, fair point. I have a proposal that could work. Since the tutorial is just there to show you how things work, you could have the tutorial tell you to build special "tutorial" buildings and units that cost nothing and give nothing and are removed after the tutorial. Or you could make the tutorial seperate from the game propper, in an instanced sort of area, and once completed you move into the real game. This way people can go through the tutorial in less than an hour, yet learn everything, and you have no exploiting of the freebies. Though let's face it, your going to have a lot of people who cheat and use a dozen+ accounts who funnel it all into a main account anyway. Always happens in this sort of game. (Though I'd love for you to be the first to come up with a solution for that.)<br/><i>edited by Valhalla on 4/10/2016<br/><br/>PS: Oh and cyborg has clearly managed to reproduce whatever exploit/bug allowed him to build free buildings, as he has 7+ of them now and over 600k net value while everyone else is still 30-60k value.<br/></i><br/><i>edited by Valhalla on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 04:50:16 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Is there somewhere you can find out the resources needed to make a product before you spend 100k making a building?</blockquote><br/><br/> I saw this problem earlier also. The only place you can see it before you build anything is trying to make it at your Corp HQ which can make anything and you'll see the components its takes. It needs to be on display on some clickable popup help screen that shows every formula in the game from the database. Not sure where to put it is all]]></description>
<pubDate>Sun, 10 Apr 2016 04:41:51 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote>Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)</blockquote><br/><br/>Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now]]></description>
<pubDate>Sun, 10 Apr 2016 04:37:51 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Yeah I just built a chemical factory and I only had $10k. It didn't even charge me.<br/><i>edited by cyb0rg on 4/10/2016</i></blockquote><br/><br/>That would be a big one. I have to look into that. You only had it happen one time?]]></description>
<pubDate>Sun, 10 Apr 2016 04:17:34 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[<blockquote><span style="color:rgb(204, 204, 204)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">how many exploits did you find already? :P</span></span></blockquote><br/><br/>rofl]]></description>
<pubDate>Sun, 10 Apr 2016 03:38:20 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[Wow cyborg, your already worth over 600k, how many exploits did you find already? :P]]></description>
<pubDate>Sun, 10 Apr 2016 03:19:18 GMT</pubDate>
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<title>Message from Kemot</title>
<description><![CDATA[<blockquote><span style="color:rgb(204, 204, 204)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">Yeah maybe they should be given a voucher to do it immediately as a reward for the previous "quest".</span></span></blockquote><br/><br/>Sounds good to me. I had to wait about 4 turns to build my first transport and thats already a lot when you start a new game. At the beginning the pace should "suck in" a new player to keep them with your game.]]></description>
<pubDate>Sun, 10 Apr 2016 01:00:49 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Yeah maybe they should be given a voucher to do it immediately as a reward for the previous "quest".]]></description>
<pubDate>Sun, 10 Apr 2016 00:56:23 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)]]></description>
<pubDate>Sun, 10 Apr 2016 00:53:52 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[I just tried again too and it didn't work. I guess I will try to reproduce it.]]></description>
<pubDate>Sun, 10 Apr 2016 00:43:52 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Yeah I just built a chemical factory and I only had $10k. It didn't even charge me.<br/><i>edited by cyb0rg on 4/10/2016</i></blockquote><br/><br/>Didn't work for me, tried building a Mineral Quarry and got the message "Turn 41 Not enough funds to start construction"<br/><br/>So it seems only certain structures/upgrades are broken.<br/><i>edited by Valhalla on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 00:41:43 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Yeah I just built a chemical factory and I only had $10k. It didn't even charge me.<br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 00:36:01 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Here is a bug for you... I am able to build 100k buildings for nothing. Looks like upgrades don't charge me either. Bug or just for alpha?<br/><i>edited by cyb0rg on 4/10/2016</i></blockquote><br/><br/>You sure it's free? You can add it to queue for free, but it shouldn't build till you have the money. I'm testing it myself now, I'll know in a turn or two.]]></description>
<pubDate>Sun, 10 Apr 2016 00:34:35 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[Found a bug/typo in the tutorial.<br/><br/><img src="http://s15.postimg.org/ig7nsak7t/typo.jpg" border="0"><br/><br/>The fourth and fifth steps are reversed. It should be Select Mineral Quarry, then select Precious minerals as the initial Product.]]></description>
<pubDate>Sun, 10 Apr 2016 00:32:26 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Can't delete single vehicle orders, only all orders for a vehicle.]]></description>
<pubDate>Sun, 10 Apr 2016 00:21:26 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Here is a bug for you... I am able to build 100k buildings for nothing. Looks like upgrades don't charge me either. Bug or just for alpha?<br/><i>edited by cyb0rg on 4/10/2016</i>]]></description>
<pubDate>Sun, 10 Apr 2016 00:11:49 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Is there somewhere you can find out the resources needed to make a product before you spend 100k making a building?]]></description>
<pubDate>Sun, 10 Apr 2016 00:07:01 GMT</pubDate>
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<title>Message from John </title>
<description><![CDATA[Ok, I see. Yeah a $ sign or something other than a % would definitely alleviate much of the confusion there. Also what is the Vol representing? Volume obviously, but what does it represent in this context?<br/><i>edited by Valhalla on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 23:01:02 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>Valhalla</b> wrote:<br/><blockquote>I'm producing my first product to sell "Precious Minerals" however no matter how deep I dig into sub-menus on any of the tabs, I can't find what these sell for "value wise" unless I actually sell them first. Only the unhelpful demand % is shown. Have I not delved into the menus deep enough yet? Or is the value of items simply not shown?</blockquote><br/><br/>I'm realizing that this is hard to find because it doesn't show up as links nor does it make it obvious you can drill down.  On the viewscreen tab go to "demand" and then click on "Raw materials" on the list of categories, Then "Minerals" then "Precious Minerals". You will see the demand for Precious Minerals. As you narrow down to Preciouos Minerals the grid shows you averages whatever category your looking at HOWEVER, you need to also zoom all the way down to the city you are interested in. If  you are zoomed out looking at a planet, the demand (which is the sell price) will be an AVERAGE for the whole planet</blockquote><br/><br/>I found that page earlier, however I still don't see a clear value on that page. Here is what I see.<br/><br/><img src="http://s17.postimg.org/ju256x9tp/screengrab.jpg" border="0"><br/><br/>The "Demand" is just a colored bar. The only numbers of this page are under "%" and "AVG" So I'm taking a wild guess that the numbers under "AVG" are the price per unit. This is very very confusing to try and make sense of.</blockquote><br/><br/>The "%" is the actual price, 112 per unit. It should be changed to a "$" or "Value". You're not the first person to get thrown off by that. Back in the day the products had different base values (some were worth 100 each, some were worth 500 each) and then you had to figure out what the actual price was by the percentage applied against that. Crazy confusing. Now everything is worth what that "%" is but it really is the value of the product now.<br/><br/>By the way, all the prices are going to look exactly the same and rise the same since we're only 20 people selling a handful of product to a small fraction of the list. When you star building a real factory and upgrading it to sells hundreds a turn, you'll see the price of your product start to fall. When we get 200 people playing (probable open it up to entire website) prices will be all over the place.<br/><br/>Also, In Sol the prices are restricted, they have an increasing resistance as they go far away from a base of 100. You probably wont see the prices go past 200 or below about 50 in Sol.<br/><i>edited by DrDread on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 22:54:35 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><br/>UPDATE<br/>I take that back, it's not a bug. It won't allow you to choose any other Player name OR login name in the system because anyone's login can potentially be their player name by default. <br/><i>edited by DrDread on 4/9/2016</i></blockquote><br/><br/><br/>So shouldn't I be able to change it to my rightful name then? <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Sat, 09 Apr 2016 22:48:46 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from John </title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Valhalla</b> wrote:<br/><blockquote>I'm producing my first product to sell "Precious Minerals" however no matter how deep I dig into sub-menus on any of the tabs, I can't find what these sell for "value wise" unless I actually sell them first. Only the unhelpful demand % is shown. Have I not delved into the menus deep enough yet? Or is the value of items simply not shown?</blockquote><br/><br/>I'm realizing that this is hard to find because it doesn't show up as links nor does it make it obvious you can drill down.  On the viewscreen tab go to "demand" and then click on "Raw materials" on the list of categories, Then "Minerals" then "Precious Minerals". You will see the demand for Precious Minerals. As you narrow down to Preciouos Minerals the grid shows you averages whatever category your looking at HOWEVER, you need to also zoom all the way down to the city you are interested in. If  you are zoomed out looking at a planet, the demand (which is the sell price) will be an AVERAGE for the whole planet</blockquote><br/><br/>I found that page earlier, however I still don't see a clear value on that page. Here is what I see.<br/><br/><img src="http://s17.postimg.org/ju256x9tp/screengrab.jpg" border="0"><br/><br/>The "Demand" is just a colored bar. The only numbers of this page are under "%" and "AVG" So I'm taking a wild guess that the numbers under "AVG" are the price per unit. I'm not even sure about that, because all the numbers are the same, everywhere, and for every product, it's always 112. This is very very confusing to try and make sense of.<br/><i>edited by Valhalla on 4/9/2016<br/><br/>PS: I strongly recommend a mouse-over tool-tip system here explaining what each of these things means. I  mean the Volume row is also unexplained, is that how much is bought at that location? How much is stored? How much is used?<br/></i><br/><i>edited by Valhalla on 4/9/2016</i><br/><i>edited by Valhalla on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 22:47:33 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><br/>That's first legitimate bug. </blockquote><br/><br/>I should get a badge.<br/><i>edited by cyb0rg on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 22:41:33 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Tried to change my name from Newb to Cyb0rg and it says "<span style="color:rgb(255, 0, 0)">Character name is already used by another player"</span><br/><i>edited by cyb0rg on 4/9/2016</i></blockquote><br/><br/>That's first legitimate bug. Its accidentally looking for user (login) names not player names. That's whyit bounced when you put in your login.<br/>UPDATE<br/>I take that back, it's not a bug. It won't allow you to choose any other Player name OR login name in the system because anyone's login can potentially be their player name by default. You can't impersonate anyone.<br/>If you want to use your login name, you can leave the player name blank and it should default to your login.<br/><br/>*was about to hand you a badge, pulls it back* <br/><br/><br/><i>edited by DrDread on 4/9/2016</i><br/><i>edited by DrDread on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 22:38:31 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote>I'm producing my first product to sell "Precious Minerals" however no matter how deep I dig into sub-menus on any of the tabs, I can't find what these sell for "value wise" unless I actually sell them first. Only the unhelpful demand % is shown. Have I not delved into the menus deep enough yet? Or is the value of items simply not shown?</blockquote><br/><br/>I'm realizing that this is hard to find because it doesn't show up as links nor does it make it obvious you can drill down.  On the viewscreen tab go to "demand" and then click on "Raw materials" on the list of categories, Then "Minerals" then "Precious Minerals". You will see the demand for Precious Minerals. As you narrow down to Preciouos Minerals the grid shows you averages whatever category your looking at HOWEVER, you need to also zoom all the way down to the city you are interested in. If  you are zoomed out looking at a planet, the demand (which is the sell price) will be an AVERAGE for the whole planet]]></description>
<pubDate>Sat, 09 Apr 2016 22:35:10 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Probably shouldn't be able to invite NPC players to guilds.]]></description>
<pubDate>Sat, 09 Apr 2016 22:26:02 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from John </title>
<description><![CDATA[I'm producing my first product to sell "Precious Minerals" however no matter how deep I dig into sub-menus on any of the tabs, I can't find what these sell for "value wise" unless I actually sell them first. Only the unhelpful demand % is shown. Have I not delved into the menus deep enough yet? Or is the value of items simply not shown?]]></description>
<pubDate>Sat, 09 Apr 2016 22:23:01 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[By the way, I relocated my base when I saw somebody else had chosen water as their first product... relocation went fine without a hitch.<br/><br/>I also reset my research and it worked fine too.<br/><i>edited by cyb0rg on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 22:01:53 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Tried to change my name from Newb to Cyb0rg and it says "<span style="color:rgb(255, 0, 0)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">Character name is already used by another player"</span></span><br/><i>edited by cyb0rg on 4/9/2016</i>]]></description>
<pubDate>Sat, 09 Apr 2016 22:00:27 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic42-the-alpha-test-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Hey Testers!<br/><br/>Use this thread to complain and rant about your Alpha test experience. We're looking for major bugs and to make sure the basic mechanics of the system are working. Have fun messing around with it!]]></description>
<pubDate>Sat, 09 Apr 2016 20:06:03 GMT</pubDate>
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