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<title>Barons of the Galaxy Forum - Bug Reporting - The Alpha Test v2 reporting thread - Messages</title>
<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<description>Barons of the Galaxy Forum - Bug Reporting - The Alpha Test v2 reporting thread - Messages</description>
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<pubDate>Fri, 27 May 2016 13:03:38 GMT</pubDate>
<lastBuildDate>Fri, 27 May 2016 13:03:38 GMT</lastBuildDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Pfffffft..... Some testers everyone else besides Baston is! This is why the money is out of control on the end products. Baston, free account for life! =)]]></description>
<pubDate>Fri, 27 May 2016 13:03:38 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[I found a bug so big that I'm amazed that no one noticed before me :<br/>Buildings that use ressources to produce other ressources use only 10 units regardless the level. Which means you can produce 6000 units with 10, no wonder why no one trades...]]></description>
<pubDate>Fri, 27 May 2016 10:57:45 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from vadio123</title>
<description><![CDATA[turn is die again]]></description>
<pubDate>Mon, 16 May 2016 14:11:46 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Masdus</title>
<description><![CDATA[Yeah my issue was when deleting units, it didn't appear like the total military spend was adjusting properly.]]></description>
<pubDate>Sat, 14 May 2016 19:32:15 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Masdus</b> wrote:<br/><blockquote>Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.</blockquote><br/><br/>I'm not seeing your bug. Your military units seem to be costing what they should . They all cost per turn 10% higher than normal .<br/>A commando is normal 16 per turn *100 (level 10) its 1600 per turn. Then add 10% because of your 10% penalty and its 1760 per turn. <br/>A corvette is 500 per turn normally, its 20% more per level for upkeep so level 10 its 1500 per turn. +10% penalty is 1650. <br/>Your total military upkeep cost should be 10% higher than normal right now.]]></description>
<pubDate>Sat, 14 May 2016 11:27:19 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Concerning raids, I think there is a problem in the amount of ressources we can raid each turn.<br/>If I attack with for example 1 or 2000 mechanizeds (in size), I raid 20 in both case.<br/>For what I know, the amount we raid is : power / size<br/>Shouldn't it be : (power * number of units) / size. Or simply : power ?</blockquote><br/><br/>The raid mechanic was incorporating the size of the unit as an easy way to make smaller high attacking units raid better then say a freighter. But you're right there is a missing exclusion for ground units that level up, they are being stuck at the same amount because their size is being used to divide their power. It's a big but the whole mechanic was quick and dirty at the time. <br/><br/>I really need to go ahead and make a "Raid Power" stat on all the units and not use this kind of monkey logic in the first place. Be a lot easier to control and understand as a "stat". <br/><br/>I'm working on a bunch of changes, I'll try to get this one in also.]]></description>
<pubDate>Thu, 12 May 2016 10:53:58 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[Concerning raids, I think there is a problem in the amount of ressources we can raid each turn.<br/>If I attack with for example 1 or 2000 mechanizeds (in size), I raid 20 in both case.<br/>For what I know, the amount we raid is : power / size<br/>Shouldn't it be : (power * number of units) / size. Or simply : power ?]]></description>
<pubDate>Thu, 12 May 2016 05:26:56 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Masdus</b> wrote:<br/><blockquote>Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.</blockquote><br/><br/>This bug keeps lingering, its a timing problem that I'm missing somewhere, Military needs to be recalculated before the whole logistics thing happens.</blockquote><br/><br/>It is going to kill me when you find it.]]></description>
<pubDate>Thu, 12 May 2016 03:49:13 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Masdus</b> wrote:<br/><blockquote>Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.</blockquote><br/><br/>This bug keeps lingering, its a timing problem that I'm missing somewhere, Military needs to be recalculated before the whole logistics thing happens.]]></description>
<pubDate>Wed, 11 May 2016 21:25:55 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>I found a serious bug with the "Guard" order. When I ask :<br/>- Guard entire location, it forces the guard order to 10 turns.<br/>- Guard single corp, it forces the guard order to 1 turns.<br/>- Guard guild, it forces the guard order to 5 turns.<br/><br/>Btw, I have now two industries that reached 500 or more prod on Odegard XI, but no cities appeared.<br/>Edit : cities finally appeared. Don't know why they did not before.<br/><i>edited by Baston on 5/11/2016</i></blockquote><br/>Guard bug found, was actually a display problem it was actually set correctly just displaying the wrong column in the database.<br/>I found the repair while in a group problem also<br/>The cities appearing check happens on every 100th turn along with Titles. Every 100th turn for some reason has become the special turn where some of the bigger checks happen once a day or so<br/>I haven't pushed the fixes yet, I have a few others coming in the next update hopefully in a couple of days.<br/>As always thanks for the reporting =)]]></description>
<pubDate>Wed, 11 May 2016 21:23:41 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.]]></description>
<pubDate>Wed, 11 May 2016 20:22:03 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Masdus</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Masdus</b> wrote:<br/><blockquote>Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed.</blockquote><br/><br/>Units only move in a straight line in a single turn, one of the 8 directions. So often they will stop and "turn" somewhere along the way to line them up with there destination If you're traveling to another spot that is one square higher but 10 squares to the side, any unit even a fast moving ship will move diagonally one space to line itself up horizontally and stop there, then travel in a straight line next turn as far as it can go. You can usually predict where any units are going to "stop" between two cities. I believe the code will try to resolve a units vertical location first, then the horizontal. This also means that a unit traveling in a loop between two cities doesn't take the same path to and from, it kind of makes a circle or ellipse. It might go up and then to the right to get to a city then goes down and to the left to get back</blockquote><br/><br/><br/>That does not explain a unit with a move of 5 moving a single diagonal location, which should only require 2 moves]]></description>
<pubDate>Wed, 11 May 2016 15:38:58 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[I found a serious bug with the "Guard" order. When I ask :<br/>- Guard entire location, it forces the guard order to 10 turns.<br/>- Guard single corp, it forces the guard order to 1 turns.<br/>- Guard guild, it forces the guard order to 5 turns.<br/><br/>Btw, I have now two industries that reached 500 or more prod on Odegard XI, but no cities appeared.<br/>Edit : cities finally appeared. Don't know why they did not before.<br/><i>edited by Baston on 5/11/2016</i>]]></description>
<pubDate>Wed, 11 May 2016 15:07:16 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[Isn't 200 a bit too low ? Well I guess if we change to 0.1 a turn instead of 0.5 it will be a bit less problematic. Because with 0.5,we need to sell more than 80 different products each turn to make the average demand drop (half of the total number of products). Not really feasible. With 0.1, we need to sell about 16 products a turn, that's easier to manage.<br/>Another simple solution could be something like that : the bigger the city, the lower the limit. This way small city can grow faster and easily, and big ones become more challenging.<br/><br/>Concerning the minimum population, I made a stupid test :<br/>I spammed attacks on Pluto_2 and managed to make the population fall to 1 xD<br/>Now the demand volume is 0, I can't sell anymore, and because the growth rate is something like 1%, 1% of 1 is rounded to 0, so there is no longer a growth of the city xD<br/><br/>Concerning the spawn of cities, I think there should be a limit on the number of cities per planets, according to the number of ressource slots. Otherwise there will be something like 50 cities on one planet, visualy it won't be pratical at all, and even worse logistically. (unless we can sell to the whole planet in one turn, which is probably not a good idea, killing the game interest)]]></description>
<pubDate>Wed, 11 May 2016 14:18:01 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Okay, so the sol system is fixed, that explains a lot ^^<br/>However even if you say that combat damage shouldn't affect the cities in Sol system, it does. Well, they recover so it's fine.<br/><br/>I think that the base level as the repairing rate is indeed accurate, from what I observed. But the problem is, it doesn't work on groups of units which recover at a rate of only 1% even in presence of a military base. You need to remove them from the group to have an higher recovery rate.<br/><br/>By the way, what about the problem with the population growth and the spawn of new cities in the Odegard system ?<br/><i>edited by Baston on 5/11/2016</i></blockquote><br/><br/>Units INSIDE A GROUP aren't reacting to the presence of a Military Base when it comes to repairs, that sounds very legitimate. Have to look at that. <br/><br/> In the Odegard system, or anything outside of SOl there is no limiters in place. If the cities out there have an average demand for products below 200 they should increase in population at a faster rate the lower the demand is. Above that they start to lose population at an increasing rate. The demand is not limited so they will keep rising until they max at 1000. The current settings make demand rise naturally at about 500 a week. But if 90% of the demand for product starts to go that high, the population will plummet. There isn't anything in the code that destroys cities. I think there might be something that keeps the minimum population to something like 10k or at least keeps volume from not going below 10 maybe, have to check on that. <br/><br/>The only real effect of losing population is that the volume will go down. You might try to sell 1000 units of product but the volume is only 50 so it literally takes 20 turns to do It but you also dropped the demand by 10 (you pushed it down 20 but it naturally goes up half a point a turn) . You can potentially plummet the demand with a large shipment after making a killing on it if the demand was at 1000.<br/><br/>The rate at which the demand goes up, which is half a point a turn, is probably too high. It makes demand go up to 1000 in 2 weeks if no one sells. It used to be 0.1 a turn which would take it 2 and half months to go to 1000 unsold.<br/><br/>With less cities it makes more sense but I feel that there will be a lot of small cities started outside of Sol. Every good resource will be jumped on and taken to past 500 industry pretty quickly. <br/><br/>Its all hard to predict though. With no Terran Feds out there and only Player rulers defending their cities people might flock to the cities instead of be spread out everywhere. Need to get that ruler ship event in place. We'll see =)]]></description>
<pubDate>Wed, 11 May 2016 11:38:57 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[Okay, so the sol system is fixed, that explains a lot ^^<br/>However even if you say that combat damage shouldn't affect the cities in Sol system, it does. Well, they recover so it's fine.<br/><br/>I think that the base level as the repairing rate is indeed accurate, from what I observed. But the problem is, it doesn't work on groups of units which recover at a rate of only 1% even in presence of a military base. You need to remove them from the group to have an higher recovery rate.<br/><br/>By the way, what about the problem with the population growth and the spawn of new cities in the Odegard system ?<br/><i>edited by Baston on 5/11/2016</i>]]></description>
<pubDate>Wed, 11 May 2016 10:27:28 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Okay, it seems we have some problems with the population system.<br/>- The cities of the sol system that were here since the beginning are not affected by the population growth. They don't regenerate after battles.<br/>- Concerning the battles, for example the battle 665 on Pulto_6 caused a Pop.Lost of 49 000, but the city has lost 432 000 inhabitants in one turn. Plus the fact that they don't regenerate, it's kinda problematic. The three cities that appeared on Pluto after the implementation of the "galaxy expansion" have been completly wiped out.<br/>Edit : from further observations, cities do regenerate after battle, but cities where no battles ever occured don't grow.<br/>And according to another player, newly founded cities disappear if you remove the industries on them, I will try to test it myself later.<br/><br/>Other bug :<br/>Military bases don't help groups to recover faster, it's only at a rate of 1% instead of something like 5% with the ungrouped units.<br/><i>edited by Baston on 5/10/2016</i></blockquote><br/><br/>All the cities that showed up in Sol were removed. There are not supposed to be any new cities popping up in Sol. We took them out the same day they went in. Sorry didn't mention it. <br/><br/>The populations of the Sol cities are forced to swing back to a default in any event. They might be swinging back to hard and the combat damage isn't affecting them. Like the demand limiters, the pop default in Sol might be too strict. Sol needs to remain stable no matter what happens there but there needs to be more movement allowed since a lot of players will be playing out there games there. <br/><br/>Military units repairing faster: I haven't checked to see if it works lately so I'll take a look at it but normally repair is 1% a turn but when ground units are at a base or ships are at a shipyard, the repair rate goes up 1% per level of yard or base that is present, the highest one only. So if a level 5 base is there you should be repairing at 5% instead of 1%. I have to double check if what I'm saying is accurate, its changed a couple of times.]]></description>
<pubDate>Wed, 11 May 2016 08:52:44 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Masdus</b> wrote:<br/><blockquote>Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed.</blockquote><br/><br/>Units only move in a straight line in a single turn, one of the 8 directions. So often they will stop and "turn" somewhere along the way to line them up with there destination If you're traveling to another spot that is one square higher but 10 squares to the side, any unit even a fast moving ship will move diagonally one space to line itself up horizontally and stop there, then travel in a straight line next turn as far as it can go. You can usually predict where any units are going to "stop" between two cities. I believe the code will try to resolve a units vertical location first, then the horizontal. This also means that a unit traveling in a loop between two cities doesn't take the same path to and from, it kind of makes a circle or ellipse. It might go up and then to the right to get to a city then goes down and to the left to get back]]></description>
<pubDate>Wed, 11 May 2016 08:43:51 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[The city on Odegard system is slowly losing population. And even when I reached a prod of 500, no city appeared. (My industries are on the upper icy planet)]]></description>
<pubDate>Wed, 11 May 2016 02:20:30 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[I still have my industry on the city that appeared on Neptune, yet the city is gone. Then again I wasn't selling anything to it.]]></description>
<pubDate>Tue, 10 May 2016 17:10:43 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[Okay, it seems we have some problems with the population system.<br/>- The cities of the sol system that were here since the beginning are not affected by the population growth. They don't regenerate after battles.<br/>- Concerning the battles, for example the battle 665 on Pulto_6 caused a Pop.Lost of 49 000, but the city has lost 432 000 inhabitants in one turn. Plus the fact that they don't regenerate, it's kinda problematic. The three cities that appeared on Pluto after the implementation of the "galaxy expansion" have been completly wiped out.<br/>Edit : from further observations, cities do regenerate after battle, but cities where no battles ever occured don't grow.<br/>And according to another player, newly founded cities disappear if you remove the industries on them, I will try to test it myself later.<br/><br/>Other bug :<br/>Military bases don't help groups to recover faster, it's only at a rate of 1% instead of something like 5% with the ungrouped units.<br/><i>edited by Baston on 5/10/2016</i>]]></description>
<pubDate>Tue, 10 May 2016 16:17:00 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Masdus</title>
<description><![CDATA[Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed.]]></description>
<pubDate>Mon, 09 May 2016 22:55:13 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Masdus</title>
<description><![CDATA[It would appear the penality for having more units then your HQ limit is not being correctly applied. Recently my excess unit was reduced by almost 20 units, but the change in cost for my military barely changed. Given that my military cost is 1.2 million I should have noticed something.]]></description>
<pubDate>Mon, 09 May 2016 22:07:23 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[I think that I have found something strange :<br/>Some varitek and bomber are located in space near Pluto (Charon), it seems that carrier can drop them off anywhere. (there is actually no carrier at this location) (not my units so I'm not sure about the bug)<br/>Edit : I confirmed the bug with my own units, you can unload units in space.<br/><i>edited by Baston on 5/8/2016</i>]]></description>
<pubDate>Sun, 08 May 2016 18:44:15 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>vadio123</b> wrote:<br/><blockquote>I guess base multiplier in Communications Hub is wrong <br/>I think right 50 like others services but its 10 atm</blockquote><br/><br/>It was wrongly set to 10, I changed it to 50. Good catch.]]></description>
<pubDate>Sat, 07 May 2016 16:05:27 GMT</pubDate>
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<title>Message from vadio123</title>
<description><![CDATA[I guess base multiplier in Communications Hub is wrong <br/>I think right 50 like others services but its 10 atm]]></description>
<pubDate>Sat, 07 May 2016 13:17:11 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[I have a transports (BananaCarrier8) with an order to drop off a set amount of goods (10) and then, to sell all that remains but actually, it drops off his whole cargo instead of 10 units.]]></description>
<pubDate>Fri, 06 May 2016 23:56:50 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Cainon</b> wrote:<br/><blockquote>I have been away for about a week to let you know that my Transports were carrying about 6000 Items when the cargo capacity was 500 and had to empty them over time to use them again. I also found that I had negative number of - 1002 water on one of my transports which I had to pick up water to fix the problem.</blockquote><br/><br/>A lot has changed in a week. I'm curious if you can make that happen again. I'm keeping an eye out for it]]></description>
<pubDate>Fri, 06 May 2016 22:54:56 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Cainon</title>
<description><![CDATA[I have been away for about a week to let you know that my Transports were carrying about 6000 Items when the cargo capacity was 500 and had to empty them over time to use them again. I also found that I had negative number of - 1002 water on one of my transports which I had to pick up water to fix the problem.]]></description>
<pubDate>Fri, 06 May 2016 21:22:20 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Masdus</b> wrote:<br/><blockquote>When you raid with no cargo capacity, you end up with 0 of that good listed as being carried by the unit/group. If it is a group and you remove all units from the group, you will end up with a asset entry for zero goods that has no location.<br/><i>edited by Masdus on 5/5/2016</i></blockquote><br/><br/>Wow, that's a serious bug that would definitely cause some weirdness. I don't understand why it never came up before. This might be related to the other bug I saw long time ago where product was magically appearing. The system is not expecting a product entry for a zero amount..<br/><br/>I already fixed it. and you will get a sexy ship]]></description>
<pubDate>Thu, 05 May 2016 19:50:59 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Masdus</title>
<description><![CDATA[When you raid with no cargo capacity, you end up with 0 of that good listed as being carried by the unit/group. If it is a group and you remove all units from the group, you will end up with a asset entry for zero goods that has no location.<br/><i>edited by Masdus on 5/5/2016</i>]]></description>
<pubDate>Thu, 05 May 2016 17:28:24 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>CmrdRowen</b> wrote:<br/><blockquote>I made recently a few order loops, they're stucked at the "loop" order.</blockquote><br/><br/>Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.</blockquote><br/><br/>Nope, one loop order, but it's set to repeat the orders only twice.<br/>EDIT: it seems to be solved now, but I didn't change anything.<br/><i>edited by CmrdRowen on 5/5/2016</i></blockquote><br/><br/>Fixed it yesterday =)]]></description>
<pubDate>Thu, 05 May 2016 13:31:28 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[Yeah, thanks for the money !<br/><br/>In exchange, a few bugs to report :<br/>- Upgrade / salvage units : salvaging unit should remove the units for half of its value. But, for example :<br/>Infantry initial cost is 20K $, upgrade the size by one is only 10K $, thus the total cost of a lvl 10 infantry is 1001K $. But salvaging also give 1000K $, shouldn't it be 500K ? (or maybe upgrading the size by one should also be 20K).<br/>- The symbols of "Carrier" and "Cruiser" is in the reverse order in Viewscreen / Military than in the chart of the Guide.<br/>- The units that are part of a group don't show anymore in the Viewscreen / Military list]]></description>
<pubDate>Thu, 05 May 2016 12:26:31 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>CmrdRowen</b> wrote:<br/><blockquote>I made recently a few order loops, they're stucked at the "loop" order.</blockquote><br/><br/>Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.</blockquote><br/><br/>Nope, one loop order, but it's set to repeat the orders only twice.<br/>EDIT: it seems to be solved now, but I didn't change anything.<br/><i>edited by CmrdRowen on 5/5/2016</i>]]></description>
<pubDate>Wed, 04 May 2016 15:54:03 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote>I made recently a few order loops, they're stucked at the "loop" order.</blockquote><br/><br/>Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.]]></description>
<pubDate>Wed, 04 May 2016 15:50:05 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[I made recently a few order loops, they're stucked at the "loop" order.]]></description>
<pubDate>Wed, 04 May 2016 15:06:17 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Matrix</b> wrote:<br/><blockquote>I upgraded my HQ to level 4 and only the building slots are increased to 20 vehicle slots are still 30 .</blockquote><br/><br/>Jeez, its like the bug that comes back from the dead! This should correct itself after this evening.]]></description>
<pubDate>Wed, 04 May 2016 09:55:52 GMT</pubDate>
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<title>Message from Matrix</title>
<description><![CDATA[I upgraded my HQ to level 4 and only the building slots are increased to 20 vehicle slots are still 30 .]]></description>
<pubDate>Wed, 04 May 2016 08:46:42 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Given that I have been completly wiped out of Neptune surface after the defense bug, is there a way in the game to delete the ressources on this planete from my assets list ? Because having ressources that I won't be able to access before a very long time makes the list of assets kind of messy.</blockquote><br/><br/>You've been given some money and more importantly, the upgrade time on your corp HQ was reduced to 1 turn.]]></description>
<pubDate>Tue, 03 May 2016 21:28:03 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[We've pushed a bunch of fixes but the biggest one is that we implemented the Universe expansion code. There is another virgin solar system near Sol , just zoom out from the Viewscreen. There is a separate short post about it in this forum.<br/><br/>Bug Fixes:<br/>FirstUpgrade on Ships which were built at a shipyard were not going in. This is fixed but the bugged ships are not. Ill try to fix that in an update. <br/><br/>Upgrading units in a  group should update the group appropriately, including cost. Accounting screen should be showing correct sums for military costs.<br/><br/>Transports not selling their "Set" amount, if one is declared, should be corrected.<br/><br/>Terran Fed units should now be defending the cities they are guarding again. <br/><br/>Wait turn order shouldn't be sticking anymore<br/><br/>Production costs are allowed to take you into negative now. Nothing else does. If your net worth goes to zero your corp will be liquidated.<br/><br/>Some comms bugs were corrected.]]></description>
<pubDate>Tue, 03 May 2016 21:27:10 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote><b>Masdus</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?</blockquote><br/><br/>Pretty much. The resource node is over used.</blockquote><br/><br/>Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).</blockquote><br/><br/>It goes by the amount of production against the resource. After 1000 production total in the location by anyone, the penalty starts to kick in. The other person is either trolling you (in which case maybe you should attack it an, or doesn't realize what he's doing =)<br/><br/>The penalty increases what it costs all the structures that are mining it to run every turn. At 200% its like you are paying TRIPLE to mine the resource. you might as well move to a resource that is half the value! <br/><br/>I say halt production on your buildings and just raid the other guy with like mechanized units and take his product to sell</blockquote><br/><br/><br/>In other words a single lvl 10 harvester will hit the limit and cause overcrowding. Perhaps the limit is too low.]]></description>
<pubDate>Tue, 03 May 2016 15:30:31 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote><b>Masdus</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?</blockquote><br/><br/>Pretty much. The resource node is over used.</blockquote><br/><br/>Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).</blockquote><br/><br/>It goes by the amount of production against the resource. After 1000 production total in the location by anyone, the penalty starts to kick in. The other person is either trolling you (in which case maybe you should attack it an, or doesn't realize what he's doing =)<br/><br/>The penalty increases what it costs all the structures that are mining it to run every turn. At 200% its like you are paying TRIPLE to mine the resource. you might as well move to a resource that is half the value! <br/><br/>I say halt production on your buildings and just raid the other guy with like mechanized units and take his product to sell</blockquote><br/><br/>I would raid, but there's lev 10 terran corp units here, not going to be easy</blockquote><br/>The guard mode is bugged right now and isn't working. You have till this evening when I push my update out to deal with it =)]]></description>
<pubDate>Tue, 03 May 2016 13:52:21 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><b>Masdus</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?</blockquote><br/><br/>Pretty much. The resource node is over used.</blockquote><br/><br/>Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).</blockquote><br/><br/>It goes by the amount of production against the resource. After 1000 production total in the location by anyone, the penalty starts to kick in. The other person is either trolling you (in which case maybe you should attack it an, or doesn't realize what he's doing =)<br/><br/>The penalty increases what it costs all the structures that are mining it to run every turn. At 200% its like you are paying TRIPLE to mine the resource. you might as well move to a resource that is half the value! <br/><br/>I say halt production on your buildings and just raid the other guy with like mechanized units and take his product to sell</blockquote><br/><br/>I would raid, but there's lev 10 terran corp units here, not going to be easy]]></description>
<pubDate>Tue, 03 May 2016 09:33:01 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote><b>Masdus</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?</blockquote><br/><br/>Pretty much. The resource node is over used.</blockquote><br/><br/>Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).</blockquote><br/><br/>It goes by the amount of production against the resource. After 1000 production total in the location by anyone, the penalty starts to kick in. The other person is either trolling you (in which case maybe you should attack it an, or doesn't realize what he's doing =)<br/><br/>The penalty increases what it costs all the structures that are mining it to run every turn. At 200% its like you are paying TRIPLE to mine the resource. you might as well move to a resource that is half the value! <br/><br/>I say halt production on your buildings and just raid the other guy with like mechanized units and take his product to sell]]></description>
<pubDate>Tue, 03 May 2016 09:28:10 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Masdus</b> wrote:<br/><blockquote>It would also seem that picking up fixed amounts is broken. I was working about a day ago, but now my transports are loading up to their maximum every time.<br/><br/>Also it appears to me that ships aren't getting their first upgrade when they are constructed, or at least their is no little yellow triangle indication for it.</blockquote><br/><br/>That's strange, I don't know what was changed to break that. Hopefully Ill get an update in tonight.]]></description>
<pubDate>Tue, 03 May 2016 09:23:37 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[If I remember well what I read in the guide, the OCrowd penalty is a percentage calculated like this :<br/>(Total production of all the players) / 1000<br/>So if 2000 units of ressources are produced, it will cost every player twice the original production cost.]]></description>
<pubDate>Tue, 03 May 2016 08:52:00 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[<b>Masdus</b> wrote:<br/><blockquote><b>Naills</b> wrote:<br/><blockquote>how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?</blockquote><br/><br/>Pretty much. The resource node is over used.</blockquote><br/><br/>Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).]]></description>
<pubDate>Tue, 03 May 2016 08:34:03 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?</blockquote><br/><br/>Pretty much. The resource node is over used.]]></description>
<pubDate>Tue, 03 May 2016 04:03:20 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?]]></description>
<pubDate>Tue, 03 May 2016 02:27:25 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[It would also seem that picking up fixed amounts is broken. I was working about a day ago, but now my transports are loading up to their maximum every time.<br/><br/>Also it appears to me that ships aren't getting their first upgrade when they are constructed, or at least their is no little yellow triangle indication for it.]]></description>
<pubDate>Mon, 02 May 2016 15:49:01 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[I don't know if the freighter would survive a trip to neptune ^^<br/><blockquote><span style="color:rgb(204, 204, 204)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">Salvaging, or actually Destroying product isn't a feature yet and I'm not sure it will be. Its a little dangerous to make it just delete or salvage at a whim, no one would ever be able to raid your products before you destroyed them. Looking for a better solution.</span></span></blockquote><br/>I agree, it would kill the "raid" system. Maybe a simple BlackList in the assets, to hide what we don't want to see. Or an option to abandon ressources, putting them in a neutral state where they don't belong to anyone. Well, anyway, I don't think that it is a top priority.<br/><br/>I have found a bug that is far more problematic than that : <br/>It seems that transports can't drop-off a fixed amount of ressources, instead they always drop everything.]]></description>
<pubDate>Mon, 02 May 2016 15:20:16 GMT</pubDate>
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<title>Message from Masdus</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Given that I have been completly wiped out of Neptune surface after the defense bug, is there a way in the game to delete the ressources on this planete from my assets list ? Because having ressources that I won't be able to access before a very long time makes the list of assets kind of messy.</blockquote><br/><br/><br/>Can't you pick them up with a freighter?]]></description>
<pubDate>Mon, 02 May 2016 15:04:19 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Given that I have been completly wiped out of Neptune surface after the defense bug, is there a way in the game to delete the ressources on this planete from my assets list ? Because having ressources that I won't be able to access before a very long time makes the list of assets kind of messy.</blockquote><br/><br/>Salvaging, or actually Destroying product isn't a feature yet and I'm not sure it will be. Its a little dangerous to make it just delete or salvage at a whim, no one would ever be able to raid your products before you destroyed them. Looking for a better solution.<br/><br/>When I fix the defense bug, I promise Ill make it up to you with something =)]]></description>
<pubDate>Mon, 02 May 2016 12:20:41 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>Think i may have found a bug, create a group and add a transport to it, upgrade the transport to lev 2, the max capacity for the group remains at 500 and it will only pickup that many resources.</blockquote><br/><br/>That may be legitimate. I assume if you pull that unit out and put it back in it corrects itself?</blockquote><br/><br/>yes i had groups where i added a already leveled up transport and they're fine.]]></description>
<pubDate>Mon, 02 May 2016 11:49:10 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[Given that I have been completly wiped out of Neptune surface after the defense bug, is there a way in the game to delete the ressources on this planete from my assets list ? Because having ressources that I won't be able to access before a very long time makes the list of assets kind of messy.]]></description>
<pubDate>Mon, 02 May 2016 09:49:44 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>Think i may have found a bug, create a group and add a transport to it, upgrade the transport to lev 2, the max capacity for the group remains at 500 and it will only pickup that many resources.</blockquote><br/><br/>That may be legitimate. I assume if you pull that unit out and put it back in it corrects itself?]]></description>
<pubDate>Mon, 02 May 2016 08:47:24 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>I have taken 3 attacks in different places, and the terran federation didn't defend me. Does it only defend againt "entire location" attack, and not in case of a "specific corporation" attack ?</blockquote><br/><br/>I think I keep breaking this with updates. They should defend you but there might be a bug when they attack you instead of the entire location. I have to look at this again.]]></description>
<pubDate>Mon, 02 May 2016 08:46:16 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote>Is that normal that a structure cannot sell more than 197 units, regardless the level ?</blockquote><br/><br/>You might be competing with your other buildings or other units selling into the same city, there is only so much you can sell at once. That's what the Volume is. If the volume for the product is 500 and 3 people are selling 2000 total at once, you're going to all get split up and reduced amounts.]]></description>
<pubDate>Mon, 02 May 2016 08:44:38 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[Think i may have found a bug, create a group and add a transport to it, upgrade the transport to lev 2, the max capacity for the group remains at 500 and it will only pickup that many resources.]]></description>
<pubDate>Mon, 02 May 2016 01:45:13 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[I have taken 3 attacks in different places, and the terran federation didn't defend me. Does it only defend againt "entire location" attack, and not in case of a "specific corporation" attack ?]]></description>
<pubDate>Sun, 01 May 2016 22:16:47 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[Is that normal that a structure cannot sell more than 197 units, regardless the level ?]]></description>
<pubDate>Sun, 01 May 2016 21:49:05 GMT</pubDate>
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<title>Message from hdom93</title>
<description><![CDATA[Not sure if this bug has been reported already but can you check the functionality of bookmarks? I have set 2 bookmarks, Venus_15 and Mars_7 and when I am using them for orders no matter what bookmark I set it will always set the first bookmark (Mars_7).]]></description>
<pubDate>Sun, 01 May 2016 12:29:44 GMT</pubDate>
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<title>Message from Matrix</title>
<description><![CDATA[I noticed that selling locally doesn't work with some level 1 buildings you have to upgrade them to level 2 first before they start selling locally]]></description>
<pubDate>Sun, 01 May 2016 10:53:35 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[Battle ID 336. I raided one corp, but the battle report shows I gained resources from 2 different corps.]]></description>
<pubDate>Sun, 01 May 2016 02:49:25 GMT</pubDate>
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<title>Message from valarauka</title>
<description><![CDATA[When I move an order down the list, I need to go 1 more than I expect. For example, let's say I have a transport with <br/>1: Order A<br/>2: Order B<br/>3: Order C<br/>4: Order D<br/><br/>If I want to switch orders B and C (so it goes A - C - B - D), I can go to C and change Order Number to 2 (which works as expected), and I would expect I could go to B and change Order Number to 3, but if I do that the orders stay the same, I actually need Order Number 4.]]></description>
<pubDate>Sun, 01 May 2016 00:35:24 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[I confirm the bug I've seen earlier : I throwed an attack that should have stopped at 40% hp thresold. My units fought to their death i, 13 rounds. ^^<br/><i>edited by Razorix22 on 4/30/2016</i>]]></description>
<pubDate>Sat, 30 Apr 2016 23:09:28 GMT</pubDate>
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<title>Message from Lightbreaker</title>
<description><![CDATA[Thank you and yeah Im Lighthouse]]></description>
<pubDate>Sat, 30 Apr 2016 22:39:23 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Lightbreaker</b> wrote:<br/><blockquote>I have an admin tab now, next to tutorial.... and at the bottom of the page i can create assets, choose unit category, choose structure to build, initial product, Struct, custom name....is this on purpose? i haven't tried it to see if it works</blockquote><br/><br/>Well that was close! Had a small disaster and that flag was flipped on accident. Corrected and 50 million for you for saying something =) I assume you're Lighthouse]]></description>
<pubDate>Sat, 30 Apr 2016 22:38:40 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[Chromobear that was from me for the HQ problem<br/>Patch Update!<br/><br/>I just pushed a bunch of fixes up Hopefully I didn't miss something and causes it to crash, although the turn already flipped<br/><br/>Upgrades take place at the end of the turn after Sells has collected money. It looks like Not if you have the money you can upgrade approrpaitely<br/><br/>The Wait order problem was a bug I added and now removed. It was colliding with something from raids. You need to re-update any orders with wait or attack rounds for it to correct itself.<br/><br/>HQ Relocation costs money as it should now. Shows up under OTHER and is 5% of your Net Worth<br/><br/>Net worth anomaly between Your Corp Overview and Corporation Info page should be the same now. Also the HQ Relocation amount should be reflecting 5% of your worth now. <br/><br/>When attacking units on Guard (Terran Feds)  They no longer show up twice.<br/><br/>The Corp upgrade bug was correctly. Hopefully it is safe to Upgrade your corp and then change production without it blowing up.<br/><br/>Started working on Event System and updates new tables in the database, you won't notice any of that yet]]></description>
<pubDate>Sat, 30 Apr 2016 22:17:20 GMT</pubDate>
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<title>Message from Lightbreaker</title>
<description><![CDATA[I have an admin tab now, next to tutorial.... and at the bottom of the page i can create assets, choose unit category, choose structure to build, initial product, Struct, custom name....is this on purpose? i haven't tried it to see if it works<br/><br/>okay looks like its gone now<br/><i>edited by Lightbreaker on 4/30/2016</i>]]></description>
<pubDate>Sat, 30 Apr 2016 22:14:16 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[Got 5milions free $ from nowhere]]></description>
<pubDate>Sat, 30 Apr 2016 15:53:55 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[The joy of developments. ^^<br/><br/>Found another one, the "wait turns" order don't work. It doesn't add the turn count, and stay at 0 all the time. <img src="images/smilies/wink.gif" border=0 alt="wink" />]]></description>
<pubDate>Sat, 30 Apr 2016 14:40:31 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Maybe the HQ relocation cost nothing, but there was no delay neither, so there is a problem somewhere.<br/>Concerning the upgrade problem, you confirmed'what I thought, that upgrades come before selling. But even in this case, there is still a problem : the game consider in my case the total cost of upgrades + a fixed value (about 800 000) to test if I can afford launching the upgrades. It's as if there is a qhost upgrade that tries to launch each turn and rises the overall value, if that may help.<br/>I need : ( Upgrade_Cost + 800 000 &lt; Money - Prod_Cost ) to be able to launch my upgrades.<br/><br/>Edit 1 :<br/>I wanna cry x) My HQ lvl 3 upgrade got cancelled again, I have lost in total 10M, and 150 turns for nothing because of this x)<br/>But this time I know exactly what I did during the turn :<br/>- First I asked for a change in "sell products" on the HQ.<br/>- Then the same turn I changed the production pf the HQ. And when the change, the game said : "Currently changing... with 2 turns remaining", instead of the usual one.<br/>And I think I did the same two steps the first time it was cancelled.<br/>(btw is there a way to get a refund ? Because 10 millions is quite a lot.)<br/>(thanks ! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> )<br/><br/>Edit 2 :<br/>The "find location" button on the contract page doesn't work.<br/><br/>Edit 3 :<br/>There seems to be some problem with the wait order. I'm often, if not always stuck at X/0 turn spend on the order.<br/><i>edited by Baston on 4/30/2016</i></blockquote><br/><br/>Found the Corp HQ upgrade bug. If you change production while Upgrading the corp HQ it cancels the upgrade. Terrible bug and not a simple fix but I'm working on it. Don't change anything on your corp HQ while upgrading for now. You go tbonus 20 mil and Chromo bear got some also]]></description>
<pubDate>Sat, 30 Apr 2016 14:31:37 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[Informations about "Groups of units" don't update until they get into a fight (% HP remaining, power of the group, etc...).<br/><br/>EDIT : Ah, updated when I added a new unit.<br/><i>edited by Razorix22 on 4/30/2016</i>]]></description>
<pubDate>Sat, 30 Apr 2016 10:31:53 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[Maybe the HQ relocation cost nothing, but there was no delay neither, so there is a problem somewhere.<br/>Concerning the upgrade problem, you confirmed'what I thought, that upgrades come before selling. But even in this case, there is still a problem : the game consider in my case the total cost of upgrades + a fixed value (about 800 000) to test if I can afford launching the upgrades. It's as if there is a qhost upgrade that tries to launch each turn and rises the overall value, if that may help.<br/>I need : ( Upgrade_Cost + 800 000 &lt; Money - Prod_Cost ) to be able to launch my upgrades.<br/><br/>Edit 1 :<br/>I wanna cry x) My HQ lvl 3 upgrade got cancelled again, I have lost in total 10M, and 150 turns for nothing because of this x)<br/>But this time I know exactly what I did during the turn :<br/>- First I asked for a change in "sell products" on the HQ.<br/>- Then the same turn I changed the production pf the HQ. And when the change, the game said : "Currently changing... with 2 turns remaining", instead of the usual one.<br/>And I think I did the same two steps the first time it was cancelled.<br/>(btw is there a way to get a refund ? Because 10 millions is quite a lot.)<br/>(thanks ! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> )<br/><br/>Edit 2 :<br/>The "find location" button on the contract page doesn't work.<br/><br/>Edit 3 :<br/>There seems to be some problem with the wait order. I'm often, if not always stuck at X/0 turn spend on the order.<br/><i>edited by Baston on 4/30/2016</i>]]></description>
<pubDate>Sat, 30 Apr 2016 04:33:40 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>(The previous message is mine, looks like I wasn't connected to the forum anymore.)<br/><br/>My money ! x)<br/>I launched the lvl 3 upgrade for my HQ (turn 488), 5M$, and the ongoing upgrade just disappeared without any reason. (I didn't cancel it)<br/><br/>Edit 1 : I'm not sure, but I think that the bug occured when I added something in the construction queue of the HQ. It cancelled the upgrade.<br/><br/>Edit 2 : Other bugs detected : <br/>- The HQ relocate cost me nothing.<br/>- Leveling my HQ to lvl didn't rise the construction number limit and the army limit on the asset page, but when I asked to relocate, it doubled.<br/>- On the Corporate / Overview page, the net worth indicate 16 M $, but if I go on Corporate / Companies, then my pseudo, it indicate only 10 M $, but all other figures are identical.<br/><br/>Edit 3 : I have some upgrade that seem to never launch. I tried to cancel them and ask for the upgrade again, but no succes. The culprits are :<br/>- Fortification : Wally<br/>- Figther : FIG528<br/>Edit 4 : The culprit is FIG528, when I ask for a upgrade from it, it prevents all my military (not construction) upgrades from happening.<br/>Edit 5 : Problem identified : the game says that I don't have enough money, but I do. I need to have something about 2 times the cost of the upgrade to do it.<br/><br/>Otherwise, I reaally enjoy your game, from far the best one I have ever played on a navigator ! And I will continue to hunt the bugs the best I can, to make it even better <img src="images/smilies/smile.gif" border=0 alt="smile" /> (I just hope that that I don't give you too much overtime)<br/><i>edited by Baston on 4/29/2016</i></blockquote><br/><br/>I'm not sure what is causing the sudden cancelation of corp hq upgrade. There's not much that can cancel it . I've been doing a lot changes in the database but I don't think it would cause that I have to keep an eye out for that, its major.<br/><br/>The net worth anomaly... Definitely a bug I need to look at =)<br/><br/>HQ Relocation cost nothing. I THINK I may have made it cost nothing but gave it a time delay instead. Just didn't change the text, have to double check.<br/>The upgrade problem, I recently corrected a problem with that they should be upgrading from cheapest to highest if they can afford it BUT there's another issue that makes it confusing. The upgrades come BEFORE the Selling of products, so what seems to happen is , you CANT afford it but then the money shows from selling which is huge and it looks like you should of been able to. I need to move the upgrading to the end of the turn after the sell. There still might be another bug in there I'll keep an eye out for.<br/><br/>Glad you're having fun! The feedback you and the others are providing is invaluable. This Alpha run has been very constructive Thanks a lot! =)]]></description>
<pubDate>Fri, 29 Apr 2016 20:52:24 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Razorix22</b> wrote:<br/><blockquote>When I create a group of unit, the group itself count as 1 military unit. I don't know if it's intended ?</blockquote><br/><br/>... No it's not Ill correct that]]></description>
<pubDate>Fri, 29 Apr 2016 20:32:09 GMT</pubDate>
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<title>Message from Kemott</title>
<description><![CDATA[Thats new to me :-)]]></description>
<pubDate>Fri, 29 Apr 2016 13:38:38 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[Yes I can :<br/><br/><img src="http://upandpost.com/image/full/1/8f7db72227619282212e08635e31729.jpg" border="0"><br/><br/><br/><br/>Did some units too, but I changed their name. (They were INF_LA_01 for example). ^^]]></description>
<pubDate>Fri, 29 Apr 2016 12:54:03 GMT</pubDate>
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<title>Message from Kemott</title>
<description><![CDATA[You cant use any non letter characters]]></description>
<pubDate>Fri, 29 Apr 2016 12:44:12 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[When I create a group of unit, the group itself count as 1 military unit. I don't know if it's intended ?]]></description>
<pubDate>Fri, 29 Apr 2016 12:31:10 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[On the same topic, in most cases (but not all), I can't name my units with some special characters (mostly _ & - ), I got the error "<span style="color:rgb(255, 0, 0)"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif">(Minimum 3 letters or numbers required)</span></span>". I have the same error with structures, but the system name them well despite the message. ^^]]></description>
<pubDate>Fri, 29 Apr 2016 10:52:17 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from ChromaBear</title>
<description><![CDATA[In game mail systeme doesn't show our beloved french letters btw (" é è ... ") <br/>But I doubt this is top priority <img src="images/smilies/smile.gif" border=0 alt="smile" />]]></description>
<pubDate>Fri, 29 Apr 2016 09:58:55 GMT</pubDate>
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<title>Message from valarauka</title>
<description><![CDATA[I had this too. (HQ upgrade bug) I wasn't sure if the money got taken, and I'm still not too familiar with how this game works, so I figured I accidentally cancelled it by queuing up a construction or something.]]></description>
<pubDate>Fri, 29 Apr 2016 08:34:44 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[Ha so i'm not the only one with the HQ uprgade bug <img src="images/smilies/smile.gif" border=0 alt="smile" />]]></description>
<pubDate>Fri, 29 Apr 2016 07:33:23 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[(The previous message is mine, looks like I wasn't connected to the forum anymore.)<br/><br/>My money ! x)<br/>I launched the lvl 3 upgrade for my HQ (turn 488), 5M$, and the ongoing upgrade just disappeared without any reason. (I didn't cancel it)<br/><br/>Edit 1 : I'm not sure, but I think that the bug occured when I added something in the construction queue of the HQ. It cancelled the upgrade.<br/><br/>Edit 2 : Other bugs detected : <br/>- The HQ relocate cost me nothing.<br/>- Leveling my HQ to lvl didn't rise the construction number limit and the army limit on the asset page, but when I asked to relocate, it doubled.<br/>- On the Corporate / Overview page, the net worth indicate 16 M $, but if I go on Corporate / Companies, then my pseudo, it indicate only 10 M $, but all other figures are identical.<br/><br/>Edit 3 : I have some upgrade that seem to never launch. I tried to cancel them and ask for the upgrade again, but no succes. The culprits are :<br/>- Fortification : Wally<br/>- Figther : FIG528<br/>Edit 4 : The culprit is FIG528, when I ask for a upgrade from it, it prevents all my military (not construction) upgrades from happening.<br/>Edit 5 : Problem identified : the game says that I don't have enough money, but I do. I need to have something about 2 times the cost of the upgrade to do it.<br/><br/>Otherwise, I reaally enjoy your game, from far the best one I have ever played on a navigator ! And I will continue to hunt the bugs the best I can, to make it even better <img src="images/smilies/smile.gif" border=0 alt="smile" /> (I just hope that that I don't give you too much overtime)<br/><i>edited by Baston on 4/29/2016</i>]]></description>
<pubDate>Fri, 29 Apr 2016 06:33:34 GMT</pubDate>
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<title>Message from </title>
<description><![CDATA[My money ! x)<br/>I launched the lvl 3 upgrade for my HQ, 5M$, and the ongoing upgrade just disappeared without any reason. (I didn't cancel it)]]></description>
<pubDate>Fri, 29 Apr 2016 06:30:10 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[in battle 156 & 157 the defending terran corp units are displayed twice]]></description>
<pubDate>Fri, 29 Apr 2016 03:43:14 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[attacking and setting the target to location where there is just terran corp units present isn't doing anything, I don't get a battle report and the order gets cleared on the next turn.<br/>attacking location doesn't seem to work at all. have tried vs player units and nothing happened<br/><i>edited by Naills on 4/29/2016</i>]]></description>
<pubDate>Fri, 29 Apr 2016 03:37:28 GMT</pubDate>
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<title>Message from Naills</title>
<description><![CDATA[im trying to create a group of units but the group never appears in my asset list. the units I'm trying to include are currently upgrading incase thats the reason]]></description>
<pubDate>Fri, 29 Apr 2016 03:06:37 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>ChromaBear</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>ChromaBear</b> wrote:<br/><blockquote>I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy</blockquote><br/><br/>... Wow, are you joiking? That's the most bizarre thing ever. What's the BattleID where it happened?</blockquote><br/><br/><br/><br/>Battle ID is 113 on Neptune 15:9<br/>I have this in accounting <br/><table><tr><td>390<td><img src="http://baronsofthegalaxy.com/images/icons/assets/asset_icon_10_.gif" border="0"><td>WAT41<td>122070090:190429484<td>Sell<td>Salvage<td>Lv.4<td>+500,000</table><br/><br/><br/>Also, The upgrade of my HQ stopped with no apparent reason with around 60 turns left, wich is quite... annoying ^^</blockquote><br/><br/>When Buildings or units are destroyed they auto salvage and give you half their worth back that's normal. I don't understand what you mean it was still up and belonged to the other guy? The structure wasn't destroyed but switched to Machine Logic Corp? He was Raiding on the attack which means he steal products from you but the structure shouldn't switch. I don't see any evidence of that happening]]></description>
<pubDate>Thu, 28 Apr 2016 22:13:09 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[When you liquidate your corporation you get your money, but if you click "liquidate corporation" again you end up loosing 90% of your money, it can be reapeted more than once]]></description>
<pubDate>Thu, 28 Apr 2016 22:03:14 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>ChromaBear</b> wrote:<br/><blockquote>I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy</blockquote><br/><br/>... Wow, are you joiking? That's the most bizarre thing ever. What's the BattleID where it happened?</blockquote><br/><br/><br/><br/>Battle ID is 113 on Neptune 15:9<br/>I have this in accounting <br/><table><tr><td>390<td><img src="http://baronsofthegalaxy.com/images/icons/assets/asset_icon_10_.gif" border="0"><td>WAT41<td>122070090:190429484<td>Sell<td>Salvage<td>Lv.4<td>+500,000</table><br/><br/><br/>Also, The upgrade of my HQ stopped with no apparent reason with around 60 turns left, wich is quite... annoying ^^]]></description>
<pubDate>Thu, 28 Apr 2016 16:06:39 GMT</pubDate>
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<title>Message from Kemott</title>
<description><![CDATA[Yea it is ver strange it creates other user names in the database and now tere 3 of me there lol]]></description>
<pubDate>Thu, 28 Apr 2016 14:35:08 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Kemott</b> wrote:<br/><blockquote>I report the bug -- I changed avatar and my forum account was reset... <img src="images/smilies/upset.gif" border=0 alt="upset" /></blockquote><br/><br/>I apologize, The forum is something I bought and not created. It seems to act a little funny with the logins because you're not logging into it directly but instead from the barons website. I might disable the changing of the user name because seemed to freak it out.]]></description>
<pubDate>Thu, 28 Apr 2016 14:28:30 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>ChromaBear</b> wrote:<br/><blockquote>I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy</blockquote><br/><br/>... Wow, are you joiking? That's the most bizarre thing ever. What's the BattleID where it happened?]]></description>
<pubDate>Thu, 28 Apr 2016 14:25:58 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>trying to create a communication is get '<br/>There has been an Error with the website<br/> Please try again in a few moments or contact us as at:<br/><a href="mailto:drdread@baronsofthegalaxy.com[/quote" target="_blank" rel="nofollow">drdread@baronsofthegalaxy.com[/quote</a>]<br/><br/>I can't get this to happen. Does it error as soon as you try putting it on your queue? Are you putting a few things on your queue at once or switching between buildings and going back or something strange like that? Does clicking Assets tab and trying again fix the problem?</blockquote><br/><br/>I just retried and still errors, am trying to send a comm to Kemot incase that matters. Doesnt matter if I go straight in and try and do other stuff first.<br/><br/>nm it was because I was using the player name not the corp name. although it should handle this better <img src="images/smilies/smile.gif" border=0 alt="smile" />]]></description>
<pubDate>Thu, 28 Apr 2016 14:23:10 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[New bug found : <br/>On the page Corporate / Battles, the search type gives no results for "my system" nor "my planet" where some battles already happened, but it does for "Entire Galaxy".]]></description>
<pubDate>Thu, 28 Apr 2016 14:17:32 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy]]></description>
<pubDate>Thu, 28 Apr 2016 13:50:17 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Kemott</title>
<description><![CDATA[I report the bug -- I changed avatar and my forum account was reset... <img src="images/smilies/upset.gif" border=0 alt="upset" />]]></description>
<pubDate>Thu, 28 Apr 2016 11:43:20 GMT</pubDate>
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<title>Message from Kemott</title>
<description><![CDATA[I logged in and was wondering why my bank has not been salvaged after the whole day.. <br/>I don't need extra money either. You see I salvage banks?<img src="images/smilies/smile.gif" border=0 alt="smile" /> Just speed construction time! That's my biggest concern]]></description>
<pubDate>Thu, 28 Apr 2016 11:42:14 GMT</pubDate>
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<title>Message from vadio123</title>
<description><![CDATA[or maybe decrease turn rate for 5min for while / since money its minor my problem atm]]></description>
<pubDate>Thu, 28 Apr 2016 11:07:20 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote><b>Radu85</b> wrote:<br/><blockquote>Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?</blockquote><br/><br/>From what I have seen so far, there is three ways for it :<br/>- You relocate your HQ ( Corporate / Corp HQ / Location ) for 5% of your total Net Worth.<br/>- You create a spaceship to transport and deploy ACP on other planets.<br/>- You liquidate your Corporation, and start again on another planet.</blockquote><br/><br/>Making a ship and sending an ACP to another planet is how it is normally done. The ACP item takes 100 cargo. You would need a corvette (pricey) or freighter (1 million) to carry it over OR its actually cheaper an easier to make a scout and upgrade its cargo hold twice which should give it 100 and that becomes your light freighter]]></description>
<pubDate>Thu, 28 Apr 2016 09:02:34 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[Yes the game turn is probably throwing an error. Really wish this would happen in the evening when I'm at home! I'll see if I can get into it today , otherwise we'll have to wait till this evening. That just means bonus money for everyone once its working again]]></description>
<pubDate>Thu, 28 Apr 2016 08:57:52 GMT</pubDate>
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<title>Message from Razorix22</title>
<description><![CDATA[Confirmed. ^^]]></description>
<pubDate>Thu, 28 Apr 2016 06:52:35 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[yup, game "paused" at turn 389, it seems]]></description>
<pubDate>Thu, 28 Apr 2016 06:18:04 GMT</pubDate>
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<title>Message from Lightbreaker</title>
<description><![CDATA[Glad its not just me, was wondering why none of my orders were going through... something gone wrong on the games end then?<br/><i>edited by Lightbreaker on 4/28/2016</i><br/><i>edited by Lightbreaker on 4/28/2016</i>]]></description>
<pubDate>Thu, 28 Apr 2016 04:55:03 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[Looks like the game is stuck at turn 389.]]></description>
<pubDate>Thu, 28 Apr 2016 04:32:15 GMT</pubDate>
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<title>Message from Matrix</title>
<description><![CDATA[The upgrade turns arent progressing anymore for me .]]></description>
<pubDate>Thu, 28 Apr 2016 04:30:40 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[<b>Radu85</b> wrote:<br/><blockquote>Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?</blockquote><br/><br/>From what I have seen so far, there is three ways for it :<br/>- You relocate your HQ ( Corporate / Corp HQ / Location ) for 5% of your total Net Worth.<br/>- You create a spaceship to transport and deploy ACP on other planets.<br/>- You liquidate your Corporation, and start again on another planet.]]></description>
<pubDate>Thu, 28 Apr 2016 03:16:31 GMT</pubDate>
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<title>Message from Radu85</title>
<description><![CDATA[Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?]]></description>
<pubDate>Thu, 28 Apr 2016 00:59:36 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>CmrdRowen</b> wrote:<br/><blockquote>I have exactly 680 units of water that pop out of nowhere in my stockpile</blockquote><br/><br/>I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)<br/><br/>It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.</blockquote><br/><br/>Yes, I don't want water surplus so bank production and local sales balances water production (I'm not carrying water with transports though...)<br/><i>edited by CmrdRowen on 4/27/2016</i></blockquote><br/><br/>I changed a setting in the database which might alleviate these weird problems. Let me know if you see something like this again.]]></description>
<pubDate>Wed, 27 Apr 2016 22:52:44 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>CmrdRowen</b> wrote:<br/><blockquote>I have exactly 680 units of water that pop out of nowhere in my stockpile</blockquote><br/><br/>I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)<br/><br/>It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.</blockquote><br/><br/>Yes, I don't want water surplus so bank production and local sales balances water production (I'm not carrying water with transports though...)<br/><i>edited by CmrdRowen on 4/27/2016</i>]]></description>
<pubDate>Wed, 27 Apr 2016 21:24:43 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote><b>Doctor Dread</b> wrote:<br/><blockquote><b>Baston</b> wrote:<br/><blockquote>There is a bug with the attack order.<br/>When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.</blockquote><br/><br/>I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?</blockquote><br/><br/>I managed to get the same bug again. You can check the unit group BugTester. Point is, it also show an error when I precise the number of turns of attack, but I had to wait a few turns in each case after creating the order to bug the edit.<br/><br/>Concerning the HP, my group didn't heal when being at the same location than my HQ, it stayed at 93% according to the notes of the assets page, but when I removed the units from the group they were immediatly at full HP, without waiting even one turn. I will try to make it happens again.<br/><br/>Minor problem with group of units : the cost per turn of my group shows 0, but the total cost of my units is 15.<br/><br/>New one : my transport WaT2 sold 557 units of water with only a 500 units storage capacity, according to my accounting page turn 247. And 259 units the next turn. I didn't produce these ressources.<br/><i>edited by Baston on 4/27/2016</i></blockquote><br/>The error on the attack order edit is related to you having selected a Raid option and product. It wont error if you create the order and edit it again unless you leave the Asset tab and come back (click Assets again at the top and refresh the page) then go in and try to edit it again it will error. There is a bug with how the dropdown list is being populated for the raid product. It doesn't happen unless you go into the page fresh but there's no way to recover it once you do. It should be corrected tonight.<br/><br/>I haven't been able to replicate the group heal bug. Healing units is only done in one place in the code and has nothing to do with the group they are in. The units are still separate entities and are healed individually. Let me know if you see it happen again.<br/>Cost per turn for the group. This is probably something simple I'll fix. I'm pretty sure its charging you correctly just not displaying it<br/>The water problem is difficult to debug. It might be related to you selling and picking up product at the same time from the same location. CmdRowen had a magical appearing water product of 680 which is the same thing you had on a transport around the same time. Very strange bug if they are related. Have to look into this also.]]></description>
<pubDate>Wed, 27 Apr 2016 14:57:34 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Radu85</b> wrote:<br/><blockquote>I also have a problem with tutorial 10, step 3. It doesnt look like this: I cant see the Qty:All , just the name of the structure.<br/><table><tr><td>3<td>Deploy a Structure<td><span style="color:rgb(255, 234, 191)">(ACP) Water Purification</span> - Qty: ALL<br/></table></blockquote><br/><br/>Is it stopping you from advancing the tutorial or is it just like a typo? Those order examples are hard coded except for the yellow parts so it might not be 100% accurate]]></description>
<pubDate>Wed, 27 Apr 2016 14:46:45 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote>I have exactly 680 units of water that pop out of nowhere in my stockpile</blockquote><br/><br/>I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)<br/><br/>It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.]]></description>
<pubDate>Wed, 27 Apr 2016 14:45:08 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Whoah upgrades take forever now. 35 turns to lvl 3 factory. Is that supposed to take that long?</blockquote><br/><br/>Yes when you go to level 2 to 3 your output goes from 2x to 5x its like you made 3 more factories. They normally take 10 turns for a level 1. you're getting a deal! =)  Also, I'm seeing it as 25 turns not 35]]></description>
<pubDate>Wed, 27 Apr 2016 09:43:28 GMT</pubDate>
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<title>Message from CmrdRowen</title>
<description><![CDATA[I have exactly 680 units of water that pop out of nowhere in my stockpile]]></description>
<pubDate>Wed, 27 Apr 2016 08:35:19 GMT</pubDate>
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<title>Message from Radu85</title>
<description><![CDATA[I also have a problem with tutorial 10, step 3. It doesnt look like this: I cant see the Qty:All , just the name of the structure.<br/><table><tr><td>3<td>Deploy a Structure<td><span style="color:#FFEABF">(ACP) Water Purification</span> - Qty: ALL<br/></table>]]></description>
<pubDate>Wed, 27 Apr 2016 03:39:44 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Baston</b> wrote:<br/><blockquote>There is a bug with the attack order.<br/>When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.</blockquote><br/><br/>I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?</blockquote><br/><br/>I managed to get the same bug again. You can check the unit group BugTester. Point is, it also show an error when I precise the number of turns of attack, but I had to wait a few turns in each case after creating the order to bug the edit.<br/><br/>Concerning the HP, my group didn't heal when being at the same location than my HQ, it stayed at 93% according to the notes of the assets page, but when I removed the units from the group they were immediatly at full HP, without waiting even one turn. I will try to make it happens again.<br/><br/>Minor problem with group of units : the cost per turn of my group shows 0, but the total cost of my units is 15.<br/><br/>New one : my transport WaT2 sold 557 units of water with only a 500 units storage capacity, according to my accounting page turn 247. And 259 units the next turn. I didn't produce these ressources.<br/><i>edited by Baston on 4/27/2016</i>]]></description>
<pubDate>Wed, 27 Apr 2016 02:43:08 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Whoah upgrades take forever now. 35 turns to lvl 3 factory. Is that supposed to take that long?]]></description>
<pubDate>Wed, 27 Apr 2016 01:24:40 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[Typo on the assets page. "Logisitics" should probably be "Logistics". Can't believe I didn't notice that earlier.<br/><i>edited by cyb0rg on 4/26/2016</i>]]></description>
<pubDate>Tue, 26 Apr 2016 20:25:33 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>There is a bug with the attack order.<br/>When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.</blockquote><br/><br/>I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?]]></description>
<pubDate>Tue, 26 Apr 2016 20:19:31 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>ChromaBear</b> wrote:<br/><blockquote>Ok I get it, although I found it was much clearer under "ViewScreen" -&gt; "demand" on the said location.<br/>Also, is it normal I got around 9000€ from it eventhough it cost me loads more? If it is, what's the point in producing those structures?</blockquote><br/><br/>It shouldn't cost you loads more. if you are BUYING everything you need then yes you probably won't be profitable. If you produce everything  you need they you should make money, but ideally you contract with another corp or two to deliver the stuff you need at the location at a much better price (they probably have tech to build it cheaper) and then you can make a LOT of profit.<br/><br/>The tier 1 structures like farms, metal, etc. take $1000 to run (without your corp HQ there or any tech)  and produce 10 units worth 100 (normally) . the tier 2 structures, also called Components, take 10 units worth of those products ( different kinds but adds up to 10) and another $1000 to run to produce 25 units of the components. You paid twice as much  but you got back 2.5x the qty of products. Then the tier 3 structures, also known as end products or services take 10 units worth of components and another $1000 but produce 50 units of goods which is doubling it again. <br/><br/>Its hard to make a lot of profit if you have to bring together several different categories of products because your corporation will generally specialize in one product or category (tech wise) which lowers the cost of those few things. You have to work with other corporation to make the profitable huge end product industries.]]></description>
<pubDate>Tue, 26 Apr 2016 20:16:41 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Me again <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /><br/><br/>I created a Group of Units to attack, and the general HP of the group dropped to 93% after an attack. Then I removed all the units from the group, I checked their HP, it was 100% for all. Looks like there is a reset of the HP when leaving the group.<br/><br/>Well, that's all for today, I'm gonna sleep (4 a.m. in France).<br/><br/>I will be back later with new bugs <img src="images/smilies/smile.gif" border=0 alt="smile" /><br/><i>edited by Baston on 4/26/2016</i></blockquote><br/><br/>Units heal slowly (1%) a turn and faster when in the presence of a military base or shipyard depending on its level, up to 10% or so a turn. They don't heal while in combat<br/><br/>Are you sure they didn't heal normally over the next turn or two?]]></description>
<pubDate>Tue, 26 Apr 2016 19:59:57 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>I have found something nice :<br/>With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money.<br/>The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.<br/><br/>Also, there is a typo in ViewScreen / Industry / Civiian Services.<br/><br/>By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine.<br/>Otherwise, I can technically build anything and don't care anymore about money x)</blockquote><br/><br/>I was able to make your bug happen on my test server but I'm still not 100% sure what triggered it. I THINK I fixed it let me know if it happens again. The suspect is that on the LAST turn you just made 80k+ and that might have been leaking into the current turns calculation.]]></description>
<pubDate>Tue, 26 Apr 2016 19:53:07 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>I have found something nice :<br/>With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money.<br/>The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.<br/><br/>Also, there is a typo in ViewScreen / Industry / Civiian Services.<br/><br/>By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine.<br/>Otherwise, I can technically build anything and don't care anymore about money x)</blockquote><br/>I haven't been able to upgrade without the funds yet. I just tried, I have to look into what's going on with yours. <br/><br/>If your funds goes negative that exceed half your net worth (I think that's the rule)  your corp will be liquidated. All your structures will be salvaged back for 90% of their value and you will have noting but a lump of money to try again with]]></description>
<pubDate>Tue, 26 Apr 2016 18:54:04 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[Me again <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /><br/><br/>I created a Group of Units to attack, and the general HP of the group dropped to 93% after an attack. Then I removed all the units from the group, I checked their HP, it was 100% for all. Looks like there is a reset of the HP when leaving the group.<br/><br/>Well, that's all for today, I'm gonna sleep (4 a.m. in France).<br/><br/>I will be back later with new bugs <img src="images/smilies/smile.gif" border=0 alt="smile" /><br/><i>edited by Baston on 4/26/2016</i>]]></description>
<pubDate>Tue, 26 Apr 2016 18:50:23 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote>Tutorial 10 doesn't complete after deploying a structure outside of HQ city</blockquote><br/><br/>Hilarious bug is fixed. You're at tutorial Complete now.<br/>The code was looking for a structure of yours where the X and Y location was different than the X and Y of your Corp HQ. Problem is that since you made a structure directly to the side of your corp HQ only your X location was different not the Y. Its been changed to "NOT (X and Y of your CorpHQ)" HA I love coding =)]]></description>
<pubDate>Tue, 26 Apr 2016 18:47:13 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[I have found something nice :<br/>With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money.<br/>The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.<br/><br/>Also, there is a typo in ViewScreen / Industry / Civiian Services.<br/><br/>By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine.<br/>Otherwise, I can technically build anything and don't care anymore about money x)]]></description>
<pubDate>Tue, 26 Apr 2016 18:39:58 GMT</pubDate>
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<title>Message from Istandor</title>
<description><![CDATA[On the "Corporate" screen. The description for "Politics" misspells "corporation".]]></description>
<pubDate>Tue, 26 Apr 2016 17:06:35 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[Ok I get it, although I found it was much clearer under "ViewScreen" -&gt; "demand" on the said location.<br/>Also, is it normal I got around 9000€ from it eventhough it cost me loads more? If it is, what's the point in producing those structures?]]></description>
<pubDate>Tue, 26 Apr 2016 16:52:03 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>There is a bug with the attack order.<br/>When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.</blockquote><br/><br/>That's a good one, thanks =)]]></description>
<pubDate>Tue, 26 Apr 2016 16:26:06 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>ChromaBear</b> wrote:<br/><blockquote>I built a sports arena in my Corp HQ but I can't seem to find it anywhere once it has been produced. The components have been used though.<br/><br/>Ps: Great game, love it so far <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /></blockquote><br/><br/>The "Services" type of structures don't actually make a product, They sell directly into the city they are in. you can't load 200 Sports Arenas onto a transport =)<br/><br/>If your Sports Arena is set to sell you should be seeing money coming in. Under Corporate Tab, go to Accounting &gt;&gt; Production. The money should be coming in there.]]></description>
<pubDate>Tue, 26 Apr 2016 16:24:27 GMT</pubDate>
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<title>Message from Baston</title>
<description><![CDATA[There is a bug with the attack order.<br/>When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.]]></description>
<pubDate>Tue, 26 Apr 2016 13:02:45 GMT</pubDate>
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<title>Message from ChromaBear</title>
<description><![CDATA[I built a sports arena in my Corp HQ but I can't seem to find it anywhere once it has been produced. The components have been used though.<br/><br/>Ps: Great game, love it so far <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Tue, 26 Apr 2016 10:35:48 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CmrdRowen</b> wrote:<br/><blockquote>Tutorial 10 doesn't complete after deploying a structure outside of HQ city</blockquote><br/><br/>I just checked and you are right, something is wrong. You have a structure at another location. I can't look at the code till later but I have a feeling it might be something do with having other buildings up before dropping the ACP? You might have done something unexpected with your build order and its confusing the tutorial. Either way it's a bug, if you have a structure outside your CorpHQ it should trigger. I should get to it by this evening and it should magically work for you by then.]]></description>
<pubDate>Tue, 26 Apr 2016 09:47:20 GMT</pubDate>
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<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Baston</b> wrote:<br/><blockquote>Just a question. There is no refund when you cancel a construction ?</blockquote><br/><br/>No, currently there is no refund for canceling and I apologize that it doesn't even warn you, it should by next update. The option to cancel once the money is taken and construction started  might be taken away completely. Moving money in and out of your corp between turns is messy code-wise, the game wasn't built to do it and it opens up possible exploits. However we don't want you to have to wait a turn to cancel a construction queue so we're kind of caught in the middle. A warning when trying to remove something from your queue is all I need to put in]]></description>
<pubDate>Tue, 26 Apr 2016 09:40:17 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from </title>
<description><![CDATA[you must be doing something worng]]></description>
<pubDate>Tue, 26 Apr 2016 07:07:22 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from CmrdRowen</title>
<description><![CDATA[Tutorial 10 doesn't complete after deploying a structure outside of HQ city]]></description>
<pubDate>Tue, 26 Apr 2016 05:57:50 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Baston</title>
<description><![CDATA[Just a question. There is no refund when you cancel a construction ?]]></description>
<pubDate>Tue, 26 Apr 2016 04:26:34 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Naills</b> wrote:<br/><blockquote>trying to create a communication is get '<br/>There has been an Error with the website<br/> Please try again in a few moments or contact us as at:<br/><a href="mailto:drdread@baronsofthegalaxy.com[/quote" target="_blank" rel="nofollow">drdread@baronsofthegalaxy.com[/quote</a>]<br/><br/>I can't get this to happen. Does it error as soon as you try putting it on your queue? Are you putting a few things on your queue at once or switching between buildings and going back or something strange like that? Does clicking Assets tab and trying again fix the problem?]]></description>
<pubDate>Mon, 25 Apr 2016 18:59:35 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[trying to create a communication is get '<br/>There has been an Error with the website<br/> Please try again in a few moments or contact us as at:<br/>drdread@baronsofthegalaxy.com]]></description>
<pubDate>Mon, 25 Apr 2016 14:19:10 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[Clicking on another corporation is displaying their hq location as my location.]]></description>
<pubDate>Mon, 25 Apr 2016 14:17:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[I boosted the credits of anyone who went negative because they couldn't get to the "sell" tutorial to 25k. hopefully they'll come back this evening.  I might of boosted some of  you that were just low on money. Its all good]]></description>
<pubDate>Mon, 25 Apr 2016 13:47:13 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[I am glad you sorted it out <img src="images/smilies/smile.gif" border=0 alt="smile" />]]></description>
<pubDate>Mon, 25 Apr 2016 10:58:00 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Yes I just fixed the problem. Funny bug. Not even a bug, the Construction Queue from the test game I was running before I reset it was still in there, It was trying to build units from structures and corps that didn't exist. Funny, need to add that table to the game reset script =)<br/><br/>Its run a couple of turns already and so far looks good. Sorry about the snag!]]></description>
<pubDate>Mon, 25 Apr 2016 10:55:36 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from hdom93</title>
<description><![CDATA[I am seeing the game turns successfully increment now.]]></description>
<pubDate>Mon, 25 Apr 2016 10:50:30 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Would you mind sending a mass email when it is fixed? Maybe some new testers gave up because they couldn't figure out why they couldn't make it through the tutorial.]]></description>
<pubDate>Mon, 25 Apr 2016 10:28:14 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Naills</title>
<description><![CDATA[bother, guess that wont be till tmw morning my time, rebuilding my might corp will have to wait a day lol]]></description>
<pubDate>Mon, 25 Apr 2016 09:38:32 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[There's an error in the turn flip apparently. I can't see what it is from here (at work). It's probably minor but I might have to wait till this evening before I can get it working]]></description>
<pubDate>Mon, 25 Apr 2016 09:30:53 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Yikes, I didn't even check if the turns were flipping. So Sorry. I'm not sure what happened yet and I'm at work. I'll try to take a look at it in a minute.]]></description>
<pubDate>Mon, 25 Apr 2016 09:26:12 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from hdom93</title>
<description><![CDATA[Reporting same issue here, stuck on game turn 1, need a turn to end to enable production and cannot continue tutorial until this is done.]]></description>
<pubDate>Mon, 25 Apr 2016 07:54:13 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Radu85</title>
<description><![CDATA[Same problem here!]]></description>
<pubDate>Mon, 25 Apr 2016 00:27:15 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Anderson</title>
<description><![CDATA[Same position as cyb0rg: Game seems stuck in a "turn 1" loop, and my shift of my corporation HQ to produce something isn't sticking.]]></description>
<pubDate>Mon, 25 Apr 2016 00:17:21 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Kemot</title>
<description><![CDATA[<span style="color:#cccccc">8-D</span>]]></description>
<pubDate>Sun, 24 Apr 2016 23:22:02 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Still on turn 1 and nothing is progressing. Did you forget to turn the game on? <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Sun, 24 Apr 2016 23:10:59 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic68-the-alpha-test-v-reporting-thread.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[This is the official thread for the second version of the Alpha test which started on 4/24/2016]]></description>
<pubDate>Sun, 24 Apr 2016 22:25:47 GMT</pubDate>
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