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9 days ago
Topic:
Earth - Imperial Mandate

Vulpex
Vulpex
Posts: 390
Vulpex
Vulpex
Posts: 390
Topic: Earth - Imperial Mandate
*points to the city of lost Emperors* I would welcome you but I am on the way out. Enjoy.
21 days ago
Topic:
[minor - display] Artifact (since last patch)

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
The drop downs showing items not fragments was corrected. was in a few places actually. Like, you can't DEPLOY a fragment!

The prod rate and percentage on the assets page, I might leave that out for now, it won't fit. Thanks for pointing these out
23 days ago
Topic:
[minor - display] Artifact (since last patch)

Steffstoff
Steffstoff
Posts: 22
Hi Dread,

I noticed two minor display bugs which came into the game with the last patch.

Asset page overview - Artifact production rate missing
  • actual state:
  • target state:
Order - Deploy item - Research Facility - Research Focus
  • actual state:
  • target state: Change names to new Fragment titles


Greetings
Steffstoff
edited by Steffstoff on 6/24/2019
edited by Steffstoff on 6/24/2019
edited by Steffstoff on 6/24/2019
edited by Steffstoff on 6/24/2019
6/9/2019
Topic:
Anomalies and Missions Progress

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Topic: Anomalies and Missions Progress
This is just a post about how the work on the next update is going.

I've been working on the Anomalies and Missions for the last few weeks. This is going to essentially be a randomized quest system in the game. You will be able to visit "Anomalies" on planets in space , and in DEEP space like settlements, Outposts, Starbases in the star system but also quasars and derelict spacecraft out in deeper space. Some anomalies will be hidden and randomly ping nearby ships who can reveal them. The different anomaly types randomly have different types of NPC mission givers and levels depending on the anomaly type. In turn NPCs have a random set of the types of missions they usually offer and the type of rewards. Poor Farmers will ask you to haul meat or vegetables, Affluent Trader will probably ask you to deliver an item from here to way over there quickly and an Intergalactic Crime Lord might have you rescue someone from a giant Darkstar Base in another sector and reward you with a ton of contraband or a pirate cruiser.

Anomalies will randomly appear on the viewscreen to serve up a certain number of missions or a certain amount of turns (like weeks) before disappearing and then new anomalies will show up. These anomalies will have 3-5 missions available at any given time and randomly generate more as they are taken every so many turns.

You will be able to see ALL the anomalies and their missions in a grid from the revamped "Events" page for convenience.

The system is randomly generated between a level, an npc type, a mission type and a reward type (usually credits) which can get bonus scaled up for things like doing it quickly, having the right research tech when hauling appropriate goods.Your reward can also get scaled DOWN for taking too long.

There is most likely going to be a "Deposit Requirement" to take certain missions like hauling goods. You will need to have a certain amount of money in your funds in order to accept it and for whatever reason you don't deliver the valuables, your corp will be charged the deposit.

There is also going to be a level restriction of your corp vs the level of the mission. Their happens to be 10 levels of mission. This is a low requirement and just to prevent smaller accounts from trashing larger missions which are increasingly more rare to generate.

A lot of the anomaly work is already in the live game, like the icons and much of the database infrastructure. I have laid a lot of the ground work, maybe all of, it in the database already, to randomly generate a mission and I'm now working on making one type of mission actually work. A Haul Product mission type. Once they goes in smoothly I can make other mission types pretty quickly.

The types of missions I'm planning so far look like this


Recovery Mission
Salvage Operation
Missing Person
Rescue Mission
Exploration
Transport
Cargo
Escort
Investigation
Destroy Unit
Destroy Ship
Destroy Base
Trade

There is also another "feature" that might wiggle its way in related to missions. Ships MIGHT get secondary attributes which can be leveled up instead of the standard attack, hits etc. Things like

Medical
Science
Stealth
Sensors
Diplomacy
one more i forget...

These stats have normal passive effects on the ships in your game but can also be used in more interesting mission types like "Disaster Releif" or "Covert Ops" missions that will use your ship stats. Those might come later after the "normal" mission types are all in place.
5/7/2019
Topic:
What should we work on next?

CptCommanche
CptCommanche
Posts: 59
Quite a few good changes coming Dread. I look forward to all those being implemented, the game will have quite a different feel after the reset with many new features to play around with. Keep it up wink
5/5/2019
Topic:
What should we work on next?

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Topic: What should we work on next?
Selling a product stack simply by clicking on it and declaring a price and HOLD amount was put in today. Also Artifacts don't develop by ITEM anymore, they produce "Fragments" at a higher rate which can be combined in any level of artifact item you want. Fragments being a much smaller denomination of "Artifact" can now asily be traded as a valuable currency and will eventually be given out as quest rewards

The next thing on the "What do you want us to work on next" thread is Anomalies/Quests! I will probably get a skeleton of this system in place and expand on quests as content as I work on the other features. The Anomolies/Quests already has significant work put into it which isn't in the game yet.

After that it will be "Strategic Locations" - Static places in the game that you can capture by attacking any defenders with military that give unique bonuses or perks to your corp

After that it will be A political Prestige Stat.

THEN... a game reset
5/5/2019
Topic:
Product Marketplace and Artifact Fragmentd

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Artifact sites don't produce items directly anymore, they produce an appropriate "Fragment" at a much faster rate. You can combine enough Meta Fragments into the 3 different levels of Metaphysics artifact by clicking on the fragment pile in your assets for example. All the research facilities have been changed to make the equivalent fragment type. Artifact fragments are eventually going to be used in quests as a valuable type of currency/reward

Also you can now click on a stack of Product and simply declare how much you want to sell it for and how much to HOLD, so you can keep a minimum of the stack on hand. These stacks will show up on the contracts page (which has been renamed to "Trade") and anyone can buy any quantity of your stack up to the limit you set. The trade is instant . The Contract version of trading stacks was updated to work better also. You can still trade a stack via contract if you need to engage all the formal mechanics.
3/31/2019
Topic:
Welcome to the Barons of the Galaxy Forum

Blackadder
Blackadder
Posts: 1
Greetings!! I Started playing yesterday. Looks cool this game!! Any advice will be appreciated here, thanks smile
3/29/2019
Topic:
Smothering the promised child in their grave

CptCommanche
CptCommanche
Posts: 59
I played a free account for about 4-5 months about 1.5 years ago, and though the economy was slight different back then, I never felt I couldn’t move off earth. The only real penalty is a loss in production efficiency, and that your ACPs have to be built on earth. However after playing for a bit, the ACP issue becomes really small.

If there was an active player base, I think your experience of this game would be completely different. Wait until the reset before passing too many judgements. You might find the restrictions are less crippling than you think.
3/27/2019
Topic:
A few more minor changes went in today because of

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
A few more small changes went in today because I had to fix a bug with Custom Variables

Terran Fed in Earth spawn level 10 units all the time now. There is also a "Earth Protectorate" Fleet that responds to large battles on earth and should re spawn if destroyed.

Resource Overcrowding has changed from 1000 to (100 x Resource Value) So a value 12 resource has OCrowd threshold of 1200 and would take 2400 to hit 100% OCrowd

The product volume has doubled across the board. This mitigates the added potential of raising overcrowding cap and also the drastic lowering of the volume on higher tier products that we did months ago.

Free account should be able to vote in everything but elections.

Asteroid mining should respond to research levels in a category.

The next major feature we are working on is the ability to post a stack of product for sale without having to make a contract. Simply click on it, set a price and amount and it will show up on a list where contracts are. Anyone can buy it instantly.
3/27/2019
Topic:
Smothering the promised child in their grave

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Its only your Corp HQ confined to Earth. You can build factories anywhere. the only thing you lose is a small amount of production bonus for structures near your Corp HQ it s also a little harder to ship new structures via ACPs the farther out you go.
3/27/2019
Topic:
Smothering the promised child in their grave

scifi4life
scifi4life
Posts: 1
Hi, I just joined this game and my first and continued impression is that it looks amazing. My second impression was why arent more people plying this game? At first I couldn't get why so few people would want to play this really cool free to play game. Please hear me out this isn't just a rant about the game. I plan to keep playing it, and it seems amazing, but the current setup for the game is killing potential players before they can get really invested. I believe there is one key thing which is bottle necking the game, and it is a huge turn off for me to say the least. At the moment, as I am sure anyone reading this post is aware, you can only construct new facilities to be deployed at other locations at your HQ and if you are on a free account you can only place your HQ on earth. THIS MAKES IT A GAME ABOUT YOUR INDUSTRY ON EARTH AND YOUR PIDDLY LITTLE EFFORTS OFF OF EARTH. While I understand the logic behind it, and how you are free to make all the industry you want off of earth technically, the policy is smothering for people who want to try the game without paying. How are you supposed to be a interplanetary force that owns planets and does cool things... when everything you build has to be ferried off of earth? It makes the game feel really restrictive and crowded onto earth to say the least, and makes it hard for you to look forward to your prosperous future in the stars. I understand that to get the full experience you should have to pay, but you will not get any growth as a free to play game with the current model. Funding the game makes complete sense, and having a subscription based play style with a trial 'island' also makes sense, but when you think your getting a free game and end up stuck in a corner of a galaxy it makes you want to leave right away. I am truly sorry if this comes off as patronizing, but this game looks amazing and I would love to see it grow into an amazing, rich, universe.
3/23/2019
Topic:
What should we work on next?

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Topic: What should we work on next?
Custom Variables has finally gone in. There is a post in the Development log about it. It took forever but it was mainly lack of time spent working on it. I should have more time now. The next thing going in will be selling a stack of product instantly without a contract.
3/23/2019
Topic:
Custom Variable Feature and minor changes

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
I finally pushed an update today. The major feature change is "Custom Variables" as requested in my "What to work on next" post. Although not exactly automated scripts and logic, that can now be something added later.


Custom Variables
There is a new link on the bottom of the Assets page for "Manage Variables" this screen allows you to make a named variable for Location, Product Type or Production value. Then you can go to your assets military orders or structures production setting and you will notice an additional "Custom Variable Link" Dropdown. If an order s linked to a variable then that order will change automatically whenever you edit that variable and change it to something else.

So for example, You make a "My Delivery Location" location variable set to New York and a "My Hot Product" product variable set to Pork. Then you go to a farm you have and link the production to "My Hot Product" (which is Pork) and link the transports Transfer Cargo order to pick up "My Hot Product" (Pork) and then a move order to "My Delivery Location" (New York)

Then when you notice that New York is oversold, you can go to Manage Variables, edit you "My Hot Product" variable to be Beef. It will automatically change whatever is linked to that variable to be Beef instead of Pork (Several production sites, and several "Sell" orders across several assets for example). When you notice that New York ain't so hot anymore, you can change your "My Delivery Location" variable to be Houston and it will automatically change any order linked to it to "Houston".

There is a section in the guide for Custom Variables under "The Basics"


The 1 qty sell bug
Your units will always be able to sell at least 1 qty of product even if this means the total sold in one turn to a single city exceeds it volume. This will prevent your units from canceling orders when they can only sell a fraction of a unit.

Assets page notes now displays production quantity and production rate


Free account players can now vote in all events except elections.


Salvaging product now uses 10% of the average demand for that product across the entire system you are in.


Quality of life improvement on movement orders
The drop down for "Select Location" on Move To Location order now includes "Current Location" (of the asset you're looking at), "Corporate HQ", and also includes entries for warp gates and all cities across the system the unit is in. The Bookmarks drop down now says "Bookmarks / Assets" and includes an entry for every location in which you have ANY assets including a simple count. These should make plotting routes with the move order much easier and almost entirely remove the need to "Find on Map" for any normal route within your own corporation.

The next thing I intend to work on is selling a stack of product without a contract. Simply clicking on the product stack and setting a price and amount you want to sell. It will show up immediately int he Contracts section (Which might be renamed) on a separate tab possibly. Anyone can immediately pay or it and get them transferred immediately. That shouldn't take long.
3/11/2019
Topic:
Demand changes and City surplus

jimbobdaz
jimbobdaz
Posts: 83
Some interesting ideas here, i especially like the city surplus proposal and that it could be raidable, add the political perks and mayors will be happily buying up stacks from smaller corps... the storage fee would need to be changed though for this to work
3/8/2019
Topic:
Demand changes and City surplus

CptCommanche
CptCommanche
Posts: 59
DrDread wrote:
I could bring something like that back in. It means even if the demand was 200, if everyone is buying and selling the max volume the planet pop will still go up. That might become exploitative again however,


We would DEFINITELY find a way to exploit it smile I would be a fan of the changes you mentioned - would be interested to see how they play out when you push the next update.

Telios wrote:
With the increased volumes, and the fact that players will be working to meet them, any chance the storage fees can be reduced? They are extremely high atm. I am thinking roughly currently storage cost divided by 1,000.



Or even 10. 1000 seems a bit high to me, players could literally stock billions of units without too much trouble.
3/6/2019
Topic:
Demand changes and City surplus

Telios
Telios
Posts: 9
With the increased volumes, and the fact that players will be working to meet them, any chance the storage fees can be reduced? They are extremely high atm. I am thinking roughly currently storage cost divided by 1,000.
3/1/2019
Topic:
Demand changes and City surplus

Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Doctor Dread
Doctor Dread
Administrator
Posts: 1412
Topic: Demand changes and City surplus
Serenity wrote:
So, I have these ideas for sometime and I finally decided to share them with you.


Demand changes:
I would increase pop growth threshold to 150% (from the current 100%) and I would also increase minimum demand to 50% (from the current 10%).

As I see the main problem pre Gamma Ray update was the 190% difference between minimum demand (10%) and pop growth threshold (200%) that enabled players to keep demand for Raw Materials and Components very low so they could sell End Products and Civ Services at very high demand (well above 300%) for insane profits.

The Gamma Ray update fixed the difference (now it is only 90%), but it also reduced volumes. Because of the reduced volumes and the pop growth threshold set to 100% it is hardly profitable to keep cities growing.

My 50-150 idea would keep the difference between minimum demand and pop growth threshold low (100%) so It wouldn’t be possible to have insanely high demands in a growing city, but it would make city building profitable. And, with the increased minimum demand, super specialized corporations could earn some profit even at minimum demands. Also, it would make cities not selling any products for a lower price than their base value.


City surplus:
The basic idea is, cities would store products that are oversold at minimum demand as surplus in a visible and interactable surplus storage.

  • The maximum capacity of these storages could be based on product volumes. I was thinking: product volume x 100.
  • Cities would consume 10% product volume from their surplus every turn. It would keep demand at minimum as long as there is enough surplus.
  • Buying from cities at minimum demand would remove the amount of products bought from the surplus storage without increasing demands. If there is no surplus left the demand would increase normally.

With this people in a well-supplied city could buy products for base price without hurting pop growth.

There could be some system in place for leaders and title holders to earn some extra money (or political influence?) based on city surplus. Maybe a small percentage of product sales from surplus.

If leaders would have the power to limit accessibility for products at city, planet and system level it would make everything more interesting. (To be honest this is true without any of my ideas)

I don’t really like this but it could mean the possibility for cities being raidable.



Always appreciate ideas! But that idea sound sounds little tricky to implement. I agree with both things you mention. he volumes are probably too low and the population growth threshold might have to go up.

Since the volume dropped on the higher tiers by a staggering amount, the TOTAL volume has gone down in relation to the population. People are also probably right in saying that the prices, especially at low populations, are not durable and can change too quickly. I am considering upped the total volume I might literally add a zero to the volume amounts you see now. That would make it take a lot more effort to drop the price of a product and you can reap the benefit of a higher demand for much longer. To balance that out a little, I might make the demand increase slower then it does now also but not 10x like the volume increase, maybe 2x The prices will be a lot harder to move around especially once the population increases.

I also might try to bring back the mechanic that caused pop growth when products were bought or sold. Right now population growth is based purely on the current demand. I used to have a tricky math mechanic that would increase the population when activity (buy and sell) was happening in the city also. I could bring something like that back in. It means even if the demand was 200, if everyone is buying and selling the max volume the planet pop will still go up. That might become exploitative again however,

The population threshold being dead even at 100% is a nice round number but perhaps 100% demand should be where a steady population growth happens. I don't want to bring it to 150 like you said, but perhaps 100% demand causes a 10% pop growth and 110% makes it break even. Since the minimum demand is 10% this kind of makes sense.

I might try to make these changes once I push this next update and we can try it out.
edited by DrDread on 3/1/2019
2/27/2019
Topic:
Demand changes and City surplus

Serenity
Serenity
Posts: 11
So, I have these ideas for sometime and I finally decided to share them with you.


Demand changes:
I would increase pop growth threshold to 150% (from the current 100%) and I would also increase minimum demand to 50% (from the current 10%).

As I see the main problem pre Gamma Ray update was the 190% difference between minimum demand (10%) and pop growth threshold (200%) that enabled players to keep demand for Raw Materials and Components very low so they could sell End Products and Civ Services at very high demand (well above 300%) for insane profits.

The Gamma Ray update fixed the difference (now it is only 90%), but it also reduced volumes. Because of the reduced volumes and the pop growth threshold set to 100% it is hardly profitable to keep cities growing.

My 50-150 idea would keep the difference between minimum demand and pop growth threshold low (100%) so It wouldn’t be possible to have insanely high demands in a growing city, but it would make city building profitable. And, with the increased minimum demand, super specialized corporations could earn some profit even at minimum demands. Also, it would make cities not selling any products for a lower price than their base value.


City surplus:
The basic idea is, cities would store products that are oversold at minimum demand as surplus in a visible and interactable surplus storage.

  • The maximum capacity of these storages could be based on product volumes. I was thinking: product volume x 100.
  • Cities would consume 10% product volume from their surplus every turn. It would keep demand at minimum as long as there is enough surplus.
  • Buying from cities at minimum demand would remove the amount of products bought from the surplus storage without increasing demands. If there is no surplus left the demand would increase normally.

With this people in a well-supplied city could buy products for base price without hurting pop growth.

There could be some system in place for leaders and title holders to earn some extra money (or political influence?) based on city surplus. Maybe a small percentage of product sales from surplus.

If leaders would have the power to limit accessibility for products at city, planet and system level it would make everything more interesting. (To be honest this is true without any of my ideas)

I don’t really like this but it could mean the possibility for cities being raidable.
2/25/2019
Topic:
Major changes coming that will re-balance the game

CptCommanche
CptCommanche
Posts: 59
I like the political influence idea.




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