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1 days ago
Topic:
The Downgrade Update

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Topic: The Downgrade Update
Also probably known as the "F This Game!" Update to those who like high numbers!

The haul missions pay has been changed to be more in line with reality (groan) . Generally they start out at 5% of the value of whatever you are carrying and that percentage goes up with distance. Quickly at firs then slower and slower, at distance 25 its at 10% and like 500 distance its at 15% at 10,000 its at 20% and 25% past that. Longer distances probably need a warp gate to be viable when hauling tier 1 goods (and theres only tier 1 goods right now) You can still make several million on a long haul with a ton of product, but not the billion you were making before. Now the short range missions are a better deal, but the scale of mission is small, the HIGH end missions don't pay well considering the distance but if you have fast ships and the right gates, they are quite viable. Higher missions made more for higher level players

The Warp Gates have gotten cheaper to use (yay). They not operate against the warp Level , not the multiplier. SO warp 10 gate usage is 10x the cost of warp 1. Like spaceports there is an aggregate of what is being moved through the gate on the More Info page of the gate itself (for the owner).

Artifacts were scaled down a bit (groan) the Dimensional AX artifacts the Longdoor movement is at 15 reduced from 25. The Cargo boost is 200% reduced from 500% and the capacity boost is 100% reduced from 250%. I have scaled down a lot of things because they all multiply eachother and make units that are 20x more powerful than the original.

The raiders and pirates raiding should be fixed (Yay / groan) . There was a bug preventing them from actually raiding your goods for quite some time. Feel free to take them all back from their base

Nanite swarm artifact effect now does 25% across 2 turns to do damage faster than it can be repaired.

Asteroid mining has been NERFED! (*screams* *gunshots*) The overcrowding rate on asteroid mining has been changed to something more logarithmic so you get an exponentially lower output the more power you have past 100. Pretty much can't get anymore than 10x the resource value per turn no matter how much military power you throw at it,. You do still get your research bonus against the total though which now plays a bigger role.. Asteroid mining is meant to be a place to get some small amount of critical or missing resource without having to take territory and setup factories. It very viable on small scales but you can't replace your industry with it. That breaks all the games base mechanics.

All the special units are getting scaled down in stats by something like a third. I haven't pushed this change yet, i'm waiting till tomorrow to give players a chance to dump their units before their capacity drops makes them go into space. Almost all of the special units,the ones you find on mysterious missions are being scaled down. usually the attack multiplier. The biggest one you will see now is 3x not 5x . Hitpoints come down about that much also. Some speeds were lowered. Space train took a hit from 25K cargo to 15k cargo warp carrier capacity lowered etc. There is good news though. The upkeep of the units have all been lowered to be just a little higher than normal. the Cyber and AI units usually had their upkeep even lower than their normal counterparts. No exactly a logistics boost, but a significant reduction in cost for people with these units.

A stealth update from weeks ago made it so you can load units onto a carrier even if that unit i loaded with cargo itself. This was done make Haul missions and such a little easier since youcanload a haul mission onto a transport, then load it and fly it to the destination and search with the carrier and it should do every thing correctly. Is a little wonky because there's no way to actually add or remove cargo from those until you actually unload it.


This is all being down to try to get all money booms out of the game before we reset it

And as for a reset, that is NOW what I'm working on. I'm going to get things ready to reboot the game, offer all previous players boosts. Change some of the available starting boosts. When I have that ready to go I'll announce it with probably a week warning.
5 days ago
Topic:
Game stopped progressing

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Topic: Game stopped progressing
Paokan wrote:
I am watching the game the last hour and it seems that the progress of the orders has stopped. Time is running, turns are ticking but nothing happens.



There was a glitch preventing the turn from flipping without an error. It was corrected the same day/ Sorry for the inconvienence!
7 days ago
Topic:
Game stopped progressing

Paokan
Paokan
Posts: 1
I am watching the game the last hour and it seems that the progress of the orders has stopped. Time is running, turns are ticking but nothing happens.
29 days ago
Topic:
Order Failure

Blackadder
Blackadder
Posts: 2
Blackadder
Blackadder
Posts: 2
Topic: Order Failure
I give orders to my freighters and transports, but they don't do anything. I order them to sell efverything to cities, but they don't sell anything. I'm losing credits turn after turn.
8/23/2019
Topic:
Spaceport Update

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Topic: Spaceport Update
Spaceport mechanics have been changed. An underwhelming update for sure since there is maybe one viable spaceport around earth owned by Boldor right now.

Spaceports can now be sold to like a city. The spaceports demand is the weighted demand of the planet it is in orbit over. The volume is the sum of all the volume. To see the specific number per product you can view the planet in the viewscreen and look at the average demand and volume. They should now be the weighted average also. Selling to a spaceport causes all the demand to lower appropriately across the cities by a weighted amount. Using a spaceport and selling to the city also you can drop the demand by 2 points a turn.

The owner of the spaceport get 0.1% of the value of the trades. Upping the Spaceport level does nothing but increase its hit points and firepower at the moment, But its attack type has been changed to that of a shipyard. The More Info tab on the spaceport shows some basic buy sell information for the owner

I might make upping the spaceport allow for even more volume to be pushed through it, possibly being 10x the planes volume at level 10. That could allow for 10+ points of demand a turn to be moved.

The last thing I will work on now before a reset of the game will be the political prestige stat. Hopefully that will be easy to implement. The political stat will be based on the titles you hold and Megastructres you own. At first all it will do is add a bonus to your existing logistics cap and increase your voting power by a percentage. In the future i can become a little more interesting.

The Missions and anomalies feature is going to also be fleshed out more. Currently it only does transport missions in a few test locations. It will be modified to be randomized across the galaxy and more missions types will be added before a reset. I'm still shooting for end of September to get these last features in and stable before announcing a reset .
8/22/2019
Topic:
We are going live on Saturday May 13th!

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Topic: We are going live on Saturday May 13th!
Daniel wrote:
You should do a big, phony active users count like they have on Omegle. Just say start by saying there's ten thousand active players, and for every time somebody questions it, multiply by ten.



Barons of the Galaxy has had several thousand players concurrently in the database at some point in time! Currently AAA titles on steam don't that have many active players! The game has been viewed in a browser in some form over a MILLION times!
8/22/2019
Topic:
What the hell does "coroporation" mean?

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Topic: What the hell does "coroporation" mean?
Daniel wrote:
Are you guys inventing your own words now? Where do I get the dictionary?
edited by Daniel on 8/21/2019



I assume that's a typo, where did you find that one at?
8/21/2019
Topic:
We are going live on Saturday May 13th!

Daniel
Daniel
Posts: 2
You should do a big, phony active users count like they have on Omegle. Just say start by saying there's ten thousand active players, and for every time somebody questions it, multiply by ten.
8/21/2019
Topic:
What the hell does "coroporation" mean?

Daniel
Daniel
Posts: 2
Are you guys inventing your own words now? Where do I get the dictionary?
edited by Daniel on 8/21/2019
7/20/2019
Topic:
What should we work on next?

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
Topic: What should we work on next?
Anomalies and Missions have been put in the game in a limited way to test the system. There are a dozen or so Settlements around sol and gulyaev. You can see these settlements on the viewscreen - Overview or in the Events page now. You have to have a military unit at the location to accept their missions. Only one mission per military unit. You can only have a number of active missions equal to your corp level

You can only do simple cargo haul missions for now. There are a dozen more mission types that are going to be added including anomalies in deep space which will reward explorers.

The cargo mission takes a deposit worth what the product you're being handed is worth. You get it back plus pay on delivery. Use the Search Location order to complete missions (don't sell it). If your unit is destroyed the mission will end. There is no way to abandon a mission at the moment but they have a timeout or a delivery turn which is something like 10 turns plus the distance divided by 10 (slowest ship should make it with several turn to spare).

A ground unit with a mission, can be loaded onto a carrier and the carrier can search a location to complete a mission. When a fleet or carrier does the search command, every unit in the group or being carried by will also execute a search command if it has a mission attached to it.

Ground units with cargo can now be loaded onto a carrier. There will be some cargo space changes and some quality of life improvements being made soon to make transporting 100 loaded transports on a carrier less exploitive
7/8/2019
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.
6/26/2019
Topic:
[minor - display] Artifact (since last patch)

Doctor Dread
Doctor Dread
Administrator
Posts: 1418
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
6/24/2019
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: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
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: 1418
Doctor Dread
Doctor Dread
Administrator
Posts: 1418
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: 1418
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: 2
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: 1418
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.




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