Doctor Dread Administrator Posts: 1478
6/30/2016
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These are things that have been added since last update
- City Rulership event in place and seems to running as intended now. Tangoor Dynasty and Core Engineering are the first city rulers of all of Barons of the Galaxy. Hopefully we'll have a planetary rulership event by next week.
- There is a new "Dangerous Fad" event in place. It has a vote component and also uses a system of random flavor text depending on the product category the event fires under. This is going to be used in future events. Every event we add introduces a new feature in the code that we're testing in Alpha and will be used in future events. Hopefully speeding up how fast we can implement new event types the more we make.
- The event description under the politics page has a link to the location of the event.
- Terran federation ships now spawn and patrol the Sol System planets. They respond to battles that are not within cities. They randomly move towards battles and guard the location for random amounts of time. They are designed to stop you from attacking other players into complete destruction but they don't respond fast enough to stop you from raiding another player for a few rounds.
- Battle messages will not send you a new message if you currently have an unread message for a battle in the same location.
- The Top 10 grid on the Military subtab has been re-worked to show an accurate count/power of military units. The checkboxes for the different types of units also responds correctly now.
- The Assets page location columns has been trimmed to show only the Sector,System,Planet,City to save space on the grid.
- When you edit a contract, it loses the "exact price" that you had previously set. This was corrected.
- New cities start at a population of 900,000 instead of 90,000. The rate at which they grow was increased also. Which, at 100 AVG Demand should be 50% every 100 turns (1 week)
- You should be able to make a group of ground units even if they are upgrading now. The only time you can't upgrade units is when they are carried on another unit.
- All ship upgrade types, Hit points, Attack, Cargo, Hangar, Move Speed now give a 50% boost per level to their appropriate stat instead of the varied percentages we were using before. A fully upgraded Scout should go 120 spaces a turn. That's probably "Point 5 past light speed" and could probably do the Kessel run in under 12 parsecs. Alternately you can make a Battleship with 30,000 Hit points
This week we're going to try to get the planetary and system rulership events up as well as a combat oriented event. We're also looking into doing more work for artifacts. We would like to try an Open Beta test in the next 2 weeks and probably launch a Kickstarter at the same time. Maybe July 15th edited by DrDread on 6/30/2016
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Doctor Dread Administrator Posts: 1478
7/4/2016
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There are a few more things we threw into the game today.
- Comms messages relating to Battles and Events should now have a link t that battle or event in the message itself. Eventually all comms from the system will have links like this.
- There is a new list option on the Battle page called "Size" (in addition to Grid and Icons) which will display the units as rectangles which scale to the units Size stat. This gives an idea of how much force the different units are in relation to each other,. We're still playing with the look, because blue rectangles look ugly, but the basic concept seems to be working..
- The "Size" stat of the ships in the game was increased significantly to be more in line with the other units. Size in combat determines how much total fire is drawn to that unit. Ships should be drawing more fire in a battle now.
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Doctor Dread Administrator Posts: 1478
7/5/2016
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The planetary ruler event is in place now. Its set to launch an election for a planetary emperor when there are 3 city rulers on a planet. Going to try to force a few cities in Odegard to try it out over the next day or two.
Also, I've realized that that the fastest way to get 500+ industry is to bring in End product factories or infrastructure type of products which pump out 50 to start and a lot more after you level them up a few times. Technically they don't need their components present to be considered producing. Not sure if that's a bug or feature, but you are paying for the structure to run.
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Doctor Dread Administrator Posts: 1478
7/7/2016
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A few significant changes went in today:
- The Ship size update was toned down greatly. Ship size determines its logistics. The sizes were slightly reworked.
- Structure logistics was raised from 5 per level to 10 per level. At higher level corp levels, 5 per level was pretty restrictive. Its a limitation to prevent hundreds of level 1 structures in every city in the galaxy
- Military Bases now produce higher level stacks of units in the same time it takes to build a single unit. A level 5 base can make a level 5 unit in that units standard build time. If you select a lower level unit then the time is reduces accordingly to a minimum of 1. The multiplier on the base (x10, x25 etc.) essentially represents how many times faster it can produce units. The cost is still multiplied and there is no cost bonus for being built at a base
- Shipyards Start to get a construction time bonus after level 5 of 20% per level. At level 10 a shipyard constructs ships in half the time. We're looking into having high level shipyards being able to produce higher level ships. That might show up soon.
- Hangar space on shipped was adjusted upwards. The frigate now has a hangar of 2 also.
- Upgrades on ships have gone from +50 per level to only +20% per level for all upgrades. a level 10 ship with all HP upgrades will have 3x (+200%) the HPs of the base ship. A level 10 firepower battleship might be able to compete with a dreadnought instead of a level 2 one. The cost of upgrades and upkeep cost has been reduced. a level 10 ship costs 2x as much as the base ship.
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Doctor Dread Administrator Posts: 1478
7/10/2016
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Sunday night we pushed the following changes up:
- There is now a "Popular Fad" event which is sort of the reverse of the "Dangerous Fad" Event.
- We added the first combat oriented event "Hostile Raiders". It creates a Military base in a random location with a few units that go out and raid nearby products from other corps then goes away after 100 turns. Its pretty simple event right now but we will make it more interesting once we shake the bugs out.
- There is a new NPC Corporation called "Raiders" which are the generic neutral hostiles for events like the one above.
- The transfer Cargo order now has an option to Pick up or Drop off "Everything" when selecting a product type. This will NOT drop off every product type you are carrying in one turn but it will drop off or pick up a single product type every turn until it can't anymore and then move on to the next order. If this works well we'll try to add this option to Items and the "Sell" order as well.
We are going to force a few more city spawns in Odegard this week to try out the planetary ruler event. And then possibly force a few more to try a Star Lord Event.
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Jazzek Posts: 57
7/11/2016
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Most of those new things seem cool, the pick up/drop off everything thing seems fairly lacklustre though... It's going to save maybe a couple of clicks when setting up the order but doesn't do anything to alleviate the problem of a transport/freighter sitting there forever dropping off/selling 1 type of item at a time, which is the real problem. The raiders event sounds fun. If they spawn in Sol, the Terran foundation should offer a reward.
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Doctor Dread Administrator Posts: 1478
7/11/2016
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A quick update tonight.:
Cities at low populations, like new cities, will have their demand increase per turn restricted for the higher tier products. This gives corporations a chance to supply cities with the lower products first without having to worry about the other 150 all at once. As the population starts to grow the other higher tier product types demand will star to increase normally until a city hits 5 million population where all demand increases normally.
Under 2 million population only the tier 1 products will increase demand as normal. These are the products made directly from resources (Food, Meats Chemicals, Metals etc.)
At 3 Million population the tier 2 products demand will increase as normal. These are the Components category (Alloys, Polymers, Fabrics etc.)
At 4 million population the tier 3 products will increase as normal. These are the Civilian Services (Restaurants, Spaceports, Housing etc.)
At 5 million population the tier 4 products will increase as normal. These are now considered the End products (Contraband, Gadgets etc.)
The demand for the higher products in low population cities does not actually stop entirely, but it goes up at 1/10th the normal rat which should be only10 points a week. Events can still effect these products however.
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Doctor Dread Administrator Posts: 1478
7/17/2016
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There was a major change to the Items in the game. We have removed the separate ACP Items for each specific structure and instead went with a generic "(ACP) Structure" item that can be deployed as anything from the orders screen. The ACP Military Base and Shipyard remain as separate items still. We've updated everyone's assets to combine their items into the new (ACP) Structure item and changed existing orders to use them,.
This was a desired change to reduce the clutter and hassle of separate items but it's also another step towards Artifacts and the items they make. The artifact items are going to be added to the list when we implement them. They will probably be handled in a similar way with a handful of actual artifact items which can be "deployed" in various ways
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Doctor Dread Administrator Posts: 1478
7/26/2016
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We have been working on Artifact items this week. We hope to at least have the mining of Artifacts resource into different items implemented by this weekend. You will be able to build a Research Facility on an Artifact resource similar to other resources but instead of producing a product you will choose a general type of artifact item you want to build. The artifact resource will put points into a progress bar which builds an artifact item when reaching its maximum. Different types of artifacts can take varying amounts of resource to produce. Higher artifact resource values will provide faster progress and overcrowding by other players can make your facility cost more to run similar to normal resources.
The items you can produce will be relatively few and general in nature (Military, Movement, Production, Large and Small) but when they are deployed, usually onto an appropriate ship, military unit or structure you can choose from different types of implementations such as Weaponry or Shields. A category of navigation, mysterious or "treasure map" artifacts when deployed onto a ship might initiate a personal quest like event for that ship or can cause a public event in that area or a temporary worm hole to open to far off part of the galaxy. We're still playing around with the details but many things are possible using a system like this since we don't have to necessarily make a new in game item to have more "effects"
We still plan to launce an Open Beta Test this weekend on Saturday the 30th. The game will be reset and Sol system will be tweaked having the number of cities and total resources reduced significantly. Hopefully the game will be stable during the following week in time for a re-launch of our Kickstarter campaign planned for August 6th. edited by DrDread on 7/26/2016
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