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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


9/17/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
I have been working on a lot of little things this week. Demand screen performance. Bug with Carrier loading/unloading not updating stats, Contracts showing cargo and carried units value., The mouseover on viewscreen for Emperors and Star lords (Congrats Machina as the first Star Lord of Gulyaev). Escorts using warp gates if at the same location. No vote message for 0 vote weight (Dist Centers). I did some ground work on Comms messages to filter them better but it didnt make it this week.


I want to try to implement units "Sell Everything" actually sell everything at once, essentials acting like 4-5 different ships if carrying 4-5 different products. I also want to try to put in the Stop buying/selling at Demand X for units and structures next. And then some changes to battle reports to better see what is causing the damage. The doubling of all ship stats might happen next week etc.

A lot of little quality of life improvements before I get back on new features. The next feature to work on might be either the Ruler Edicts that can inflict punishment on other players if you get enough votes. After that might be the Political Renown score or the Large NPC pirate factions that you can interact with
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


9/17/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Vulpex wrote:
Sell everything is an interesting little improvement - but how are you planning to balance that with the distribution centers which in essence function to sell 10 things at a time (I can easily load 20 types of goods on a ship, though it takes over 3 hours) then I ship stuff over and sell everything at double the effectiveness of a distribution center?



Units are going to have the advantage of dumping everything which allows them to compete better with distribution centers. That's not the reason for the change, that's just an added effect. I think I might be able to make Distribution centers have an option of "sell everything" also though, it would be instead of selecting individual items if you choose it. Distribution centers however might have the advantage of being able to set a max buy sell demand on each of their 10 products where units might not, there's issues with making units do that when it comes to selling everything. On units you can probably set this max min on a single product but on sell everything it will be ignored. Then, normal structures might only be able to do a buy/sell min/max on one item only and won't have the "sell everything" option at all.

So its looking like if you "sell everything" from a unit or distribution center it will sell 100 different products at once if that's whats there, but you wont have any control to do partial quantity or engage Min/max settings. That sounds like the default everyone will use. If you want fine control, you have to not use the "Everything" option which means a unit can sell one product a turn but with more control and a dist center can do it with 10 different items.

Also, I want to make a "Mass Structure Update" screen which will allow you to adjust all the product/buy/sell/min/max settings on all your structures on one screen.

Another fringe idea is to do the same for "orders" where you can see all the buy/sell orders across all your units and bulk change one product type to another, or perhaps one city for another .

I was playing with "Sell Everyting" on Units today on the dev machine, its seems to already be working well. Unless I run into problems with it, i should be up next week Single sell min./max demand option might go in smoothly as well.

But on Min.Max demand setting, what happens if its beyond threshold? The unit will move to next order? It might just run around in a circle unless you do a clever, Wait 100 tuns then loop again. What about structures though? Keep the sell in place but it just doesn't happen if its beyond threshold?
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