Doctor Dread Administrator Posts: 1478
4/11/2016
|
Valhalla wrote:
I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet. edited by Valhalla on 4/11/2016
... It takes $1000 a turn to run a level 1 structure with no bonuses, My corp HQ is running at a cost of $625 a turn right now. My level 3 farms that produce 5x rate only cost $3125 a turn to run.
The bonus is a reduction in cost not a bonus to production. Your cost is dividied by (1 + your bonus as a fraction) so like bonus 50% is cost of (1000 / 1.5) which is $666 (Evil laugh) . 100% bonus divided the cost in half at 200% it would divide by 3
|
|
0
link
|
Doctor Dread Administrator Posts: 1478
4/11/2016
|
Valhalla wrote:
Got another significant bug for you, transports always load as many resources as they can carry. They ignore the amount specified to load.
... That happen on drop off as well? Have to look into that.
|
|
0
link
|
John Posts: 67
4/11/2016
|
Doctor Dread wrote:
Valhalla wrote:
I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet. edited by Valhalla on 4/11/2016
... It takes $1000 a turn to run a level 1 structure with no bonuses, My corp HQ is running at a cost of $625 a turn right now. My level 3 farms that produce 5x rate only cost $3125 a turn to run.
The bonus is a reduction in cost not a bonus to production. Your cost is dividied by (1 + your bonus as a fraction) so like bonus 50% is cost of (1000 / 1.5) which is $666 (Evil laugh) . 100% bonus divided the cost in half at 200% it would divide by 3
Oh, well the bonus is in +% so it's very confusing as to what it does. Everything about it seems to hint that it increases yield, rather than reduces cost.
Also I'm not sure about unloading cargo, as I haven't done that yet, just sold it. I'm guessing you fixed this already though, as my trucks started carrying the correct values, or at least most of them. (Saw one carrying 550 instead of 500, but it may have been before the fix.)
-- Walk the true path, or be trampled beneath it.
|
|
0
link
|
Tressemy Posts: 7
4/11/2016
|
In the "Corporate" window, "Accounting" tab, the balance sheet does not correctly show expenditures for the "Bought" column. When I built my Transport, it cost 10k credits, and they were deducted from the balance, but the deduction is not itemized in the balance sheet. edited by Tressemy on 4/11/2016
|
|
0
link
|
Doctor Dread Administrator Posts: 30
4/11/2016
|
Tressemy wrote:
In the "Corporate" window, "Accounting" tab, the balance sheet does not correctly show expenditures for the "Bought" column. When I built my Transport, it cost 10k credits, and they were deducted from the balance, but the deduction is not itemized in the balance sheet. edited by Tressemy on 4/11/2016
The "Buy" is for when you buy products. You can do that ya know! Buy what you need to make those fancy end products and then PROFIT. Buying cost double what the sell value is so it's not worth it in such a small game where no one is selling so hard that its bringing the prices low. I'm realizing that the "Construction" totals aren't there at all in Accounting I may have removed them inadvertly. Have to take another look.
|
|
0
link
|
Kemot Posts: 43
4/12/2016
|
I upgraded my HQ to level 2, however when upgrading I selected a different resource because I want to be able to produce two different resources but I do not see any information that my HQ is capable of producing the two resources (tobacco and water in my case). At the top of the main tab Corporate HQ I can just see Tobacco and water is not mentioned anywhere.. or can I produce different resources without upgrading my hq?
|
|
0
link
|
cyb0rg Posts: 123
4/12/2016
|
Can't build with HQ, Base and Shipyard at the same time (even if I have enough money). Apparently the queue is shared and can only build one at a time still.
|
|
0
link
|
Naills Posts: 48
4/12/2016
|
I invited someone to my guild, but there are no options for them to accept/reject the invite (guessing its not in game yet?)
|
|
0
link
|
Doctor Dread Administrator Posts: 1478
4/12/2016
|
Kemott wrote:
I upgraded my HQ to level 2, however when upgrading I selected a different resource because I want to be able to produce two different resources but I do not see any information that my HQ is capable of producing the two resources (tobacco and water in my case). At the top of the main tab Corporate HQ I can just see Tobacco and water is not mentioned anywhere.. or can I produce different resources without upgrading my hq? You can produce whatever you want. you don't need to level your Corp HQ. Your HQ can switch Water if you like or make a water purification planet and 12 other things if you want. Leveling up your Corp HQ lets you spend another point on tech that makes that product build cheaper across your whole game. You usually level up and spend points on the things you're making or focusing on Spending points on an entire category (A structure type really) is a smaller bonus but applies to everything those structures can make. The bonus also gets smaller as you put more points into the same thing. It starts off at 25% for the first 2 points then 20 for the next two etc. in the same product
You can look under the Corporate Tab >> Research and it will show where your points have been spent and what kind of bonus its giving you . you can also remove them and spend them elsewhere but you can only remove a point once every 100 turns (almost a day)
|
|
0
link
|
Doctor Dread Administrator Posts: 1478
4/12/2016
|
cyb0rg wrote:
Can't build with HQ, Base and Shipyard at the same time (even if I have enough money). Apparently the queue is shared and can only build one at a time still.
The queue is still shared. If you can't afford to start both at the same time it wont start any, You need to stagger them for now. A fix for that will be in place eventually.
|
|
0
link
|
Doctor Dread Administrator Posts: 1478
4/12/2016
|
Naills wrote:
I invited someone to my guild, but there are no options for them to accept/reject the invite (guessing its not in game yet?)
There should be a "Guild Invites" link on the top of the guild page. It doesn't send out a message or anything right now.
|
|
0
link
|
cyb0rg Posts: 123
4/12/2016
|
Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.
|
|
0
link
|
Doctor Dread Administrator Posts: 1478
4/12/2016
|
cyb0rg wrote:
Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.
Shipyard and bases are considered Military units even though they are more like structures, kind of like defenses. They have combat values and can do damage so they kind of had to be in the Military unit category. Your factories take hits but don't do any damage..
|
|
0
link
|
Kemot Posts: 43
4/12/2016
|
Thank for the clarification regarding resources!
|
|
0
link
|
cyb0rg Posts: 123
4/12/2016
|
Doctor Dread wrote:
cyb0rg wrote:
Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.
Shipyard and bases are considered Military units even though they are more like structures, kind of like defenses. They have combat values and can do damage so they kind of had to be in the Military unit category. Your factories take hits but don't do any damage.. Well like I said, the game said I had 2 ships so I was trying to figure out what my other "ship" was since I only had a freighter. So I guess shipyard is considered a ship but unable to travel off planet. If you want ships built you either have to build them at your HQ or deploy an ACP shipyard somewhere else (to build off-planet). Also bases aren't mobile and cant be carried which means if you want vehicles on another planet you'll have to make a ACP base and deploy it and use it to make new ones (ships can't carry ground vehicles). This is going to make war interesting since the defender can have ground vehicles but the attacker has to deploy a base and build them if he wants any (so vehicles are purely defensive unless you're attacking somebody who is already on your planet).
This will probably lead to people not wanting anybody else on their planet (except maybe guildees) because once they are there it is much harder to defend against them since they can build vehicles now... Also if you want to invade a planet you will need to establish a "beach head" and start building attack vehicles. edited by cyb0rg on 4/12/2016
|
|
0
link
|
Naills Posts: 48
4/12/2016
|
The guide mentions a military base, but I cant see it as a ACP to build, is this a bug? How do I build transports on a different planet without having to build them at the hq and send them over?
|
|
0
link
|
cyb0rg Posts: 123
4/12/2016
|
Naills wrote:
The guide mentions a military base, but I cant see it as a ACP to build, is this a bug? How do I build transports on a different planet without having to build them at the hq and send them over?
My bad, I meant war factory (or vehicle factory maybe)... Hopefully one of those allows us to build them.
|
|
0
link
|
Kemot Posts: 43
4/12/2016
|
There is a vehicle factory but it just produces vehicles as regular products. There is no way to produce transports other than at hq which is insufficient. We do need to be able to produce transports on other planets to make things go swifter.
|
|
0
link
|
cyb0rg Posts: 123
4/12/2016
|
Kemott wrote:
There is a vehicle factory but it just produces vehicles as regular products. There is no way to produce transports other than at hq which is insufficient. We do need to be able to produce transports on other planets to make things go swifter. Maybe if shipyard and base were loadable in freighters (right now they aren't).
I'll build a war factory and see what that's for. It's not buildable as a structure or a military (there is only ACP version) so maybe that's what we want. edited by cyb0rg on 4/12/2016
|
|
0
link
|
Kemot Posts: 43
4/12/2016
|
Thats interesting
|
|
0
link
|