cyb0rg Posts: 123
4/10/2016
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In viewscreen under "resources" city names are not properly displayed. I am only seeing coordinates for most of them.
*Edit* Doh! That's because they are areas where there is not a city. edited by cyb0rg on 4/10/2016
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cyb0rg Posts: 123
4/10/2016
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HQ queue is not building anything now. It shows in the main asset list as building something but the build time is not going down (and I have enough money to build it).
*edit* I cleared all my other queues and it started building. Perhaps we need some sort of unified building queue that shows a list of what we are trying to build, rather than having to check every single unit we own. edited by cyb0rg on 4/10/2016
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cyb0rg Posts: 123
4/10/2016
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On the corporate page in the Corp HQ button, "corporate" is spelled wrong.
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cyb0rg Posts: 123
4/10/2016
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How much cargo is needed for APC? I have a scout with 50 cargo and I can't pick one up.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
In viewscreen under "resources" city names are not properly displayed. I am only seeing coordinates for most of them.
It only shows the Top 10, it's like that on every screen. It won't scroll but you can reverse it do be low to high. There is a dropdown above the list that lets you narrow it to specific resources or choose things like total amount,Count (how many different ones are there) etc.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
HQ queue is not building anything now. It shows in the main asset list as building something but the build time is not going down (and I have enough money to build it).
*edit* I cleared all my other queues and it started building. Perhaps we need some sort of unified building queue that shows a list of what we are trying to build, rather than having to check every single unit we own. edited by cyb0rg on 4/10/2016
Not a bad idea. On the assets page the last column tries to show you what's building and how many turns are left. It actuallt starts at (for example) 5 and then when it starts building it shows 1/5 2/5 etic until its done. Hopefully big corporations won't get so big they are scrolling through their assets page. The game was designed for you to upgrade highly into a small number of structures to get a lot more production as opposed to having 300 different structures running.
As for why it's not building anything, I haven't looked but you have to have enough credits to start ALL your construction projects or NONE of them will fire. If you are trying to start a 100k structure when you have 500k in the bank but you are also trying to start a 4 million dollar ship at the same time. Nothing will start. The system won't pick and choose what to build in that situation. Its coded for simplicity right now. Something we might expand on if we see it run smoothly though. Perhaps it loops through and tries to build the cheapest projects first.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
How much cargo is needed for APC? I have a scout with 50 cargo and I can't pick one up.
Its at 200 cargo. You need to send it via a ground transport. If you want to ship it to another planet you'll need a least a corvette or a freighter.
OR
Upgrade your scout and push Cargo upgrade about 5-6 times. 50% increase per upgrade starting at 50 cargo.
Maybe I should change the cargo space of those items to be 100 instead. That way you can do it with a scout with 2 cargo upgrades, seems fair. That might happen in a few minutes...
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cyb0rg Posts: 123
4/10/2016
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In-game messages are still marked as new even after they have been read.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
In-game messages are still marked as new even after they have been read.
I think it resets when you log in again. It doesn't track every message read.
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John Posts: 67
4/10/2016
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Got a whopper of a bug for you, seems structures that require materials to produce goods don't actually require the materials. Explains why cyborg is making bank on his spaceport, and why my churches makes 5x as much money as my mining facilities. Also when upgrading a factory requiring materials to produce goods, the amount of goods shown to be required does not increase.
PS: Also for the love of me, I can't figure out how to build non-ACP structures in other cities. (Such as churches) as they seem to only be buildable via the headquarters. edited by Valhalla on 4/10/2016
-- Walk the true path, or be trampled beneath it.
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cyb0rg Posts: 123
4/10/2016
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It might be helpful if resources needed by factories are used after resources are produced but BEFORE sell orders are filled so you don't have to go through and reserve every little resource you need and you can just sell the leftovers by using sell all.
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cyb0rg Posts: 123
4/10/2016
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In the asset window under "change production to", the font on the dropdown is huge. It would be much easier on the eyes if it were smaller.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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Valhalla wrote:
Got a whopper of a bug for you, seems structures that require materials to produce goods don't actually require the materials. Explains why cyborg is making bank on his spaceport, and why my churches makes 5x as much money as my mining facilities. Also when upgrading a factory requiring materials to produce goods, the amount of goods shown to be required does not increase.
PS: Also for the love of me, I can't figure out how to build non-ACP structures in other cities. (Such as churches) as they seem to only be buildable via the headquarters. edited by Valhalla on 4/10/2016
Man who built tis shitty game! =)
I threw in a half fix for the component problem, It requires the comp now but the "sell" of the goods is a turn delay. Fix it tomorrow maybe.
I don't think there are ACP for the services like Churches. This is an oversight.
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cyb0rg Posts: 123
4/10/2016
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Maybe instead of a whole separate list acp could be a checkbox.
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cyb0rg Posts: 123
4/10/2016
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The option to dissolve a ACP building says "half value" is 50k, but ACP costs 150k to make.
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John Posts: 67
4/10/2016
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Doctor Dread wrote:
I don't think there are ACP for the services like Churches. This is an oversight.
Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P
PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything. edited by Valhalla on 4/10/2016
-- Walk the true path, or be trampled beneath it.
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Doctor Dread Administrator Posts: 30
4/10/2016
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cyb0rg wrote:
The option to dissolve a ACP building says "half value" is 50k, but ACP costs 150k to make.
That's probably won't change. The ACP which costs 150k makes the typical 100k structure. I don't track where the structures came from.
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cyb0rg Posts: 123
4/10/2016
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Could use an option to abandon a stack of products/resources.
Also, maybe a quick sell button on a stack of resources would be good (to take you to create contract screen and pre-fill the form). edited by cyb0rg on 4/10/2016
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Doctor Dread Administrator Posts: 30
4/10/2016
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Valhalla wrote:
Doctor Dread wrote:
I don't think there are ACP for the services like Churches. This is an oversight.
Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P
PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything. edited by Valhalla on 4/10/2016
The workaround is too relocate your Corp HQ and build from there until I put them in =)
No warning on cancel construction something I need to look into.
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cyb0rg Posts: 123
4/10/2016
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In Create Contract I can't get "Find on Map" to work.
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