Doctor Dread Administrator Posts: 1478
5/11/2016
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Masdus wrote:
Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed.
Units only move in a straight line in a single turn, one of the 8 directions. So often they will stop and "turn" somewhere along the way to line them up with there destination If you're traveling to another spot that is one square higher but 10 squares to the side, any unit even a fast moving ship will move diagonally one space to line itself up horizontally and stop there, then travel in a straight line next turn as far as it can go. You can usually predict where any units are going to "stop" between two cities. I believe the code will try to resolve a units vertical location first, then the horizontal. This also means that a unit traveling in a loop between two cities doesn't take the same path to and from, it kind of makes a circle or ellipse. It might go up and then to the right to get to a city then goes down and to the left to get back
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Doctor Dread Administrator Posts: 1478
5/11/2016
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Baston wrote:
Okay, it seems we have some problems with the population system. - The cities of the sol system that were here since the beginning are not affected by the population growth. They don't regenerate after battles. - Concerning the battles, for example the battle 665 on Pulto_6 caused a Pop.Lost of 49 000, but the city has lost 432 000 inhabitants in one turn. Plus the fact that they don't regenerate, it's kinda problematic. The three cities that appeared on Pluto after the implementation of the "galaxy expansion" have been completly wiped out. Edit : from further observations, cities do regenerate after battle, but cities where no battles ever occured don't grow. And according to another player, newly founded cities disappear if you remove the industries on them, I will try to test it myself later.
Other bug : Military bases don't help groups to recover faster, it's only at a rate of 1% instead of something like 5% with the ungrouped units. edited by Baston on 5/10/2016
All the cities that showed up in Sol were removed. There are not supposed to be any new cities popping up in Sol. We took them out the same day they went in. Sorry didn't mention it.
The populations of the Sol cities are forced to swing back to a default in any event. They might be swinging back to hard and the combat damage isn't affecting them. Like the demand limiters, the pop default in Sol might be too strict. Sol needs to remain stable no matter what happens there but there needs to be more movement allowed since a lot of players will be playing out there games there.
Military units repairing faster: I haven't checked to see if it works lately so I'll take a look at it but normally repair is 1% a turn but when ground units are at a base or ships are at a shipyard, the repair rate goes up 1% per level of yard or base that is present, the highest one only. So if a level 5 base is there you should be repairing at 5% instead of 1%. I have to double check if what I'm saying is accurate, its changed a couple of times.
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Baston Posts: 40
5/11/2016
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Okay, so the sol system is fixed, that explains a lot ^^ However even if you say that combat damage shouldn't affect the cities in Sol system, it does. Well, they recover so it's fine.
I think that the base level as the repairing rate is indeed accurate, from what I observed. But the problem is, it doesn't work on groups of units which recover at a rate of only 1% even in presence of a military base. You need to remove them from the group to have an higher recovery rate.
By the way, what about the problem with the population growth and the spawn of new cities in the Odegard system ? edited by Baston on 5/11/2016
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Doctor Dread Administrator Posts: 1478
5/11/2016
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Baston wrote:
Okay, so the sol system is fixed, that explains a lot ^^ However even if you say that combat damage shouldn't affect the cities in Sol system, it does. Well, they recover so it's fine.
I think that the base level as the repairing rate is indeed accurate, from what I observed. But the problem is, it doesn't work on groups of units which recover at a rate of only 1% even in presence of a military base. You need to remove them from the group to have an higher recovery rate.
By the way, what about the problem with the population growth and the spawn of new cities in the Odegard system ? edited by Baston on 5/11/2016
Units INSIDE A GROUP aren't reacting to the presence of a Military Base when it comes to repairs, that sounds very legitimate. Have to look at that.
In the Odegard system, or anything outside of SOl there is no limiters in place. If the cities out there have an average demand for products below 200 they should increase in population at a faster rate the lower the demand is. Above that they start to lose population at an increasing rate. The demand is not limited so they will keep rising until they max at 1000. The current settings make demand rise naturally at about 500 a week. But if 90% of the demand for product starts to go that high, the population will plummet. There isn't anything in the code that destroys cities. I think there might be something that keeps the minimum population to something like 10k or at least keeps volume from not going below 10 maybe, have to check on that.
The only real effect of losing population is that the volume will go down. You might try to sell 1000 units of product but the volume is only 50 so it literally takes 20 turns to do It but you also dropped the demand by 10 (you pushed it down 20 but it naturally goes up half a point a turn) . You can potentially plummet the demand with a large shipment after making a killing on it if the demand was at 1000.
The rate at which the demand goes up, which is half a point a turn, is probably too high. It makes demand go up to 1000 in 2 weeks if no one sells. It used to be 0.1 a turn which would take it 2 and half months to go to 1000 unsold.
With less cities it makes more sense but I feel that there will be a lot of small cities started outside of Sol. Every good resource will be jumped on and taken to past 500 industry pretty quickly.
Its all hard to predict though. With no Terran Feds out there and only Player rulers defending their cities people might flock to the cities instead of be spread out everywhere. Need to get that ruler ship event in place. We'll see =)
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Baston Posts: 40
5/11/2016
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Isn't 200 a bit too low ? Well I guess if we change to 0.1 a turn instead of 0.5 it will be a bit less problematic. Because with 0.5,we need to sell more than 80 different products each turn to make the average demand drop (half of the total number of products). Not really feasible. With 0.1, we need to sell about 16 products a turn, that's easier to manage. Another simple solution could be something like that : the bigger the city, the lower the limit. This way small city can grow faster and easily, and big ones become more challenging.
Concerning the minimum population, I made a stupid test : I spammed attacks on Pluto_2 and managed to make the population fall to 1 xD Now the demand volume is 0, I can't sell anymore, and because the growth rate is something like 1%, 1% of 1 is rounded to 0, so there is no longer a growth of the city xD
Concerning the spawn of cities, I think there should be a limit on the number of cities per planets, according to the number of ressource slots. Otherwise there will be something like 50 cities on one planet, visualy it won't be pratical at all, and even worse logistically. (unless we can sell to the whole planet in one turn, which is probably not a good idea, killing the game interest)
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Baston Posts: 40
5/11/2016
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I found a serious bug with the "Guard" order. When I ask : - Guard entire location, it forces the guard order to 10 turns. - Guard single corp, it forces the guard order to 1 turns. - Guard guild, it forces the guard order to 5 turns.
Btw, I have now two industries that reached 500 or more prod on Odegard XI, but no cities appeared. Edit : cities finally appeared. Don't know why they did not before. edited by Baston on 5/11/2016
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Masdus Posts: 68
5/11/2016
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Doctor Dread wrote:
Masdus wrote:
Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed.
Units only move in a straight line in a single turn, one of the 8 directions. So often they will stop and "turn" somewhere along the way to line them up with there destination If you're traveling to another spot that is one square higher but 10 squares to the side, any unit even a fast moving ship will move diagonally one space to line itself up horizontally and stop there, then travel in a straight line next turn as far as it can go. You can usually predict where any units are going to "stop" between two cities. I believe the code will try to resolve a units vertical location first, then the horizontal. This also means that a unit traveling in a loop between two cities doesn't take the same path to and from, it kind of makes a circle or ellipse. It might go up and then to the right to get to a city then goes down and to the left to get back
That does not explain a unit with a move of 5 moving a single diagonal location, which should only require 2 moves
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Masdus Posts: 68
5/11/2016
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Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.
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Doctor Dread Administrator Posts: 1478
5/11/2016
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Baston wrote:
I found a serious bug with the "Guard" order. When I ask : - Guard entire location, it forces the guard order to 10 turns. - Guard single corp, it forces the guard order to 1 turns. - Guard guild, it forces the guard order to 5 turns.
Btw, I have now two industries that reached 500 or more prod on Odegard XI, but no cities appeared. Edit : cities finally appeared. Don't know why they did not before. edited by Baston on 5/11/2016 Guard bug found, was actually a display problem it was actually set correctly just displaying the wrong column in the database. I found the repair while in a group problem also The cities appearing check happens on every 100th turn along with Titles. Every 100th turn for some reason has become the special turn where some of the bigger checks happen once a day or so I haven't pushed the fixes yet, I have a few others coming in the next update hopefully in a couple of days. As always thanks for the reporting =)
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Doctor Dread Administrator Posts: 1478
5/11/2016
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Masdus wrote:
Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.
This bug keeps lingering, its a timing problem that I'm missing somewhere, Military needs to be recalculated before the whole logistics thing happens.
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Masdus Posts: 68
5/12/2016
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Doctor Dread wrote:
Masdus wrote:
Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.
This bug keeps lingering, its a timing problem that I'm missing somewhere, Military needs to be recalculated before the whole logistics thing happens.
It is going to kill me when you find it.
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Baston Posts: 40
5/12/2016
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Concerning raids, I think there is a problem in the amount of ressources we can raid each turn. If I attack with for example 1 or 2000 mechanizeds (in size), I raid 20 in both case. For what I know, the amount we raid is : power / size Shouldn't it be : (power * number of units) / size. Or simply : power ?
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Doctor Dread Administrator Posts: 1478
5/12/2016
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Baston wrote:
Concerning raids, I think there is a problem in the amount of ressources we can raid each turn. If I attack with for example 1 or 2000 mechanizeds (in size), I raid 20 in both case. For what I know, the amount we raid is : power / size Shouldn't it be : (power * number of units) / size. Or simply : power ?
The raid mechanic was incorporating the size of the unit as an easy way to make smaller high attacking units raid better then say a freighter. But you're right there is a missing exclusion for ground units that level up, they are being stuck at the same amount because their size is being used to divide their power. It's a big but the whole mechanic was quick and dirty at the time.
I really need to go ahead and make a "Raid Power" stat on all the units and not use this kind of monkey logic in the first place. Be a lot easier to control and understand as a "stat".
I'm working on a bunch of changes, I'll try to get this one in also.
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Doctor Dread Administrator Posts: 1478
5/14/2016
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Masdus wrote:
Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.
I'm not seeing your bug. Your military units seem to be costing what they should . They all cost per turn 10% higher than normal . A commando is normal 16 per turn *100 (level 10) its 1600 per turn. Then add 10% because of your 10% penalty and its 1760 per turn. A corvette is 500 per turn normally, its 20% more per level for upkeep so level 10 its 1500 per turn. +10% penalty is 1650. Your total military upkeep cost should be 10% higher than normal right now.
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Masdus Posts: 68
5/14/2016
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Yeah my issue was when deleting units, it didn't appear like the total military spend was adjusting properly.
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vadio123 Posts: 3
5/16/2016
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turn is die again
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Baston Posts: 40
5/27/2016
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I found a bug so big that I'm amazed that no one noticed before me : Buildings that use ressources to produce other ressources use only 10 units regardless the level. Which means you can produce 6000 units with 10, no wonder why no one trades...
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Doctor Dread Administrator Posts: 1478
5/27/2016
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Pfffffft..... Some testers everyone else besides Baston is! This is why the money is out of control on the end products. Baston, free account for life! =)
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