Doctor Dread Administrator Posts: 1478
4/26/2016
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Baston wrote:
Just a question. There is no refund when you cancel a construction ?
No, currently there is no refund for canceling and I apologize that it doesn't even warn you, it should by next update. The option to cancel once the money is taken and construction started might be taken away completely. Moving money in and out of your corp between turns is messy code-wise, the game wasn't built to do it and it opens up possible exploits. However we don't want you to have to wait a turn to cancel a construction queue so we're kind of caught in the middle. A warning when trying to remove something from your queue is all I need to put in
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Doctor Dread Administrator Posts: 1478
4/26/2016
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CmrdRowen wrote:
Tutorial 10 doesn't complete after deploying a structure outside of HQ city
I just checked and you are right, something is wrong. You have a structure at another location. I can't look at the code till later but I have a feeling it might be something do with having other buildings up before dropping the ACP? You might have done something unexpected with your build order and its confusing the tutorial. Either way it's a bug, if you have a structure outside your CorpHQ it should trigger. I should get to it by this evening and it should magically work for you by then.
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ChromaBear Posts: 14
4/26/2016
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I built a sports arena in my Corp HQ but I can't seem to find it anywhere once it has been produced. The components have been used though.
Ps: Great game, love it so far
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Baston Posts: 40
4/26/2016
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There is a bug with the attack order. When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.
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Doctor Dread Administrator Posts: 1478
4/26/2016
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ChromaBear wrote:
I built a sports arena in my Corp HQ but I can't seem to find it anywhere once it has been produced. The components have been used though.
Ps: Great game, love it so far
The "Services" type of structures don't actually make a product, They sell directly into the city they are in. you can't load 200 Sports Arenas onto a transport =)
If your Sports Arena is set to sell you should be seeing money coming in. Under Corporate Tab, go to Accounting >> Production. The money should be coming in there.
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Doctor Dread Administrator Posts: 1478
4/26/2016
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Baston wrote:
There is a bug with the attack order. When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.
That's a good one, thanks =)
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ChromaBear Posts: 14
4/26/2016
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Ok I get it, although I found it was much clearer under "ViewScreen" -> "demand" on the said location. Also, is it normal I got around 9000€ from it eventhough it cost me loads more? If it is, what's the point in producing those structures?
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Istandor Posts: 2
4/26/2016
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On the "Corporate" screen. The description for "Politics" misspells "corporation".
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Baston Posts: 40
4/26/2016
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I have found something nice : With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money. The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.
Also, there is a typo in ViewScreen / Industry / Civiian Services.
By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine. Otherwise, I can technically build anything and don't care anymore about money x)
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Doctor Dread Administrator Posts: 1478
4/26/2016
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CmrdRowen wrote:
Tutorial 10 doesn't complete after deploying a structure outside of HQ city
Hilarious bug is fixed. You're at tutorial Complete now. The code was looking for a structure of yours where the X and Y location was different than the X and Y of your Corp HQ. Problem is that since you made a structure directly to the side of your corp HQ only your X location was different not the Y. Its been changed to "NOT (X and Y of your CorpHQ)" HA I love coding =)
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Baston Posts: 40
4/26/2016
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Me again
I created a Group of Units to attack, and the general HP of the group dropped to 93% after an attack. Then I removed all the units from the group, I checked their HP, it was 100% for all. Looks like there is a reset of the HP when leaving the group.
Well, that's all for today, I'm gonna sleep (4 a.m. in France).
I will be back later with new bugs edited by Baston on 4/26/2016
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Doctor Dread Administrator Posts: 1478
4/26/2016
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Baston wrote:
I have found something nice : With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money. The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.
Also, there is a typo in ViewScreen / Industry / Civiian Services.
By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine. Otherwise, I can technically build anything and don't care anymore about money x) I haven't been able to upgrade without the funds yet. I just tried, I have to look into what's going on with yours.
If your funds goes negative that exceed half your net worth (I think that's the rule) your corp will be liquidated. All your structures will be salvaged back for 90% of their value and you will have noting but a lump of money to try again with
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Doctor Dread Administrator Posts: 1478
4/26/2016
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Baston wrote:
I have found something nice : With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money. The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.
Also, there is a typo in ViewScreen / Industry / Civiian Services.
By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine. Otherwise, I can technically build anything and don't care anymore about money x)
I was able to make your bug happen on my test server but I'm still not 100% sure what triggered it. I THINK I fixed it let me know if it happens again. The suspect is that on the LAST turn you just made 80k+ and that might have been leaking into the current turns calculation.
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Doctor Dread Administrator Posts: 1478
4/26/2016
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Baston wrote:
Me again
I created a Group of Units to attack, and the general HP of the group dropped to 93% after an attack. Then I removed all the units from the group, I checked their HP, it was 100% for all. Looks like there is a reset of the HP when leaving the group.
Well, that's all for today, I'm gonna sleep (4 a.m. in France).
I will be back later with new bugs edited by Baston on 4/26/2016
Units heal slowly (1%) a turn and faster when in the presence of a military base or shipyard depending on its level, up to 10% or so a turn. They don't heal while in combat
Are you sure they didn't heal normally over the next turn or two?
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Doctor Dread Administrator Posts: 1478
4/26/2016
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ChromaBear wrote:
Ok I get it, although I found it was much clearer under "ViewScreen" -> "demand" on the said location. Also, is it normal I got around 9000€ from it eventhough it cost me loads more? If it is, what's the point in producing those structures?
It shouldn't cost you loads more. if you are BUYING everything you need then yes you probably won't be profitable. If you produce everything you need they you should make money, but ideally you contract with another corp or two to deliver the stuff you need at the location at a much better price (they probably have tech to build it cheaper) and then you can make a LOT of profit.
The tier 1 structures like farms, metal, etc. take $1000 to run (without your corp HQ there or any tech) and produce 10 units worth 100 (normally) . the tier 2 structures, also called Components, take 10 units worth of those products ( different kinds but adds up to 10) and another $1000 to run to produce 25 units of the components. You paid twice as much but you got back 2.5x the qty of products. Then the tier 3 structures, also known as end products or services take 10 units worth of components and another $1000 but produce 50 units of goods which is doubling it again.
Its hard to make a lot of profit if you have to bring together several different categories of products because your corporation will generally specialize in one product or category (tech wise) which lowers the cost of those few things. You have to work with other corporation to make the profitable huge end product industries.
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Doctor Dread Administrator Posts: 1478
4/26/2016
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Baston wrote:
There is a bug with the attack order. When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.
I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?
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cyb0rg Posts: 123
4/26/2016
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Typo on the assets page. "Logisitics" should probably be "Logistics". Can't believe I didn't notice that earlier. edited by cyb0rg on 4/26/2016
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cyb0rg Posts: 123
4/27/2016
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Whoah upgrades take forever now. 35 turns to lvl 3 factory. Is that supposed to take that long?
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Baston Posts: 40
4/27/2016
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Doctor Dread wrote:
Baston wrote:
There is a bug with the attack order. When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.
I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?
I managed to get the same bug again. You can check the unit group BugTester. Point is, it also show an error when I precise the number of turns of attack, but I had to wait a few turns in each case after creating the order to bug the edit.
Concerning the HP, my group didn't heal when being at the same location than my HQ, it stayed at 93% according to the notes of the assets page, but when I removed the units from the group they were immediatly at full HP, without waiting even one turn. I will try to make it happens again.
Minor problem with group of units : the cost per turn of my group shows 0, but the total cost of my units is 15.
New one : my transport WaT2 sold 557 units of water with only a 500 units storage capacity, according to my accounting page turn 247. And 259 units the next turn. I didn't produce these ressources. edited by Baston on 4/27/2016
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Radu85 Posts: 6
4/27/2016
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I also have a problem with tutorial 10, step 3. It doesnt look like this: I cant see the Qty:All , just the name of the structure.
3 | Deploy a Structure | (ACP) Water Purification - Qty: ALL
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