2/4/2017
Topic:
AX Reward Ship with no stats
Orexis
|
Thank you is it safe to upgrade them now or wait till the update? |
2/5/2017
Topic:
AX Reward Ship with no stats
Orexis
|
Awesome, they're working great now, thank you |
2/5/2017
Topic:
Wow. In 48 hours I have lost....
Orexis
|
great idea! |
2/6/2017
Topic:
I Think my battle broke the game
Orexis
|
The error happened the turn after I attacked, so chances are it was caused by the battle or results of the battle.
Things that may have to do with it:
1) Nanite Swarm active during the attack (This has been true before though and no issues)
2) A fleet of ships attacking while a separate carrier with fighters/bombers also attacking (The battle seems to have been calculated correctly however, and all my ships were engaged so not sure if this has anything to do with it)
3) War reparations event already ongoing on the planet. It's possible the damage I did is trying to be added to the current reparations event and is bugging out or maybe the damage caused was supposed to be added as a new war reparations event but the current ongoing one conflicted? Something like that
4) The only other thing I can think of different than any other combat I've had, is that a few of my bombers now have the particle beam upgrade. The fighters with steel plating upgrade had previously fought in a battle with no issues. |
2/6/2017
Topic:
I Think my battle broke the game
Orexis
|
Another thing I see is that the population at the location is 90k (super low) and even though demand is terribly high the city has a growth value of 300k+. I wonder if the battle killed enough pop that the city was supposed to despawn but bugged out to a super high growth rate |
2/7/2017
Topic:
I Think my battle broke the game
Orexis
|
thanks DD, guess it was just massive coincidence |
2/7/2017
Topic:
Kaiju dissapeared after being attacked
Orexis
|
I had a fleeting waiting for the Kaiju on Odegard V to wake up and a recurring attack order ongoing. When the creature awoke, the fleet attacked as expected, and the battle report looked normal, but then I noticed a second battle report on the same turn from the Kaiju attacking the area. Looking at that battle report, it was the exact same (all ships showing as taking the same damage, not additional damage, as my attack, just with the sides reversed. I didn't think much of it and figured the battles would recur the next turn and go on until the Kaiju was dead, but nothing happened. I then looked at the location and the Kaiju was gone, nowhere on the entire planet. I think maybe both battles happened simultaneously and since it took over 50% damage from one battle, it likely died - my units show as taking damage from both battles as well so I'm fairly sure this is what happened. The odd thing is, I didn't get any reward or anything, probably because in each battle neither actually shows the Kaiju as "destroyed", so neither probably triggered the reward event but since the Kaiju had negative health it died or disappeared or something. Might want to take a look at bugs like this that could happen if two sides attack each other on the same turn |
2/7/2017
Topic:
Kaiju dissapeared after being attacked
Orexis
|
Correction, bounty did trigger, was just so little I didn't notice 8). I'd still recommend taking a look at this situation though. As at the very least, two battles happen when really it should probably just be one. It also negates the affects from unit damage over time. For instance if the second battle had happened the next turn, the Kaiju would have done reduced damage to my units since it would have been at half health.
Thanks! |
2/8/2017
Topic:
Mothership fight = game broke
Orexis
|
could also be that the mothership events ends on 27289. not sure if we'll get the bounty as even though it would die next turn, it depends on if battles happen before events |
2/8/2017
Topic:
Mothership fight = game broke
Orexis
|
Really hoping the battle happened first, we killed it, and just the reward dispersion is what broke |
2/13/2017
Topic:
Pirate bounties are terribly flawed
Orexis
|
Event ID:17499
Damage Taken Orexis Industries:72% Hackzkie:27%
This payout exemplifies the issues I've previously brought up with the payouts being based on damage taken. The other Corp sent in a single scout to intentionally die knowing at minimum they get 20 million in payout if Noone destroyed the pirates. In this case they got 54 million of a 200 million payout, which after repairs and fleet upkeep costs is a significant impact to the one fielding a fleet strong enough to to take it down in addition to the time investment of sending a fleet to another system
I know you've said tracking damage dealt is very difficult but the current system promotes sending in hp bonuses cheap units to take damage and steal bounties from those actually bothering to fight. Even in the case of someone sending in a large fleet of bombers against fighters, payouts shouldnt reward fighting dumb and should reward someone fighting smart and bringing in something effective at taking out fighters. And please remove the 10% payout for not killing the pirate, the alien motherships pay 100+ mil for sending any unit in to die.
Another issue is payouts for high level ground based "hostile raiders" do not scale at all. A level 9 military base is extremely tough to crack even with a good fleet and pays only 30 mil - my repair costs were ~70 million. While a much easier level 6 "pirate raiders" pays 200 mil. |
2/18/2017
Topic:
Salvage Hurts the Game?
Orexis
|
Agree, Perhaps salvaging should affect demand at twice the rate selling does. You lose a lot of potential money salvaging lots, but at least you can help the city grow this way. Think of it as a gift to the people, you make half as much income, but the people get a lot of half priced stuff, which is great especially if they've also been paying the normal sky high demand rates for food, water, clothing, etc. |
2/18/2017
Topic:
Transporters with cargo into Hangar.
Orexis
|
Last I checked it does, so you just click the fighters you want to go with the carrier and they go with it |
2/18/2017
Topic:
Pirate bounties are terribly flawed
Orexis
|
Unit power does make a lot more sense. And yeah I carry artillery and bombers with me for military bases, though I think bomber damage vs fortifications/bases should be higher personally. Would commandos or other units such as battlesuits and artillery participate in a battle in space or would the battle have to be over land? Doesn't really make sense to me for ground units to be able to fight in space but just curious (I know they do low damage to ships, it just doesn't make logical sense to me is all) |
2/19/2017
Topic:
Salvage Hurts the Game?
Orexis
|
Doctor Dread wrote:
Orexis wrote:
Agree, Perhaps salvaging should affect demand at twice the rate selling does. You lose a lot of potential money salvaging lots, but at least you can help the city grow this way. Think of it as a gift to the people, you make half as much income, but the people get a lot of half priced stuff, which is great especially if they've also been paying the normal sky high demand rates for food, water, clothing, etc.
If I wasn't focusing on UI I would incorporate selling "stacks" via contract. You may not have a use for 100k pork piled up by someone else might take the stack as is. No delivery just change the owner for money
Unfortunately I don't think anyone would bother with this rather than just salvaging over and over millions of units of a product at 1000 demand. |
2/19/2017
Topic:
Pirate bounties are terribly flawed
Orexis
|
Mainly interception of other large fleets. If you know how fast they move, you can predict what locations they'll be in on what turns and lay there with the attack order repeating Also for large freighter convoys with escorts, it's usually easy to see what their repeating route is, and wait on one of their turning points in space and attack there |
2/20/2017
Topic:
Transporters with cargo into Hangar.
Orexis
|
Ahh, you mean groups of units or "armies" rather than "fleets". You want to be able to have, say 5 transporters, grouped up and then be able to load and unload that single group into a carrier. That way those 5 always stay together. That would be a good feature to add, yes |
2/20/2017
Topic:
City Export Tax
Orexis
|
It's a supply/demand process just like real economics. If prices for water or other resources are low where you are, people are going to travel there to buy that resources if it outweighs the cost of travel and buying it elsewhere. Remember there are still diplomacy options, such as offering contracts or trade treaties |
2/20/2017
Topic:
City Export Tax
Orexis
|
ArcherBullseye wrote:
Don't get me wrong. I think what you are doing us an ingenious way to push the game mechanics to their limits. I just think swooping in with a fleet of level 2 ships to buy and dump back on the planet is detrimental to the game as a whole.
You mentioned real life, as and as such that's one of the reasons you have import/export taxes, to protect the host country. Right?
My level one transports buy and drop then my warp freighter comes in and picks it all up and takes it to Odegard to sell and drive down demand. I'm not just leaving it there |
2/22/2017
Topic:
City Export Tax
Orexis
|
And yeah, I definitely see what you're saying. Unfortunately the 105 production logistic limit makes it impossible to supply all 144 resources to even a single city by one person without reaching a cost prohibitive point very quickly, so even someone the size of my company must find others to cooperate with for that city, or must send out trade fleets to buy low and come back and sell high. I lose 15 mil per turn btw at 151% logistics penalty, mostly from production of resources to meet those demands myself In the end it comes down to what DD was saying, the game isn't supposed to be a "nurture" your city type game, it's just about turning a profit for your corp. But I have a feeling you and I are the same in having that compulsion to still try 8) |