5/27/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
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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! =) |
5/28/2016
Topic:
Distribution center
Doctor DreadAdministrator
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If you're already transporting the products there, what's the advantage of having someone else sell them for you? It's a rare case where the ship doesn't want to sit around selling at a low volume and would rather dump it for someone else to sell and go back.
The distribution center idea makes more sense where you don't have any production in a big city but you want to sell all sots of stuff there so you put a distribution center in and ship stuff to location. The DCenter can probably be set to sell 5-10 different products at once at different rates depending on its level. When the number of structures you can have is much lower like it's going to be the DCenter becomes a viable option. |
5/28/2016
Topic:
Preparing for Alpha Test 3 within the week
Doctor DreadAdministrator
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UPDATE: We're planning to restart the game on Sunday May 28th |
6/7/2016
Topic:
Holy Taledo We're back up again! Alpha Update
Doctor DreadAdministrator
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My god what a disastrous server outage. We've been down for a week. New server and then had to re-install the entire OS and everything. We're still configuring things and I just got the forum back up which thankfully is right where it left off.
If you recently registered on the site, like in the last week, you MAY have to register again, give me a day or two on that.
The Alpha Test 3 will launch with everyone on the site as soon as things settle down with the server. Hopefully that will happen tomorrow or within a couple of days. |
6/7/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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This is the official bug reporting thread for the Alpha Test v3. The game was just launched today 6/7/2016
- Structures deployed with ACP were not able to Sell for about 25 turns then suddenly working. Apparently an old bug that was never noticed before. This has been corrected 6/8/2016
edited by DrDread on 6/8/2016 |
6/7/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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I have corrected it. I hope that's the biggest bug you all find in this Alpha run =) |
6/7/2016
Topic:
Server back up and Alpha Test v3 launched
Doctor DreadAdministrator
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We had a catastrophic server failure when updating the server for the new Alpha game launch. Still not sure what happened but the hard drives (two in a mirror) become unbootable and then the server itself failed altogether. We were able to got another identical machine quickly but took a few days to reinstall the system from scratch .It was down for a week but we are back up as of June 6th 2016.
Alpha 3 was launched today, everyone signed up on the website was invited to participate which is about 500+ people. There were some tragic oversights and bugs in the last version that made the game get pretty wild pretty quickly, that's game testing, but we've made major changes and I hope this version goes much better!.
The few remaining issues we are going to work on are:
- Damage threshold on Attack order is not working at all. There was a complication with groups doing this we need to work on.
- Defenses can't "Guard" with your other units. Terran Fed defense units are all set to guard but defenses don't event have an order tab. This makes it difficult to actually guard someone in your location. At first we didn't want defenses to be able to guard at all but that decision is reversed. Just need to implement it.
- Being able to upgrade all your units anywhere anytime once they are built makes for quick "farming" of unit power by building a lot of small units and then upgrading them all. We're considering making another logistics stat that counts the levels of your bases and shipyards and only allows a certain amount of units, or perhaps a combination of there levels, to be upgraded at one time.
- Units repair themselves automatically at about 1% per turn. At a base or yard they can go to 2% per turn depending on the level of base. Recently we added a cost involved in repairing units. Attacking a x100 sack of fighters, which cost 100mil and 1000 turns to create, to 10% and then watch them return to full power the next day is a bad mechanic. We were considering having the level of the unit get dropped when it was badly hurt but instead we simply made repairs cost money. However, there is currently no way to stop the repairs from happening and the repair costs can put you into debt or even crash your corporation into liquidation,.
- The event system is still being worked on. There is now an event to create a vote for a city ruler but the normal random events are not functional yet. We hope to start get those rolling soon.
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6/8/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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What corporation are you? (I'm not at home and can't see the database directly) . Other players have remote structures that seem to be selling just fine.
The structure does have to be in a city or it cant sell to anything, you mentioned that. The only other thing I can think of is if you're trying to sell in a city where other people are selling also and you are exceeding the maximum you can sell in a single turn (the Volume of that product in that city) but even then, the sell will split between you. I would love to take a look =) |
6/8/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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Definitely have to look into this tonight. Very strange bug as I don't think we messed with the selling aspect of structures at all. |
6/8/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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This should be fixed now. This was apparently a bug through all the Alpha tests unless I'm having a memory loss. I don't think I've changed the code that deploys structures since forever but it was set to deploy the structure in a "Construction Mode" and then wait for its build time, 25 turns, before activating. That was how they were originally going to work. The fact that they were producing is probably because structures in "Construction Mode" haven't been coded against t in forever also. I have a feeling that no one noticed this problem because the structures were "Constructing" in 10 turns then correcting themselves. Anyway this shouldn't happen anymore and I'll fix the ones that are currently in limbo |
6/9/2016
Topic:
Structure Logistics
Doctor DreadAdministrator
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It's a little early in this games lifetime to be using the "I hate this change so much I won't play anymore" card =)
Yes the logistics is working by the level of the building now and not the number of structures, Military units are working in a similar way. Going by a building count makes adding another building at level one potentially devastating to the rest of your economy until it gets to a higher level. Having a level 10 building count as much as a level 1 considering one makes 100x the production is a good argument. Going by level makes a lot more sense. Going by production works also but it would take away from the "higher level structures are more efficient that many smaller structures" mechanic. The purpose of the logistics was to soft cap a corporations maximum size. We can't allow a single corp to eventually have 1,200 structures and owning every planet in a solar system. It also needs to be low enough to make it increasingly difficult to produce a wide variety of goods that combine to the higher tier products. You should be able to get into a couple of them solo, but not several easily. That's where contracting with others comes in.
Military goes by level of the unit for GROUND UNITS only, ships go by their size stat regardless of level. For example a battleship is 4 logistics regardless of its level. Capital ships damage ratings vs. ground was upped a lot this last update also.
As for going outside of Sol System. I plan to make every a "Paid" account in a week or so and you can relocate to the other systems if you like. The outer systems should grow in time. There is an event for City ruler ship in place(!). When a city is formed outside of sol there will be an election within the day for it. edited by DrDread on 6/9/2016 |
6/9/2016
Topic:
Structure Logistics
Doctor DreadAdministrator
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Last Alpha there were some serious problems with the games configuration. The demand rises 1 point every 10 turns instead of every 2 turns now and the population of planets was rising and falling 100x faster than it was supposed to. Combined that made the outer cities crash within days.
What is supposed to happen is that you will eventually sell down every cities demand for every product down to where it's becoming almost not profitable to sell anymore so you look farther and farther out into the newer cities where the demand can actually go up to 1000. With only a handful of players it is difficult to oversupply 200 big cities in the Sol System. Even though it caps at around 150 demand its still worth it stay there and pretty much get 150 all the time as you rotate products.
I'm looking for a way to make the number of cities much smaller and somehow scale up when more players are in Sol. I might cut the number of cities in half and then scale the POPULATIONS to the number of players in Sol. If the population of a city is low then the volume for the product will be very small which causes the price to drop very quickly when you start selling in mass. A small number of players should be able to oversupply the cities very quickly. As more players base their HQs in sol, the population "Defaults" will go up to match.
Also, this time around, after I turn on paid accounts, you can be voted in as ruler of a city outside of Sol. When more events start coming in it should be a lot more desirable to relocate out of Sol. That's why we test with new settings! =) |
6/10/2016
Topic:
Structure Logistics
Doctor DreadAdministrator
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I agree with you but its because there's a small number of players with a huge set of large cities to sell to right now. It's something I need to scale to the player base.
Shipping to sell products to another planet is expensive, even transporting to another city is cost/hassle but it's all a matter of increasing demand. When you start selling locally more and more, the demand drops and doesn't come up very fast at all. At a certain point it will be far more worthwhile to send a transport to the next city. EVENTUALLY you and the other 5 people selling the same kind of stuff you are will produce more then the entire planet needs and all the prices will become lower and lower. If the stuff you are selling is all at 50 demand and the same stuff is at 700 demand on the next planet. I'm pretty sure you will start selling off world.
With a small game with small number of people AND with so many big cities you aren't going to drop the prices of your product in every city hard enough to warrant going to another planet in the 2-3 weeks you're going to be playing. If I reduce the city count, and resource count with it, and/or make the populations scale to the player base, then you will start to run out of profitable demand cities pretty quickly
If tomorrow I made every planet in Sol only have only 3 small cities, I guarantee the situation will be dramatically different. Obviously that would be the other extreme. I need to incorporate a sliding scale based on how many players are there =) |
6/10/2016
Topic:
Min 3 letters.
Doctor DreadAdministrator
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It tries to prevent a lot of symbols but lets enough through to be practicql and it isnt perfect. It's all done to prevent corporation names that look like:
***U$BB3R! 3€€^÷%:'?***
Spamming the game and or making it difficult to search or find another Corp by name |
6/10/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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No, 10% is when you halt production entirely =) |
6/11/2016
Topic:
The Alpha Test v3 reporting thread
Doctor DreadAdministrator
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I see this happen on mobile phones. when you are zoomed in at all on the phone this sort of thing happens. I read about it and there is no 100% cross browser solution short of forcing the screen to not zoom. I haven't seen this happen on PC Browsers but I think I have seem what you're describing before. DOes refreshing thepage correct itself? |
6/12/2016
Topic:
Event System In Place on Alpha 3 game
Doctor DreadAdministrator
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The event system, just went into place tonight. There are only a whopping 2 random events right now. A very simple price goes up and price goes down event against a specific product. The City ruler event is also in place but that is only possible if someone moves there Corp HQ to a city outside of Sol after that location becomes a city. We're going to be working mainly on events the coming weeks so expect to see more showing up randomly in the future. Expect to have your account set to "paid" so you can re-locate outside of Sol and be given a bonus 10 million in credits tonight also. Have fun and report bugs! =) edited by DrDread on 6/12/2016 |
6/13/2016
Topic:
769 10mil?
Doctor DreadAdministrator
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Gave everyone 10 million also jumped the turns a few times manually to check event system I pushed last night. I assume no problems? |
6/13/2016
Topic:
Where did you hear about Barons of the Galaxy?
Doctor DreadAdministrator
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ChaChaCharms wrote:
Was looking for an alternate to Ogame and found this from a link in reddit. Looks absolutely fantastic!
We seem to get a lot of OGame or Astro Empires players on here who were looking for an alternative. Probably the one small niche this game appeals to =) |
6/13/2016
Topic:
Where did you hear about Barons of the Galaxy?
Doctor DreadAdministrator
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We just launched an Alpha test with everyone on the website not even a week ago. I turned on your account, go ahead and jump in =) |