DrDread

all messages by user

6/26/2016
Topic:
The Alpha Test v3 reporting thread

Doctor Dread
Doctor Dread
Administrator
Jazzek wrote:
Not sure if this is a bug or intended, but business & housing structures aren't in the list of purchasable products but they have a demand/volume etc.
Edit: Neither are nightclubs
edited by Jazzek on 6/26/2016


That is as intended. The infrastructure type of products like Housing, Parks, Business structures etc. cannot be Bought or sold normally. When you produce them it automatically "sells" to the local city they are in. No actual product is ever generated. They also aren't restricted by the Volume stat or have to split up how much they can sell in one turn with other corporations. It is very easy to oversell and drop the price into the floor with these structures if you upgrade them too high in a small city.
6/26/2016
Topic:
The Alpha Test v3 reporting thread

Doctor Dread
Doctor Dread
Administrator
This was posted in another forum but I am mentioning it here.

We're going to give everyone a ton of money, 500 million credits this morning and we're going to start setting your queue times and upgrade times to one turn every evening to accelerate the game. We only intend to run the Alpha game for another week or two before restarting into a an open Beta about the same time we're going to try to get another Kickstarter campaign started.
6/26/2016
Topic:
The Alpha Test v3 reporting thread

Doctor Dread
Doctor Dread
Administrator
SpectralFx wrote:
I have a transport that shows "1000/176" while carrying 176 exotic minerals to some nearby city.

I assume it to be a minor typo or me not understanding properly the parameter expressed there (at the right of of a green icon with 3 boxes within).

I assume it to be the cargo space.

Yes. It means you have a max of 1000 and you're currently carrying 176. Sounds like a level 2 transport? As you level them up there is a multiplier that shows "how many" that unit represents. As you level them up it goes up rapidly level 1,2,3,4 is like x1,x2,x5,x8 etc. There is a chart on the website Guide >> Combat section that shows the base units stats.
6/27/2016
Topic:
The Alpha Test v3 reporting thread

Doctor Dread
Doctor Dread
Administrator
I'm on the fence about which way to show current and max. I feel it's more important to know what your max is. What your current cargo or hangar isn't something I look at much at all. It used to just show your max and you would have to go to the tabs to see how much you had. Then we added the current behind it.
6/27/2016
Topic:
Spawning new cities

Doctor Dread
Doctor Dread
Administrator
New cities don't spawn within the Sol System. The Sol system is like a start zone. The NPC Terran Federation units defend the cities and respond to battle zones in Sol and the cities and demand is also artificially controlled.
You have to build 500+ production in a spot outside of the Sol System. The only other open system is the Odegard system if you zoom out a couple of times. The spawning and ruler ship of a city is something we just added a week or so ago.. There is one city in Odegard V called Tyaskin. that just spawned. Also the 500 production is a sum of everyone there not just you.

Spawning a city and keeping its demand low so its population doesn't collapse is difficult right now, we're playing with the code to make it easier but it works =)
6/27/2016
Topic:
Spawning new cities

Doctor Dread
Doctor Dread
Administrator
Jazzek wrote:
I haven't been able to spawn it yet. Does it have to be 500 production for a certain period of time, or does it not work if all the production is by 1 person? Also, I was planning on doing trips between my city and yours, trading what I have in excess for what you guys have in excess so we can both grow. Noticed you guys don't have any meats, so I'll be sending all my excess your way.


The system only checks every100 turns so turn 2900. but did you have 500 at turn 2800? I'm going to look at it in a minute and see if its set to spawn. Either way I'll force it to spawn if there's a bug by tomorrow. Tyaskin spawned normally if I recall so I can't imagine this one not.
6/27/2016
Topic:
The Alpha Test v3 reporting thread

Doctor Dread
Doctor Dread
Administrator
Jazzek wrote:
Found a bug in the channel selection part of the communication tab; if I select the Odegard system, it displays the Odegard messages, if I select Sol, it displays the Sol messages, but if I select Any, it only shows guild messages.


I think its set to not display any messages if you go that far out. You have to select a system, it's just not great at informing you =)
6/27/2016
Topic:
The Alpha Test v3 reporting thread

Doctor Dread
Doctor Dread
Administrator
SpectralFx wrote:
It seems I can't create a group with my infantry stationned at mercury_4.

I put in a name after checking the boxes for them and click "create group", but nothing happens with no errors whatsoever.

It just brings me back to the assets screen with no changes.

Anything I might be doing wrong? Seems like a bug since it worked earlier today for some of my ground based transports.


I couldn't do it either. I think maybe because they are upgrading but that shouldn't stop you unless you're carried on another unit. I think that's a bug let me look into it.
6/28/2016
Topic:
Research facility to gather artifact?

Doctor Dread
Doctor Dread
Administrator
Yes, there is some work already started on that. Its literally the last feature being implemented. I hope I can get some of it in, at least the mechanics of it, before we do a Beta. It will probably be something like you gather artifacts and take them to your CorpHQ to process them into an "item" that is somewhat random but you can choose a category of effects. That item can then be mounted on ships or units or structures or a category of them are exploration / mystery artifacts that could send you on quests to discover unique units to take control of or start events etc.
6/28/2016
Topic:
Game Server Status

Doctor Dread
Doctor Dread
Administrator
Game was stuck on 2950, I cleared the problem
6/28/2016
Topic:
Spawning new cities

Doctor Dread
Doctor Dread
Administrator
I think you shouldn't hold down the "test" system of Odegard as if we're playing live. I need 3-5 cities to spawn normally so I can try to make the Planetary ruler event.
6/29/2016
Topic:
Spawning new cities

Doctor Dread
Doctor Dread
Administrator
The planetary rulership event isn't even in place yet but will be soon. Was waiting to get the bugs out of the city rulership one and use it as a base for the planetary and system ones.
6/29/2016
Topic:
Downsizing a structure

Doctor Dread
Doctor Dread
Administrator
You can reduce the production by percentage, down to 20% . Its the same place where you change its production there is a percentage dropdown. The cost to run it goes down with it.

This wouldn't affect your logistics however. If you structure is too strong even at 20% capacity you should probably just salvage it at that point. Downsizing is something we'll keep in mind though
6/29/2016
Topic:
Research facility to gather artifact?

Doctor Dread
Doctor Dread
Administrator
... and then it activates but not under your control and heads towards a nearby planet to destroy it unless everyone in that system can (insert cool event here)


=)
6/29/2016
Topic:
Distribution center

Doctor Dread
Doctor Dread
Administrator
Jazzek wrote:
But bickering aside, yes, I'm trying to see how possible it is for someone with huge amounts of money & very high corp hq level to get a city sustainable; at least in the beginning stages. I figure it's something that the people who've been around for a very long time in the game will probably want to try.


The game is not designed to have single corporation sustain a city by themselves. Several corporations come to a city and sell to it or produce form it is how its maintained. The demand at cities outside of sol can go up to 1000 and does so pretty quickly. It's supposed to be populated y players as a means of profit not as a humanitarian project =)


It is a little difficult to supply the first few cities of a new system unless several people start mining resources out there first but with no place to sell their products except back across to another system it makes it difficult for it all to get going. I've upped the movement upgrades to 50%, everything is 50% upgrade now on ships. You can make ships that can move fast enough between system to make it viable.
6/29/2016
Topic:
Hangars

Doctor Dread
Doctor Dread
Administrator
You can't load units if they are upgrading, That's probably why its denying you, When units upgrade they increase in size and its a nightmare to code what happens when they exceed carrier capacity while being carried. The notifications aren't there unless you look at the units Display Messages(?) tab . You also have to be in the same location as the units you are picking up. It allows you to order to load units in another location that are currently upgrading because you can queue up several orders and things might be different by the time your ship gets there.
Carriers are flimsy relatively speaking. Even in the real world. What they are carrying is their firepower and hit points. Upgrade them a few times and your 8mil dollar carrier can be holding 100mil worth of firepower. also, group them with some combat ships =)

You can load any ground unit into a carrier but their size can't exceed the carriers capacity (the size stat, the blue icon with a white grid on it). BIg ground units like level 6-7+ are really big
6/29/2016
Topic:
Distribution center

Doctor Dread
Doctor Dread
Administrator
Jazzek wrote:
An example for the need for this... City was founded on turn 2900. I brought two freighters with some resources to help get it off the ground, 66 turns later they haven't even sold half of the stuff in their inventory. There's 15 different types of products they're each trying to sell and I'm guessing they'll be there for probably around 200 turns before they've managed to sell it all. This is time that would be much better spent using freighters to actually freight stuff, not sitting for 200 turns in a city selling 1 of their products at a time. Distribution center would mean I could drop the stuff off, the center sells a bunch at a time (maybe can sell more with higher upgrade level or something?) and the freighters can get back to transporting stuff while the center does the selling.

It is a difficult mechanic to implement because several other people could be selling at the same time and there's a limit (the volume) that can be sold in a turn and it all happens "in one pass" in the code, no looping. I want to try making a "Pick up All" and "Sell All" option to the order. "All" not as in quantity but "All" as in every different type you are carrying. I might be able to make that happen in one turn. So you can go to a location and pick up "all" which will pick up everything it can and then sell "All" which will try to sell all the different types at once. One day I'll get on that
6/29/2016
Topic:
Making profit with end products or public services

Doctor Dread
Doctor Dread
Administrator
The middle tier of products called Components take in 10 units of resources but pump out 25 units of whatever they are making . The tier 3 "End Products" take 10 units of Components but pump out 50 units of whatever they are making, at level 1, The higher tier factories can produce a LOT of product, 6,000 a turn at level 10. If end up buying resources at double their price it won't be worth it. you can try to build your corp around one end product factory, for example Gadgets, and the components and resources it takes to make it. It might be easier to deal with a corp or two that makes the components you need to make it profitable. but it can be very profitable.
6/29/2016
Topic:
Making profit with end products or public services

Doctor Dread
Doctor Dread
Administrator
When looking at the school it will tell you how much its producing a turn its displayed on the top and also right under where you can change production., It does not show the Demand price for the product on that screen though, its something I should add.

If you want to see how much you sold per turn and how much you made you can go to Corp >> Accounting and then there is a dropdown that can give you more specific details on "Buy/Sell". It doesn't show the demand it sold at (again something I should add) but it shows exactly how much each structure made and what it was selling.

Also, the Infastructure products like schools and housing etc. are not affected by "volume" as a limit per turn. you can sell as much as you like and it will drop the demand very hard and fast if your not careful .
6/30/2016
Topic:
Making profit with end products or public services

Doctor Dread
Doctor Dread
Administrator
Masdus wrote:
This in general highlights one of my main concerns with the game. Pricing is determined buy demand only, with little regard for the type of good or the distance of supply. End goods are by far the most profitable (services might be good for cities larger then what we see in Sol, time will tell. But for now the inability to transport their product reduces them). This means that most corporations are focused on trying to produce top tier, and since most players are going off city prices for contract prices, the lower tier items are severely under priced for the profit that can be made from them.

This is pushing the concept of picking a end component and settin up your corporation to be vertically integrated. Unless the mechanics or mindset changes attempting to run a horizontal corporation, that for example produces masses of metal simply leaves you with a corporation that struggles to produce meaninful income.


Pushing for a specific end product or category and then building all the resources and components that go with it is a viable strategy. In the end you wont have too many of the actual end product factories but they are more profitable. Because the end factory produces SO MUCH of the product your game revolves around bring components to the location and then transporting that product to everywhere. Alternately you can do what I've been doing which is making a few heavy farms and then selling coffee and sugar to EVERY CITY ON EARTH with 5-6 transports going around to 4-5 cities each and selling 1000 at a time in a loop. When the demand falls everywhere or events floor the price I will quickly and easily convert to selling some other food with the same farms.

The resources in the game are in MUCH higher overall demand than the top tier stuff because not only do you need to sell resources to the cities, the resources also going into the components, which also need to be sold to the cities , which also go into the end products which also need to be sold to the cities =)

I have a crazy Excel sheet that calculates how much of each resource I need to make available in the game given all the components that they need to go into. I used that to adjust the randomness and values of resources across the different planet types which have their own random chances of being in a system. For example, rare plants are used in only a few things so there are relatively very few of them and only on a couple of planets, Basic Chemicals however is used in so many things at significant amounts there is a lot of them, on average, in any given system. Of course it goes mainly by planet type so if you get no toxic or gas planets in a system, the amount of good chemicals is going to be very low.

I attached a screenshot




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