6/30/2016
Topic:
Alpha Test v3 Update 2
Doctor DreadAdministrator
|
These are things that have been added since last update
- City Rulership event in place and seems to running as intended now. Tangoor Dynasty and Core Engineering are the first city rulers of all of Barons of the Galaxy. Hopefully we'll have a planetary rulership event by next week.
- There is a new "Dangerous Fad" event in place. It has a vote component and also uses a system of random flavor text depending on the product category the event fires under. This is going to be used in future events. Every event we add introduces a new feature in the code that we're testing in Alpha and will be used in future events. Hopefully speeding up how fast we can implement new event types the more we make.
- The event description under the politics page has a link to the location of the event.
- Terran federation ships now spawn and patrol the Sol System planets. They respond to battles that are not within cities. They randomly move towards battles and guard the location for random amounts of time. They are designed to stop you from attacking other players into complete destruction but they don't respond fast enough to stop you from raiding another player for a few rounds.
- Battle messages will not send you a new message if you currently have an unread message for a battle in the same location.
- The Top 10 grid on the Military subtab has been re-worked to show an accurate count/power of military units. The checkboxes for the different types of units also responds correctly now.
- The Assets page location columns has been trimmed to show only the Sector,System,Planet,City to save space on the grid.
- When you edit a contract, it loses the "exact price" that you had previously set. This was corrected.
- New cities start at a population of 900,000 instead of 90,000. The rate at which they grow was increased also. Which, at 100 AVG Demand should be 50% every 100 turns (1 week)
- You should be able to make a group of ground units even if they are upgrading now. The only time you can't upgrade units is when they are carried on another unit.
- All ship upgrade types, Hit points, Attack, Cargo, Hangar, Move Speed now give a 50% boost per level to their appropriate stat instead of the varied percentages we were using before. A fully upgraded Scout should go 120 spaces a turn. That's probably "Point 5 past light speed" and could probably do the Kessel run in under 12 parsecs. Alternately you can make a Battleship with 30,000 Hit points
This week we're going to try to get the planetary and system rulership events up as well as a combat oriented event. We're also looking into doing more work for artifacts. We would like to try an Open Beta test in the next 2 weeks and probably launch a Kickstarter at the same time. Maybe July 15th edited by DrDread on 6/30/2016 |
7/1/2016
Topic:
Welcome to the Barons of the Galaxy Forum
Doctor DreadAdministrator
|
Hutton wrote:
Can I get in on the alpha test too? I pledged to the unsuccessful kickstarter as a "Quasar Dragon" and will pledge to support again next time around.
... John Hutton? Well sure thing =)
Try it again, ill set you up with money after I see a corp shows up from you. Try to do the tutorial for a little while. |
7/1/2016
Topic:
Making profit with end products or public services
Doctor DreadAdministrator
|
ChaChaCharms wrote:
I think this has already been discussed, but I cannot remember where. Has any thought been given to provide guard/attack contracts? My thought is some corporations may only be interested in providing private security and contraband items, it would increase the immersion in the game to provide them with ways to make income based off of their military might (not that I am looking out for my own means, dreadnought upkeep is expensive lol)
Guard contracts are a little harder to track then sells and buys, which are logged pretty well. Might be able to make the contract check to see if there ships or whatever are guarding you at the location you specify every turn. I don't have a mechanic for making ships follow you around though. To do that I was thinking of doing an "Armada" option where you can declare a ship or group as an "Armada" open to specific corporations, guild or anyone. and then other ships can set to "follow" that flagship or group. You can't follow a ship that is not set to be an armada and armadas can't follow other armadas. This would solve my problem of units following units that are following other units that are following other units. It would also make large scale fleet movements, like an entire system is moving towards a space monster, possible |
7/2/2016
Topic:
Distribution center
Doctor DreadAdministrator
|
Jazzek wrote:
is the 'sell all different types' option going to be something that will likely be worked on sooner, or further down the track? Just wondering if I should set up a fleet of 10 corvettes to sell my meats or hold out until it's implemented.
I wouldn't hold your breath =)
A lot of the "quality of life" changes are pushed towards the end. When we're not working on features anymore then we go back and make all the screens easier to use. |
7/4/2016
Topic:
Alpha Test v3 Update 2
Doctor DreadAdministrator
|
There are a few more things we threw into the game today.
- Comms messages relating to Battles and Events should now have a link t that battle or event in the message itself. Eventually all comms from the system will have links like this.
- There is a new list option on the Battle page called "Size" (in addition to Grid and Icons) which will display the units as rectangles which scale to the units Size stat. This gives an idea of how much force the different units are in relation to each other,. We're still playing with the look, because blue rectangles look ugly, but the basic concept seems to be working..
- The "Size" stat of the ships in the game was increased significantly to be more in line with the other units. Size in combat determines how much total fire is drawn to that unit. Ships should be drawing more fire in a battle now.
|
7/5/2016
Topic:
Alpha Test v3 Update 2
Doctor DreadAdministrator
|
The planetary ruler event is in place now. Its set to launch an election for a planetary emperor when there are 3 city rulers on a planet. Going to try to force a few cities in Odegard to try it out over the next day or two.
Also, I've realized that that the fastest way to get 500+ industry is to bring in End product factories or infrastructure type of products which pump out 50 to start and a lot more after you level them up a few times. Technically they don't need their components present to be considered producing. Not sure if that's a bug or feature, but you are paying for the structure to run. |
7/7/2016
Topic:
Alpha Test v3 Update 2
Doctor DreadAdministrator
|
A few significant changes went in today:
- The Ship size update was toned down greatly. Ship size determines its logistics. The sizes were slightly reworked.
- Structure logistics was raised from 5 per level to 10 per level. At higher level corp levels, 5 per level was pretty restrictive. Its a limitation to prevent hundreds of level 1 structures in every city in the galaxy
- Military Bases now produce higher level stacks of units in the same time it takes to build a single unit. A level 5 base can make a level 5 unit in that units standard build time. If you select a lower level unit then the time is reduces accordingly to a minimum of 1. The multiplier on the base (x10, x25 etc.) essentially represents how many times faster it can produce units. The cost is still multiplied and there is no cost bonus for being built at a base
- Shipyards Start to get a construction time bonus after level 5 of 20% per level. At level 10 a shipyard constructs ships in half the time. We're looking into having high level shipyards being able to produce higher level ships. That might show up soon.
- Hangar space on shipped was adjusted upwards. The frigate now has a hangar of 2 also.
- Upgrades on ships have gone from +50 per level to only +20% per level for all upgrades. a level 10 ship with all HP upgrades will have 3x (+200%) the HPs of the base ship. A level 10 firepower battleship might be able to compete with a dreadnought instead of a level 2 one. The cost of upgrades and upkeep cost has been reduced. a level 10 ship costs 2x as much as the base ship.
|
7/8/2016
Topic:
My suggestion for the game
Doctor DreadAdministrator
|
That's sounds a lot like other games =)
This game is supposed to be a trading game and all the resources and products are technically equal although they have different mechanics and flavors of play. You can't make water required for population as that would make water more valuable then any other resource unless you made all the other resources have a use also. But there's 150 products and 16 resources in a game where the only thing you can make besides factories is the military to protect them. If the game had 3 resources like Water, Metal and Food then you might be able to do something like that.
Water is used heavily in all the infrastructure and civilian "factories" like Parks, Housing and Restaurants and without them the population falls like every other product. A lot of the resources are used to make components that go into other products. To make the resources be used to build the trucks and factories in the first place adds kinda adds "busy steps" to the system.
No one fights eachtoher right now because there is far too much resource available for the 50 people playing. I have some ideas on making the resources, or at least the static population in Sol, adjust with the number of players. There is going to be one "rare" resources, artifacts that will make special items or launch special events etc. It can also be sold for money. Its something people should fight over. |
7/9/2016
Topic:
My suggestion for the game
Doctor DreadAdministrator
|
Jazzek wrote:
I've considered raiding your 80k worth of sugar and coffee for my city but dont feel like starting a war :-)
Go for it, no war will start =) |
7/10/2016
Topic:
Alpha Test v3 Update 2
Doctor DreadAdministrator
|
Sunday night we pushed the following changes up:
- There is now a "Popular Fad" event which is sort of the reverse of the "Dangerous Fad" Event.
- We added the first combat oriented event "Hostile Raiders". It creates a Military base in a random location with a few units that go out and raid nearby products from other corps then goes away after 100 turns. Its pretty simple event right now but we will make it more interesting once we shake the bugs out.
- There is a new NPC Corporation called "Raiders" which are the generic neutral hostiles for events like the one above.
- The transfer Cargo order now has an option to Pick up or Drop off "Everything" when selecting a product type. This will NOT drop off every product type you are carrying in one turn but it will drop off or pick up a single product type every turn until it can't anymore and then move on to the next order. If this works well we'll try to add this option to Items and the "Sell" order as well.
We are going to force a few more city spawns in Odegard this week to try out the planetary ruler event. And then possibly force a few more to try a Star Lord Event. |
7/10/2016
Topic:
Spawning Terran controlled city in new systems
Doctor DreadAdministrator
|
We have this idea of spawning a large Terran Federation controlled city in every new star system that becomes available. Probably pick the largest group of resources in the most earth like world in the system and spawn a city on it. It might be regulated in the same way the Sol cities are. A somewhat safe and stable city that you are guaranteed to be able to sell some products too. Perhaps it still has an election after some time, a week, and once it is taken over it become a normal city.
This is being done to alleviate the problem of getting the first city or two going in a new star system. Its just an idea but we like to hear feedback on it. |
7/11/2016
Topic:
Spawning Terran controlled city in new systems
Doctor DreadAdministrator
|
We were also thinking of making a "Recession" static event that kicks in when a city which has high demand almost on everything and it's population is collapsing into small number. This recession event would force al the demand to drop sharply to about 100 and then go away putting it back into positive growth. That would essentially "reset" the city as if it was new again without disturbing the industry that is there and give them another chunk of time to get it supplied before it stars to crash again. It's sort of an emergency fallback for cities that fail for whatever reason.
Another idea is to only open up the first tier of demand categories on small cities. All the resource products for example. Then when the city becomes sustained on those and grows a little bit, the components open up and then the End Products. Either they cant be sold at all or , a better idea, the demand for those items doesn't go up at all until the population increases. That way you wouldn't have to worry about them until the city grows |
7/11/2016
Topic:
Spawning Terran controlled city in new systems
Doctor DreadAdministrator
|
We just implemented the restricted demand increase idea because it was quick and easy. It's explained in the development forum. Only tier 1 products (from resources) increase in demand when the city is below 2 million population, At 2 million pop the tier 2 Component categories start increasing in demand as normal, at 3 million the tier 3 Civilian services kick in and at 5mil+ the End Products kick in which are now called tier 4 |
7/11/2016
Topic:
Alpha Test v3 Update 2
Doctor DreadAdministrator
|
A quick update tonight.:
Cities at low populations, like new cities, will have their demand increase per turn restricted for the higher tier products. This gives corporations a chance to supply cities with the lower products first without having to worry about the other 150 all at once. As the population starts to grow the other higher tier product types demand will star to increase normally until a city hits 5 million population where all demand increases normally.
Under 2 million population only the tier 1 products will increase demand as normal. These are the products made directly from resources (Food, Meats Chemicals, Metals etc.)
At 3 Million population the tier 2 products demand will increase as normal. These are the Components category (Alloys, Polymers, Fabrics etc.)
At 4 million population the tier 3 products will increase as normal. These are the Civilian Services (Restaurants, Spaceports, Housing etc.)
At 5 million population the tier 4 products will increase as normal. These are now considered the End products (Contraband, Gadgets etc.)
The demand for the higher products in low population cities does not actually stop entirely, but it goes up at 1/10th the normal rat which should be only10 points a week. Events can still effect these products however. |
7/12/2016
Topic:
City of Huxford needs a ruler
Doctor DreadAdministrator
|
I activated Huxford in the Odegard system but I'm already ruler of Calcium. Anyone who moves there Corp HQ there will activate a ruler ship event when it comes around every 100th turn.
That would be the 3rd city on that planet which means it will ALSO activate a planetary ruler event! |
7/12/2016
Topic:
City of Huxford needs a ruler
Doctor DreadAdministrator
|
Funny thing is even a new Corp HQ can go there, But Serendipity has all the voting power to determine the ruler, at first and during re-elections. Politics incoming.... |
7/14/2016
Topic:
Cities
Doctor DreadAdministrator
|
The cities in Sol react to demand the same way other cities do but they are restricted. It should fall but won't collapse. With virtually no one supplying the cities they will all fall in population. It makes the volume go down which in turn makes it easier to supply them. |
7/14/2016
Topic:
City of Huxford needs a ruler
Doctor DreadAdministrator
|
I had to put a corp in Huxford, but now Bateman is missing a ruler and corp hq! |
7/14/2016
Topic:
Odegard II getting a planetary Ruler
Doctor DreadAdministrator
|
There is an event for planetary ruler for Odegard II. The candidates are current rulers of the cities there. If elected you will lose your city ruler ship. Currently you can only have one government position. We're not sure if we want to keep it that way or instead make it so you can be a city, planet and system ruler at the same time. We'll see how this turns out. |
7/15/2016
Topic:
No population?
Doctor DreadAdministrator
|
I have a feeling this was a mess-up in an event that drops population. I have an idea where its coming from and Ill put the universe back together tonight. |