DrDread

all messages by user

8/3/2016
Topic:
What is the game written in?

Doctor Dread
Doctor Dread
Administrator
CmrdRowen wrote:
What about kicking out IIS and using nginx instead ? (but I'm pretty sure it would prevent you to use .NET stuff, though...)


If you already have Microsoft paid for, you should go with it. It makes everything easy and its very robust and very powerful. If you don't then you should go with Apache/Linux/MySQL and use JQuery for everything. I've never been in a work environment, or even at home, where I didn't have access to full blown Microsoft products.
8/3/2016
Topic:
Rounds time and number of rounds

Doctor Dread
Doctor Dread
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ChaChaCharms wrote:
Would it be possible to provide a calculation or an ETA as to when a unit reaches a city to sell? Ideally I'd like to have a constant steady stream of income versus the current intervals.


Can probably have the orders screen itself try to calculate the number of turns your entire order list is going to take. Travel times are a little tricky because of the "turn" the unit might have to make and exactly when it happens
8/3/2016
Topic:
Rounds time and number of rounds

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Perhaps we could get an indicator on how many turns it will take for a Lvl 1 Freighter to travel from Point A to B. So for example, Moscow to Mars_1. I recall in the Alpha I was constantly checking to see where my supply routes were at when traveling intersystem, and never really knew how long it'd take for the ship to arrive.

Side question, the speed of a group depends on the slowest unit in the group correct?


That is correct. I haven't done the math but I still think upping cargo is better than upping the speed when it come to long distances. It takes a few turns to pickup drop off and make a "turn"
8/3/2016
Topic:
Homepage Guide section updated

Doctor Dread
Doctor Dread
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Blinkos wrote:
Was planning to create an excel sheet with everything tonight. Thanks for saving me the time!


Ya know I have considered providing the "data" of a lot of these grids in a downloadable CSV format from the site. The product components one is perhaps more readable the way its displayed but I could dump it as straight rows also.
8/3/2016
Topic:
Couple of Questions about shipping and production

Doctor Dread
Doctor Dread
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Vulpex wrote:
Ok so now all of that is clear... I have more questions (hurray!)

Firstly - how do I calculate how long a ship will take to get somewhere? I assume that going to a nearby moon is faster than going to another planet in system which is probably faster than going to a different system - but does anyone have any idea how long such things will take? Just thinking about where best to expand right now.

Secondly - One thing I don't understand about the economy. Why not simply buy the materials needed to build e.g. laser and just sell stacks of lasers? It takes 10 materials to build a laser which I buy at double price so the cost is 20 materials... but then I make 50 lasers so my ROI is 30 units per turn which is far far better than actually extracting ANY of the resources I can see. So... why doesn't everyone just do this? Seems a bit skewed from the economic perspective.

Thanks!


Finally does anyone have an updated version of this chart - I took it from the guide but clearly the costs do not correspond to the costs in game, would also be great to see what the time for upgrading is.

  • Level 1 - Output: 1x - Upgrade Cost: 100,000
  • Level 2 - Output: 2x - Upgrade Cost: 200,000
  • Level 3 - Output: 5x - Upgrade Cost: 300,000
  • Level 4 - Output: 11x - Upgrade Cost: 500,000
  • Level 5 - Output: 22x - Upgrade Cost: 550,000
  • Level 6 - Output: 33x - Upgrade Cost: 600,000
  • Level 7 - Output: 46x - Upgrade Cost: 650,000
  • Level 8 - Output: 58x - Upgrade Cost: 750,000
  • Level 9 - Output: 87x - Upgrade Cost: 1mil
  • Level 10 - Output: 120x - Upgrade Cost: n/a

edited by Vulpex on 8/3/2016


There is no tool that displays the time it will take for units to move from point A to point B but we're considering trying to display it on the orders screen at least. The movement speed of your ship or unit is how many squares it moves in a turn. the viewscreen is 25x25 squares (when looking at a planet zoom level). You can see if it you click the "Show Overlay" checkbox. To go from the center of the planet to the center of the moon next to it is 25 squares. Ground units can't jump planets without being carried!

If you're trying to go to another planet that is 5 squares away (when looking at the solar system zoom level) that's going to be 125 squares of movement for a freighter that moves about 10 per turn that's 12-13 turns one way.

There is also a subtle nuance to movement. Units only travel is straight lines along the 8 directions. If it has to "turn" to line up with its destination, it stops there to do it even if it had more movement left. Imagine two cities only 3 spaces apart but not directly horizontal or diagonal to each other. Even if a ship had 25 movement it would take it two turns to get there, first moving until it was perfectly horizontal and turning then moving again next turn to land there.
2) This is an interesting point. Assuming all prices are 100 and no tech bonus: Buying the 10 resources at double ($2000 + $1000 to run factory) to make the components which yield 25 and sell for $2500 is not profitable. But buying the components at double (same $3000) to make 50 units of end product that sell for $5000 Is quite profitable. This would change as soon the price of comps rose some and the cost of lasers dropped but your point is still valid.

Perhaps It would make more "economy" sense if everything built at the same quantity but components were worth 2.5 as much and end products were worth 5x as much. the "Demand" would represent a percentage of that number (an end product showing 100% demand meant it would sell for 500 each) That was how the demand worked a long time ago but was confusing. The demand number is what determines a cities population growth, staying under 200 meant a positive growth to some degree. Maybe we should revisit that.whole mechanic
In the meantime you should try to do what you are doing. Buying the comps to make the end products sounds like a legitimate form of business. We'll see how it plays out.
3) I apologize, that chart is hard coded instead of reading the database like most everything else. There have been a lot of changes. I'll try to update it tonight.
8/3/2016
Topic:
Couple of Questions about shipping and production

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
No need to apologize it's a great answer wink

I might try the buy comps and produce end products idea - haven't implemented that it just looked so good it almost felt it couldn't be true wink

When it comes to movement though - based on what you say when I am viewing the map at the sector level that means each square is actually 25*25 -- 625 units of distance so that travelling from Sol to Gulyaev (3 squares on the vertical axis, 5 squares on the horizontal) would take for a basic ship moving 10 per turn... about 500 turns? (8*625 = 5000) correct? Seems quite the distance wink


Yes I misquoted sorry 625 not 125. Gulyaev is a funny story. The new systems that open up are supposed to be the nearest one to the last system that opened up or Sol system. The nearest system was actually Odegard but due to something I missed when I reset the game Odegard was skipped and it went to Gulyaev which is farther away.

Even at 300-400 turns its too far to make small shipments,. There was an idea to automatically create a new city inside the new system when it opens up so players can sell to something locally making it worth starting mining operations there but I don't have that implemented yet., I might force a city spawn out there this week if I can get that code in place first.

ON THE COMPONENTS ISSUE: After some thought I realize that I can't leave the system in place the way it is. What's probably going to happen is that the structures are not going to make 25 and 50 products per turn anymore, they will all go to 10 but the selling price of components and End Products will go to 250 and 500 respectively. The "Demand" will remain exactly the same and represents how far off the demand is from normal. 200% demand means the price is double what it should be, for resources that would be 200 per, but for end products that will mean 1000 per. I'm going to add the actual value of products to the demand screen. Hopefully I can make this happen within the next coupe of days,.
8/3/2016
Topic:
Changes to how Components and End Products work

Doctor Dread
Doctor Dread
Administrator
Currently the "Component" tier of products like Alloys and Ceramics take 10 units of varying resources in addition to 1000 credits a turn to produce their products, but they turn out 25 units a turn at level 1. Costs double but you make 2.5x. End products take 10 units of components and turn out 50 units of product a turn. All these products are all worth 100 credits each at normal demand. You get a lot more units with the higher tier products is why its profitable.

This type of system causes a problem because you can buy 10 components at double price, 2000 credits, to supply your end product factory and turn out 50 units worth 5000 total, that's huge profit and remains good even if the component price doubles. This mechanic breaks the whole demand system especially in Sol.

Instead we're going to make all the structures produce at the same 10 per turn base rate but make the products themselves worth more, this works as it should and makes a lot more sense anyway. The component tier products are going to be worth 250 each at 100 demand and the end products worth 500 at 100 demand. "Demand" is actually the PERCENTAGE of demand for a product. At 100% demand the price is where it should be, at 200% demand its twice what it should be. A cities population growth is determined by the average demand of the all the products, the lower the demand the higher the growth, past 200% produces a negative growth that increases as the demand gets higher. This all will stay the same. But the price you sell for products for will change. A component product which is worth base 250 will sell for 250 when the demand is 100% and will sell for 500 per unit when the demand is 200%. And end product like PDAs are worth base 500 per unit. If sold at a city where the demand for PDAs is 800% then they will sell for 4,000 per unit. The Demand tab under the view screen will still display the Demand % but will now also display the actual sell price of the product. The Buy/Sell report option under Corporate >> Accounting shows how many units were sold and how much each were sold for.

These changes will probably be implemented tomorrow night.
8/4/2016
Topic:
Changes to how Components and End Products work

Doctor Dread
Doctor Dread
Administrator
These changes were just implemented. Please report anything does looks funny money wise!
8/4/2016
Topic:
Game has stop at turn 500

Doctor Dread
Doctor Dread
Administrator
Doctor Dread wrote:
I just fixed this. A bugged out structure got created in the database. I'm not sure what it was or how it got in there but It was on "Blackmesa"'s Corp HQ. I asked if he was hacking =)


This was actually bug when deploying a structure without declaring anything
8/4/2016
Topic:
MMOs.com wrote an article about our Open Beta

Doctor Dread
Doctor Dread
Administrator
https://mmos.com/news/barons-galaxy-enters-open-beta
Matt Chelen over at MMOs.com wrote a short blurb about our Open Beta Test. He actually interviewed me a while back during my first Kickstarter attempt. If you are so inclined you should post a comment over there, hopefully nothing to scathing, about the game =)
8/5/2016
Topic:
Noob protection and scaling with more players

Doctor Dread
Doctor Dread
Administrator
In Sol you are protected by terran federation in the cities, but not so much when you make a factory outside a city, which I is usually higher resource. Terran Fed ships do show up at battle locations and linger for a while to make sure it's difficult to pound people indefinitely. The moons are even more unsafe and eventually we add asteroids which are going to essentially be open territory. There is nothing stopping you from building structures in other systems, even on a free account, you just can't move your Corp HQ out there which makes it slower and more difficult. You can get a tastes of the frontier but you need a paid account to really go out there

Sol system is a stable and relatively safe zone that you CAN play the game forever but it's designed for you to eventually go full account and then go off into the other systems. There is no Terran Fed out there but there will be players who get elected to be rulers of cities, planets and star systems. They will be the "Cops" because it is in their interest to do so.

A big player in Sol cant do much with his money in Sol and the prices can only go down so far, they are regulated.
8/5/2016
Topic:
Question: where to get cotton from?

Doctor Dread
Doctor Dread
Administrator
berzurcus wrote:
Can't figure out where to get cotton.

Also, can I make a suggestion to highlight the required resources in red text when the city doesn't have it available? When you go into a factory interface it would be nice to get better notification when that factory isn't receiving some/all of the required components.

Last question. how many rounds are there in a game? What happens when the game finishes? Thank you.


Cotton should be a crop made from a Farm.

There is no end to the game. There is a turn # to track when things happen. This game isn't designed where everyone has their own timers, everyone is on the same turn like a giant board game.

If you go to your Corp HQ and click "More Info" It shows where every product is made and what it takes to produce all the components. its also on the main site under the Guide >> Production.

You have to supply the factories with what they need to run, by placing it there. I don't recommend trying to make components or end product factories right off the bat unless you're working with other players through contracts to deliver the stuff at a normal price. If you want to make everything yourself to supply an end product type factory, Take a look at what resources are needed to make the components and steer your corp towards those things first. Its not easy doing it early and solo but if done right its very profitable =)
8/5/2016
Topic:
Notifications

Doctor Dread
Doctor Dread
Administrator
akours wrote:
Well, still, I was thinking something more general. Where you don't have to do this for all your buildings :P


We could put all these kinds of notifications in one place, maybe under the corp HQ Display Logs. Or if I'm not mistaken... they already are under the Corp QH one but filter when you are looking at a specific unit or structure...
8/5/2016
Topic:
Tutorial Video

Doctor Dread
Doctor Dread
Administrator
akours wrote:
Thinking about creating a couple of videos guiding people through the tutorial and some core concepts of the game (when i figure things out myself).
Maybe even do a playthrough for a couple of weeks.

Ideas? Permissions? It's just an idea atm.


You have our permission! And you don't even need it to make your own videos! =)

Even better, get one of those popular twitch/youtubers to get in there and post about it =)
8/5/2016
Topic:
Noob protection and scaling with more players

Doctor Dread
Doctor Dread
Administrator
Blinkos wrote:
I see. Will take my time and explore further then. Thanks for the reponse.


After the Kickstarter launch, this weekend, we may see some action in the other systems. backing the project at all gives you paid account status during the entire beta and you can relocate out there If you like.
8/5/2016
Topic:
Odegard System Opened up for Beta Test

Doctor Dread
Doctor Dread
Administrator
Normally the game will open up the next closest system when it detect 10 cities established in the last one that opened. When the Beta test launched there was small snag that caused the closest system to Sol, Odegard to be skipped over and instead Gulyaev system was opened up as the first Non-Sol System. This wasn't a tragedy but the game opens up the nearest system to the last one that opened for a good reason. The travel time to the next system is significant and to make it even farther is almost problematic. Instead of taking Gulyaev away we just opened up Odegard also.

In addition we are working on adding a single city automatically to every new system that opens up. This will make it more practical to mine resources in a new system when you have a city to sell to nearby. Normally it takes 500+ industry at a location in an outer system for the game to establish a new city there. That is a tall order if the only place you can sell those products is 300-400 turns of travel time away.

When we add the city creation to the code, we will go to the two existing systems and establish cities on them also.

It should be noted that while you can build structures anywhere outside of Sol system you CANNOT re-locate your Corp HQ outside of Sol unless you are on a paid account. Cities outside of Sol have a rulership vote every week with the candidates being the corporations that have their Corp HQ at that location. "Paid Accounts" will only be possible in the Beta Test by backing the Kickstarter campaign that is launching this weekend. Paid account status will be applied immediately (within 48hrs hopefully), you won't have to wait for the campaign to end.
8/6/2016
Topic:
My Suggestion List

Doctor Dread
Doctor Dread
Administrator
George wrote:
Here are some suggestions I have for game development. I will try to update this as I play and place my priorities in top down order.
-I'd suggest vetting players and limiting general access to the engine to people who can stay active and communicate reports. In game communication needs to be enhanced.
-Turn ticks which take longer (1hr) but crunch more data and allow for easier chaining between simple tasks such as loading cargo then rolling out within a single turn. A turn should be considered an earth day or some defined span of time which is the basis of movement and order process speeds. Squares should also have a defined length of space.
-I'd suggest a generally larger GUI (there are so many problems with the current UI I'm sure you are aware of). The game should be based for 16:9 PC browsers, but accessible with lower resolutions. This could provide larger planetary surfaces and starmaps. Things seem a little crushed to me here.
-Currently, there seems to be tunnel vision for resource and unit development while basic UI and time/distance scaling are not being improved. If anything resources and units should be halved in number in order to allow easier future tweaking of less types/classes. Simplicity in design allows for perfection while MMOs which make to many add-ons in one area too quickly bog themselves in faults due too conflicting modules. Each section (GUI, research, diplomacy, resources, buildings, units, etc.) should be upgraded in coordinance with all other branches of the engine to keep everything constantly in general development and equalised.


I think a proper release state for this engine would be one which allows new player creation on a protected and somewhat resourcefully infinite Earth. While user domains are contested within Sol. Solar travel could be left for future development. A basic research tree with effective traits is needed. Diplomatic communications are currently non-functional. Unit and building development should be based on resource costs and secondarly credits. Credits should be used for resource exchange mostly. Since you are interested in playtesting your own engine the Dev team and his lead testers/funders should be the planetary lords and stay within your domain policing the game state. A.I. (terran federation) could be left out entirely as long as moderators stayed active.

Anyhow that is my first draft of this post and I'll try to clean it up later as I learn more about the engine development and current designs.
Version 1.1
edited by George on 8/6/2016





Generally speaking. We're still working on the overall game mechanic itself. This is actually the first time a bunch of players are in the game at once. A lot of thing have changed since an Alpha test a couple months ago already. All the "Quality of Life" changes such as the interface, better communications etc. is a lower priority but definitely not ignored.

1) We already had a limited Alpha where only 20-30 players were playing for a couple of months. It hammered out a lot of problems. Now that we opened it up to a new chunk of 100 players we're see other issues. It's difficult to so how tis game pays out with a small number of people. Hopefully during this beta we'll make a lot of positive changes.

2) Most people are complaining that the turns need to take 2-5 minutes! =) A turn based on an hour isn't necessary. The system is capable of running smaller turns. 5 minutes was about as low as I think we can take it because the game turn itself can potentially take 1 minute to run under heavy load. We plan to test the game under heavy load when it stops changing and see what a good number would be. If I made turns an hour and transports just teleported from place to place it would take away all the board game aspects of moving things around. People attack your transports along the way. You can watch people heading in certain directions and such. This isn't a tick game where you send a fleet off somewhere and it is just THERE once a timer is up. I don't know wha tyou mean by squares having a defined length of space, I f I made the galaxy to scale it wouldn't be practical.

3 The UI was based on a laptop running 1300 resolution 3-4 years ago when it was first started =) If we can make a Mobile version of the game then we can open up the normal version. Those would be two very different looking versions of the interface mind you Right now the UI is workable on a mobile as well as desktop.

4) The game is a very simple trading game. You mine different resources and sell them to cities You can combine them into other things and sell that also. That's actually the entire game. That's the part that needs to work well first. The majority of players actually like doing just that and nothing else. Combat and the event system, while varied and fun in their own way, are just things that affect the trading game. As long as you keep any other feature or change revolving around the game itself, which is moving resourcing and trading, it's not bloat. I agree with simplicity of design and there maybe to many products to deal with, we already lowered it once and we may lower it again. The reason why there 150 products in this game is so nearly every player can be a big player in his own little niche on that particular planet. The prices and more importantly the events that eventually show up will make a small player with the right product more important for a short time than the biggest player on the planet. If there were 10 products total, there would be 20 huge players controlling a slave army of smaller players like in every other game.

The "game" is outside of Sol system. Sol system is really just the safe noob zone to try out the game for free. You can always have a safe footing in the game in Sol. If you don't like it no problem, if you do like it them eventually you'll go paid account and leave Sol system entirely, that's the business model.

I cannot base unit and building development on resources. This s a production and trading game, buy low sell high, not a army building game. Things like Metal and Polymer make sense for ships and structures but Pesticides, Police Stations and Furniture do not. Part of the fun is getting into a type of product you have fun doing and the game events will try to complement your style of fun, all products are worth the same. For example if you think Contraband is cool then there is going to be events involving contraband that are terrorist attacks, riots and drug deals. If you 're into Clothing then events will be based around fame, style and personal politics. One of the features we want to add is events that are initiated by players who spend a pile of some product. You can take a pile of 1000 Hacking devices and stat a Hacking style event, or spend a pile of Supercomputers and start some kind of Skynet or supervirus event.

I like your feedback George! Don't think I'm being controversial or anything =)
8/6/2016
Topic:
HTTPS Support

Doctor Dread
Doctor Dread
Administrator
salting a one way hash of your password is what is stored on the server only protects your password if someone takes the database or gets into the machine. It doesn't stop them from logging in as you etc, they have the whole machine BUT even they will not actually be able to see your password and try your username PW combo on other sites. That ts what encrypting it on the server is for.

As fermuchis saying though, that offers no protection from you typing in your login password and hitting login on the webpage, you are SENDING it to the server in plain text where anyone who is sniffing the network can potentially see it. SSL Encryption protects that as it is sent encrypted from your machine tot he server.

SSL is something we plan to incorporate before launch, don't use your Bank of America login for the beta test please =)
8/6/2016
Topic:
No wood

Doctor Dread
Doctor Dread
Administrator
akours wrote:
So I decided to create some Basic Materials and my home planet doesn't have any wood.
What are the various options I have to have that brought or bringht it to my home planet?

Also, would I be able to create a base somewhere else and have resources farmed and brought
to my planet from there?

And finally, how do I know where to buy a resource from? The option is there for the ships but
is every city that's producing a product selling it too?

Many questions but the lack of wood had me wondering what my options are. Seems the guide isn't too clear
on what is happening once you have to leave your homeplanet. upset


You can buy every product from any city but it costs 2x whatever there selling rate. Your structures can buy it or your transports can buy it (from somewhere it cheap) and ship it to your Basic Materials factory location. Unless the prices are low it's not profitable to buy everything you need to make something else. If there is NO WOOD on your planet then it's going to be difficult to make something that requires it unless you make an ACP Item and build a lumber mill on another planet and eventually bring it in via a ship.

If you were making a product that only requires a small amount of lumber (For example 1 Basic Woods, 6 Basic Metals, 3 Precious metals) but you were able to supply the metals yourself, it might be worth buying the lumber
8/6/2016
Topic:
About Forts...

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
Hmm... having built one and seen it in action against a couple of raids, I'm starting to wonder exactly how forts work.

Their description states:
Basic ground defenses designed to draw fire and protect other units.



Ok that's what I would expect from a fort... but how does it work? Do ground units in the same location as the fort get any kind of defensive bonuses? Are forts targetted before other units/structures? Is it better to have one high level fort or two mid level ones?

See my angst? Trying to design some kind of effective defense against raiders and ah, the various problems of life as a baron...

Fortifications, like shields, don't do much if any damage by themselves, they draw a lot of the fire and take a lot of hits so your other units there can not be attacked as much. The raiders are actually set to RAID so they are stealing products from the location and they attack for more than a few rounds at a time.

Armored is very effective against mechanized if you're interested in taking out their base quickly, commandos do very high structure damage for the cost. You should just start building up a lot of infantry or your own mechanized to start. Units are more effective vs certain other units but simply outnumbering something 5 to 1 works too =)




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