8/6/2016
Topic:
No wood
Doctor DreadAdministrator
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Vulpex wrote:
Depending on the volumes you are talking about - you might want to use the contract system. It works for me, just make sure you pay above market price for the hassle of having stuffed shipped in from another planet.
I have to ask, any problems with the contracts so far? They are difficult to test. |
8/7/2016
Topic:
No wood
Doctor DreadAdministrator
|
It's good to here they work good so far. Interface confusion is something we can work on =)
They are tallied as buys or sells when you pick up or drop them off through the contract.. The deliveries mechanic is for when you say "100 Wheat every 10 turns" starting on turn 500. The system tracks how much you are delivering and if you don't make the 100 in a 10 turn period it flags it as a failed delivery. If 20% of the deliveries are failed then you can terminate the contract and collect the penalty money. Whoever is responsible for delivering the product at the location specified is the one who gets penalized. |
8/7/2016
Topic:
No wood
Doctor DreadAdministrator
|
Vulpex wrote:
Ah ok now I understand the failed deliveries is based on periodic delivery contracts - understood.
You do realise that this is something that can be gloriously abused right? Setup a juicy contract at high price low volume (say buy 10 basic chemicals per 10 turns @ 500 each) but with a very high penalty clause (say 10 million).
The abuse? The person who sets up the contract also sets up an ambush - destroys the vessel carrying the goods and then claims the cash from the penalty clause.
This universe looks like it can be a harsh harsh place...
I wouldn't accept a contract with that high a penalty. Also, the penalty I think is limited by your net worth. you can't set a very high penalty. you also have to fail 20% of the deliveries before you can call for penalty. |
8/7/2016
Topic:
Kickstarter Campaign has been launched!
Doctor DreadAdministrator
|
It's that time everyone, our Kickstarter Campaign just went live! Even our family and friends haven't been told yet because when it comes to this game you are all our family and friends =)
There are big rewards for your current Open Beta Test account which will give out IMMEDIATELY just for backing the project! Please come take a look and help shape this game into something special!
Link to Barons of the Galaxy Kickstarter Campaign |
8/7/2016
Topic:
No wood
Doctor DreadAdministrator
|
Vulpex wrote:
Hehe... you wouldn't accept such a contract, doesn't mean a new player who doesn't yet have a good grasp of game mechanics would not. Especially if there is a very juicy price to the basic products.
Once that scout who is in charge of making the deliveries is destroyed, it won't take long for 20% of the deliveries to fail.
I'm not making this up btw - I've seen it happen in other games - and yes, people fall for it. I know it will happen. =) I've tried to limit the penalty in both directions, you can't accept a contract with a high penalty if your net worth is not high. When you're starting out it won't let you accept a contract like that. |
8/8/2016
Topic:
Creation of new cities
Doctor DreadAdministrator
|
Vulpex wrote:
Ok so I understand that if enough industrial activity happens at a given spot a new city will spawn there so far so good.
I even recall reading somewhere that a minimum of 500 points of industrial activity are needed to make this happen.
A few questions though:
Does the output of the HQ count toward this total? (If the HQ is moved to that location)
Do the industrial plants have to be actually in production? When moving to a new planet where there are no cities it might be a viable option to simply build up the industrial infrastructure and then start production once you have someone to sell to.
Finally - how is the industrial production tallied? I know what my current industrial strength is (because I see it when I vote) but it seems a bit obscure to me at this time, any helpful insights would be most welcome.
Thanks in advance!
Corp HQ counts as production. The structures actually have to be producing. If they are all halted it wont count as anything . If they are all at 50% then it reads as 50%. For cities spawning I know this is true. Also the Expanding Galaxy procedure only happens every 100th turn, it doesn't check every turn. Whatever your output is, is your production. If you're making 25 a turn of something than that is your production. I think that when it comes to voting it ignores your production rate, I would have to double check that. |
8/8/2016
Topic:
Min 3 letters.
Doctor DreadAdministrator
|
zenithlight wrote:
Why is "!" allowed but not "."?
... That's a good point (haha "point"!) We should add that to the validation |
8/8/2016
Topic:
For your information and permission
Doctor DreadAdministrator
|
Cainon wrote:
I put a small thread on spacesimcentral letting people know this game is up and running in beta.
If you want me to take it off just let me know.
Post it anywhere you like =) We have a thread on Spacesimcentral.com and Spacesector .com also. You can reply to those too! |
8/9/2016
Topic:
Loading units into a transport...
Doctor DreadAdministrator
|
Vulpex wrote:
Ok so I am continuing with my goals of universal domination. (Shhh.... don't tell anyone).
And I have run into my latest er... hiccup. So having settled a far off system I'm trying to get some combat units out there to deal with pesky raiders and oh you know provide some kind of defence.
However, when I ask my shiny new freighter (with extra powerful headlights - for that glowing like a star entrance to your favorite starsystem!) to try to load the units into it's cargo... well it just... doesn't. No fail or error message, I just give an order wait for the order to be executed and pffft.... nothing happens.
A few things which might be an issue - the units I am trying to load are currently upgrading (because we need the POWER!) might that be a problem?
Also - I have no idea exactly how much space these units take up in the cargo hold of my freighter (5000 available space) I figure that should be enough to load some of my mechanized infantry or even an armoured unit in there... but nope, no effect.
Any insights oh great Barons of the Galaxy?
Units don't load into the "cargo" space, they load in the "hangar" space. Freighters don't have hangar space. A frigate has 2(?) hangar, Carriers has like 50. The hangar represent how much "size" worth of units you can carry. A frigate can hold a couple of level 1 units.
Units in the hangar fight with the ship in combat. Certain units will be excluded from fighting like that but that's not in place yet. (Transports won't be fighting in space).
It is sort of a bug to allow freighters to even do the load unload command since they can never hangar any other units.
Its almost faster or easier to load a Military base and start making units out there. Otherwise you have to bring a bigger ship like a cruiser or maybe several corvettes in a group to fight level 5 raiders effectively |
8/10/2016
Topic:
What do you like about BotG?
Doctor DreadAdministrator
|
Please no butt kissing, I've outgrown that =) I honestly like to hear what the good and bad is about the game. I don't see it from the same perspective as new players. I made this game because of the same disgust berzurcus has with the typical browser game. I don't want to make a cash grab, I will be happy with a small steady income that pays for itself. If thousands of palyers jump into it, hey that's great too! |
8/10/2016
Topic:
Who is "RAIDERS" & 'Lord Humongous'?
Doctor DreadAdministrator
|
They are an NPC corp. There are 5-6 of them, kind of like the Terran Federation. They are used for events like this. I did notice that attacking the raiders in Sol attracts the Terran Feds which defend the area., need to correct that somehow. |
8/10/2016
Topic:
Copy/paste Orders
Doctor DreadAdministrator
|
This is a good idea, it's come up before. Essentially "saving" a units orders as it is with a name and then being able to import or paste it in another unit by selecting it from a dropdown. It's one of those "Quality of life" improvements we plan to make to the interface once things settle down with changes. |
8/10/2016
Topic:
Kickstarter Campaign has been launched!
Doctor DreadAdministrator
|
We've made half of our funding goal so far and it hasn't even been a week. I hear you make most of your funding in the first few days. I hope everyone playing the Beta Test are considering backing the project even for a small amount before the month ends. I would love to go full steam on this game and make it something special =) |
8/10/2016
Topic:
Game was stuck on turn 1604
Doctor DreadAdministrator
|
zenithlight wrote:
Construction isn't happening, my funds aren't changing and the graph on the main menu stays the same.
Looking into it now. Sorry didn't notice this earlier |
8/10/2016
Topic:
Game was stuck on turn 1604
Doctor DreadAdministrator
|
Problem corrected. A couple of players were boosted to corp level 10 while upgrading their corp HQ. The code wasn't expecting that to happen and literally tried to put it to 11. |
8/10/2016
Topic:
Game speed, aka how long are turns expected to be?
Doctor DreadAdministrator
|
Rujholla wrote:
Sorry to resurrect an old thread but I'm confused. I see the count down up in the corner of the play window, but even when it gets to 0 the turn number doesn't advance even after I refresh. Did the time per turn go up?
The game was stuck, there was a bug for the last couple of hours. Just noticed it and corrected it. Game should be running now. If you think the game is bugged try checking the Game Status page from the website homepage. It will show if the last turn didn't go through for whatever reason. |
8/11/2016
Topic:
Aesthetic changes creeping in
Doctor DreadAdministrator
|
We changes some aesthetics on the site today. Prettier buttons and altered the tab bar across the top. There might be a lot of slow changes like this in the coming weeks as we start optimizing the web pages..
We also fixed an issue with Terran Federation responding to battles involving Corporations attacking Raiders. That shouldn't happen anymore. Terran Feds should only respond to fights where a player corp is on the defending side now. Tutorial also got a small change where it recommends a product and category on corp creation.
We started laying ground work on deploying artifacts. We want to get some of those mechanics in place before doing anything else major on the game. Artifacts was the last major game feature added and it's not in there all the way yet. After that we might try another event or two and then get into changing the way unit orders are issues so you don't have to put in as many. |
8/12/2016
Topic:
Productiuon/Build
Doctor DreadAdministrator
|
Your game looks like its fine now. The game was stuck for 4 hours the other day but I don't think that is what you were seeing.
If you can't afford to build a unit or upgrade it won't build them. It will try to build or upgrade the cheapest ones but something like a Corp HQ upgrade for 20 million usually gets stopped until you have enough credits.
OCrowd means overcrowding. The resource you are mining is being mined at over 1,000 units a turn, its start to get a penalty to the cost of all the structures trying to mine it. This 1,000 limit is for everyone at the location not just you. If you look at your location on the "resource" tab you can see everyone else who is also mining the same resources. Try to contact them or it may be cheaper to start mining another resource location even if it is a smaller value. |
8/12/2016
Topic:
Research - "Entire Category"
Doctor DreadAdministrator
|
lol, I am working on this RIGHT NOW. I noticed it earlier this evening. It doesn't update any of your structures unless you do something else to it that forces an update. Like change production rate etc.It should be fixed tonight. |
8/13/2016
Topic:
Limited Exploitation is first city ruler of Dublin
Doctor DreadAdministrator
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Congratulations, Limited Exploitation will be known as the first daring pioneer of a new star system of which he will most likely Exploit in a Limited way =) |