8/25/2016
Topic:
Event filters
Doctor DreadAdministrator
|
5argan wrote:
I've been playing around with some events - mostly products in demand and surplus - and it's becoming kind of annoying to look for them when looking in the entire system. It would be nice to have an option to filter events by their type (or add a search bar for filters). Granted, I can use Ctrl+F for that but that's annoying on say, mobile devices for example.
Seeing as this is mostly QOL I wouldn't mind too much if this never made it into the game, but hey, it's a beta, so I figured I'd give some feedback on things I found.
What do you think about a dropdown or buttons that break up the list by "type" or "Location" in addition to what's there already. It would put all the events of the same type together separated by a horizontal line. I'm considering something similar for the Assets page too. |
8/26/2016
Topic:
Question on order of operations at end of turn
Doctor DreadAdministrator
|
If production requires components they must all be there or that factory will not produce anything. It checks this first and flags structures as inoperable for this turn if there isn't enough to run ALL the factories that need it.
All combat happens simultaneously. The system will combine all the units from several attacks that are going into the same location against the same corporation. So if 5 corporations are all In Madrid and attacking a single corporation, all 5 corp units will be on the same side attacking as if they were all one corporation. If some units are attacking "everyone" or a Guild at the same location they will be in there own separate fight even if there is only one defending corporation. Damage from all the fights is applied when all the fights are over they do not apply in order. The force you are fighting in a separate fight might be destroyed 10x over in another fight at the same time but you will still take damage from them as if you were the only one fighting them.
Its much better to try to combine into one attack because if you don't you're essentially giving the other side multiple attacks. |
8/26/2016
Topic:
Question on order of operations at end of turn
Doctor DreadAdministrator
|
Vulpex wrote:
Oh that reminds me - would be FANTASTIC if those structures which are flagged as inoperable could actually notify of the fact - something like "no production last turn" under the assets list or something like that. I've already noticed that you are charged the full production cost even if production itself does not take place because of lack of materials *grumbles about logistics*
I think it mentions it under that structures Display Logs, not 100% sure. The Display logs should really have an exclamation point when something import is on it. I also thought that the structures would only charge you the halt production cost, need to check that. I have a toy factory that is constantly running out of wood and my overview graph shows ups and down in the structure cost. |
8/26/2016
Topic:
Problem with trading
Doctor DreadAdministrator
|
It doesn't do it now but eventually it will liquidate your Corp after so many days of not logging in. Probably a couple weeks? That will remove all the demand busting structures that keep on going. And then remove it entirely after a month or so.
The game has no end, it is designed to go on forever. The "turns" can almost be thought of as a "Star Date" and it might be altered to look like one in the future. Big events and the way the galaxy expands by opening up new systems you can relocate to is what gives you the opportunity to "start again" in a new place with fresh set of people while keeping most of your net worth |
8/26/2016
Topic:
Problem with trading
Doctor DreadAdministrator
|
Halting all production is only half the problem. The transports are still running around and "free" products are still piling up. An abandoned corporation with hundreds of records in the database is also a burden on the system. Liquidating the corp reduces everything to one line in the database for your corp and a lot of credits. It's the same liquidation you can do form the Corp Page. I can actually keep it around that way for a long time because you're not longer impacting the system or the game but you can return and star fresh if you wanted, possibly in a new system.
The guy who got upset about resources was mining a lot of metal on Mars for example. He could potentially overcrowd the heck out of Mars_5, I have to remove it sooner not later. Even two weeks sounds like a lot of time on a free account. A paid one might stay around as long as they are paying |
8/28/2016
Topic:
Question on order of operations at end of turn
Doctor DreadAdministrator
|
Rujholla wrote:
I second having it show on the assets list that your factory is non productive due to demand issues! Highlighted / Flashing something. "Non productive due to demand" is an arbitrary thing. Maybe I can show the last or current demand next to the "Sell: Basic Metals (XXX) " but I'm out of room. I want to make different versions of the Assets page, one for structures only which will display more structure related information. this is something I'll put in there. |
8/28/2016
Topic:
Cybertronic Artifact Effects have gone in.
Doctor DreadAdministrator
|
This week we've been working on the next category of artifacts, Cybernetics. These artifacts when deployed generally create some kind of powerful Cybernized unit which "Attacks As" an existing type of unit but has increased Attack Damage and hit points etc.. It took some time to incorporate the mechanics into the system, we are also experimenting with a few more graphics and icons for this feature. Currently we were able to get Terminators (Infantry), Cyber Assasins (Commandos) , AI Hyperfighter (Scout) and AI Reapercraft (Corvette). These are deployed from The different Cybertonics artifact types and are listed in the Guide >> Artifacts page.
The artifacts are deployed from a unit that is carrying them and they must be deployed at your Corp Headquarters. They will instantly create a level 1 unit which can be upgraded. Generally speaking the units have 5x, 10x, or 25x more firepower than there relative unit type (depending on the artifact type is took to make them) and have 2x-3x the hit points. Their cost is about 3x normal, which affect how much it takes to upgrade them, but there upkeep is at most double. Separate stats for these units will eventually be on the Guide Combat page.
It should be noted that When the next group of artifact effects are implemented, Metaphysics, units can be further upgraded with other artifacts to increase firepower, defense, movement. These special cybernized units will not be an exception which can potentially make for some powerful units.
There are events listed under Cybertronics such as Nanite Swarm and AI Networking that we didn't get to this week but should there available by next week. They don't require any new mechanics, just launching special events.
Our Kickstarter ends in a week, we hope to get most if not all of the artifact effects in place before it does. After that we will focus on re-working the UI, making quality of life improvements and slowly adding more events to the system. |
8/29/2016
Topic:
Getting ships to leave Sol?
Doctor DreadAdministrator
|
You can use the "Find On Map" button when giving it a movement order. It will bring up the map with a large button across the top. Zoom out and then back into another system down to a specific location and that big button will turn green. You click it and it takes you back to the orders screen for that unit with the movement order coordinates populated, click Add Order. |
8/29/2016
Topic:
We've been added to the game list on MMORPG.com
Doctor DreadAdministrator
|
MMORPG.com has posted us in their game list.
http://www.mmorpg.com/gamelist.cfm/game/1448/Barons-of-the-Galaxy.html
They are a very popular site for MMO style games. It would be helpful if you all would try to comment on the game or even write your own little review of the beta test so far. Also rate the game on the Hype meter so it gets enough votes to be displayed. Thanks everyone! |
8/30/2016
Topic:
Question on order of operations at end of turn
Doctor DreadAdministrator
|
Rujholla wrote:
Doctor Dread"Non productive due to demand" is an arbitrary thing. [/quote wrote:
What I mean is if for the current turn the factory doesn't have enough required components change the color of the title to red or something similar.
I understand now. I think this is already dropped into the structures Display Logs when it doesn't have enough components, I might be able to use that to display at least an icon on the assets page that something is wrong with the structure.
Might try to do something like that with the military units also. a warning icon or message when there is something in the units logs. |
8/30/2016
Topic:
Battle Notifications to email
Doctor DreadAdministrator
|
Rujholla wrote:
If your stuff is being attacked, I'd like to receive a notificaiton outside of the game. I realize this is not a big priority but it would be nice.
Ya know that is already on the drawing board! There is going to be an option under your Corp HQ, or probably your account profile in which you can enter in a couple of email addresses and set some option on which messages you want to receive. combat, voting, anything. Set some limits etc. Most mobile carriers have an email address that you can send a message to which will text your phone. Its free and built in but it depends on your carrier. I think Verizon is (phonenumber)@vtext.com for example. |
8/30/2016
Topic:
Reworked raiding to fix a bug
Doctor DreadAdministrator
|
There has been a bug with raiding while attacking with a group. It has been making units show up multiple times and the raiding itself wasn't actually taking the products. We re-worked the code and we THINK it's ok now. Please report any weirdness when raiding! |
8/31/2016
Topic:
Market Building
Doctor DreadAdministrator
|
Vulpex wrote:
Fort could double as a warehouse and protect goods from raids - fort is a bit weak as-is right now. Raiding IS problematic right now. I need to find a good way to make some sort of defense against it.
The idea of having a "Distribution Center" has been brought up before. it's something we'll probably add soon edited by DrDread on 8/31/2016 |
9/1/2016
Topic:
Logistics Cap?
Doctor DreadAdministrator
|
We have to tap the brakes on it somewhere otherwise one Corp can potentially take over an entire game.
Its not a hard cap, you can go past it, it just costs more. If you want to pay twice as much upkeep you can have 1,000 levels worth of military that's ONE HUNDRED level 10 Varitek units which translates to 10,000x firepower and hitpoints. I think that ONE SHOTS Monoliths and they don't even do good against monoliths |
9/1/2016
Topic:
2nd Level Industries
Doctor DreadAdministrator
|
If you're selling locally in the same spot where you are using those components its going to be a little tricky. The transports are not going to sell what's on the ground, only what they are carrying. If you really want to drop a set amount and sell the rest you can give it two separate orders, one to drop 1000 units, then another order to sell the rest.
Structures on the ground will sell everything if you don't slow them down. You can't set an amount to "keep" , such as not selling when a product falls below 500 or something. But you can tell the structures to sell a certain amount a turn and not their maximum. As structures are upgraded I find myself adjusting the amounts structures are selling to keep up with demand but not clear out all the componentns. |
9/1/2016
Topic:
Logistics Cap?
Doctor DreadAdministrator
|
Vulpex wrote:
Actually it's the industry cap I find low
But hey I'm more of an industry kinda guy.... now that you mention those varitek units though...
10 structures at level 10 seemed like a round number. If those were all end product you're talking about 1,200 units a turn at 500 each at 100 demand is $600,000 a turn or $600,000,000 a week. 10 monoliths a month, sexy!
Of course I find myself building 10 small farms to produce 10 different crops and sell to the same city. |
9/1/2016
Topic:
Artwork of military base units
Doctor DreadAdministrator
|
Jazzek wrote:
Currently the picture of the bomber shows it in space, so I was a little surprised when it couldn't travel there. I know it's just placeholder artwork at the moment, but thought it might be a good idea when you're ordering the real ones to make sure they don't show things in space that can't actually go there.
I agree. I was planning to make the backgrounds of all the images change depending on where they were , for example, bombers CAN be in space when carried and fight in space so they get a space background but when on a desert planet there would be a desert background image for all the ground units and a "half-desert" background for the ships like they are low orbiting the planet. |
9/1/2016
Topic:
2nd Level Industries
Doctor DreadAdministrator
|
IanAlexander wrote:
Thank you for the input, it is strange, that we pay for storage but can't utilize it to actually store what we want?
Hmmm, you want structures to "store" a certain amount of product to make sure there is some for production?... I'm thinking that what I just said about the structures not being able to sell down to a certain amount is something that I can actually correct. Adding a threshold field to the buy/sell screen. So if you are set to sell corn but set the limit to 1000 the structure won't sell unless you have more than 1000. Works reverse for buys.
You would have to set that for all the structures selling or buying in the same spot. It's a little different than saying "Don't let anything sell below 1000 here" but should be good enough, what do you think? |
9/2/2016
Topic:
Loading units into a transport...
Doctor DreadAdministrator
|
Shooer wrote:
A ground unit's level is it's size. You can't get a level 3 unit into a regular frigates hangar space. edited by Shooer on 9/2/2016
A ground units size is based on level but it isn't the level itself. Look at the unit and you can see its size state. The blue icon with a white grid. |
9/2/2016
Topic:
O Crowding
Doctor DreadAdministrator
|
It doesn't affect the amount of production, it affects the cost. at 100% overcrowding the structure essentially costs twice as much to produce, you might as well be mining a resource of value 8 for the same money. Overcrowding is what make the lower value resources become viable as more and more people start to mine the highest resource around.
...Saying 100% overcrowding costs double is also inaccurate because the overcrowding percentage actually becomes part of the total bonus. If you look at your structure and go to the production tab you see the bonuses you get from your Corp HQ being there and your tech. Logistics can cause a penalty and so does overcrowding. |