9/19/2016
Topic:
Selling mechanics
Doctor DreadAdministrator
|
Kobalsk wrote:
I have the HQ lv 2 + Chemical Plant lv 4 im the city + 3 Chemical Plants in same planet. I have transported 4K basic chemicals to my city, but cannot sell all the chemicals, only a small portion. How the selling mechanics works?
There is a "volume" per product which is how much the city will take in a single turn. It is based on the cities population. You can see it from the Mange >> Buy/Sell tab for a structure which is selling it or if you go to the city location on the Viewscreen tab and drill down through the "Demand" tab you can see the volume next to the products demand and sell price.
There might be other corps selling the same thing to the same city also, not just you. Under the same Demand tab you should be able to see all the other buy and sells to that location. It is not uncommon for several corps to be selling regularly to that city also. If the maximum is being sold every turn then the price is going down a point per turn and will eventually sell down the price to nothing in a couple of days!
You need to look to sell to other nearby cities, preferably ones with bigger populations that will have a bigger Volume for your products, if you're overselling to the one you are in. If you get really big you'll start to overwhelm the planet and have to sell off world
And of course you can full out attack other peoples production outside of cities if that is the way you roll =) edited by DrDread on 9/19/2016 |
9/19/2016
Topic:
Transports
Doctor DreadAdministrator
|
Rafael wrote:
Quick question about Transports. How do I transport things from USA to Europe? Will a Transport work, or do I have to build a ship? Thanks?
Transports move anywhere on the planet without any obstacles. All "ground" units do (Transports to variteks). You can always make a ship also, they move faster and can go to any planet. Eventually you will be selling offworld just on the occasional event that skyrockets the price of something =) |
9/19/2016
Topic:
Sugestion - Combat Guide
Doctor DreadAdministrator
|
Kobalsk wrote:
I discovered, is the military units vs units.
Sorry my ignorance.
But maybe it's a good idea this matrix show more information on mouse over.
Other sugestion: is possible the player customize an predefined automatic group of orders? Something like a transporter pass in a city, pick up the cargo, move to next city... in a few clicks.
Maybe something like saving the sequence of orders, for posterior reuse. edited by Kobalsk on 9/19/2016 Saving a list of orders is something we're working on this week, and distribution centers |
9/20/2016
Topic:
Selling mechanics
Doctor DreadAdministrator
|
Vulpex wrote:
Question comes to mind - is the demand volume of a city per player or per city? E.g if two players are trying to sell corn to a city with 200 demand for corn can they each sell 200 that turn?
Like everything else the volume is the total for one turn from everyone. if 4 corps tried to sell 1000 corn each to a city with a 200 volume on the same turn they would each get a sell of 50 in. If one Corp is selling 3000 and another is selling 1000 in the same turn they would get a sell of 150 and 50 in respectively. If a single Corp is selling from multiple ships at once the same sort of rules apply. If for whatever reason you cant get a single unit of product sold to a city the unit will move to the next order in its list. |
9/22/2016
Topic:
Salvaging or Looting Cargo
Doctor DreadAdministrator
|
Xarleto wrote:
Say a unit carry resources is killed do the resources drop on the map or lost forever? Any plans to add things to salvage destroyed things?
and can you raid artifacts from other players :p edited by Xarleto on 9/22/2016
Cargo on units that are destroyed are destroyed with the unit. you automatically get salvage money on your destroyed units.
"Any plans to add things to salvage destroyed things?" ... Are you asking if we can salvage cargo or products manually or that are destroyed? This is something I'm actually working on this week. The ability to go to a stack of product and simply salvage it for some low price. If you have a large pile built up and you can't move it easily you may want to salvage it instead of paying the cost of storing it. The Storage cost right now is set to a very low amount, it will go up probably 100x to put it where it is suppose to be. But before I do that I want to make sure you can salvage piles of products first. |
9/22/2016
Topic:
Structure take no damage / attacks repelled?
Doctor DreadAdministrator
|
Xarleto wrote:
Structures are suppose to take damage when attacked right? I tried to attack a research facility but due to some phenomenon my attacks are not going through. I did attack location and corporation just cant seem to work
I'm looking into this tonight. Might be a problem with looting artifacts or attacking research facilities I havn't noticed |
9/22/2016
Topic:
Structure take no damage / attacks repelled?
Doctor DreadAdministrator
|
Xarleto wrote:
Structures are suppose to take damage when attacked right? I tried to attack a research facility but due to some phenomenon my attacks are not going through. I did attack location and corporation just cant seem to work
DId you try to raid against an artifact or product? Was it present at the location? If you attempt to raid something but it isn't there, or the system thinks it isn't there, it cancels the attack altogether like that. I'm guessing that is what happened |
9/22/2016
Topic:
Structure take no damage / attacks repelled?
Doctor DreadAdministrator
|
Doctor Dread wrote:
Xarleto wrote:
Structures are suppose to take damage when attacked right? I tried to attack a research facility but due to some phenomenon my attacks are not going through. I did attack location and corporation just cant seem to work
DId you try to raid against an artifact or product? Was it present at the location? If you attempt to raid something but it isn't there, or the system thinks it isn't there, it cancels the attack altogether like that. I'm guessing that is what happened
I also just realized that the Raid option for items is not in place at all even thought the interface allows you to select items on a raid. The option for items is being removed tonight. Delete any order you have that is doing it.
Raiding for items might be off the table indefinitely unless we re-working raiding in general. Right now raiding is pretty much guaranteed to return something but that's problematic with VERY pricey artifacts in the game now. There is no way to defend them. We might have to make a system that drops your raiding power to nothing when you are trying to attack a force that outnumbers you or is even half your size. That would make you able to just have a lot of firepower or defenses around your artifacts to prevent all but BIG raiding parties from coming in taking anything. |
9/22/2016
Topic:
Structure take no damage / attacks repelled?
Doctor DreadAdministrator
|
I am able to attack a location with a research facility on my machine. What location are you attacking? I'll try it myself. |
9/23/2016
Topic:
Structure take no damage / attacks repelled?
Doctor DreadAdministrator
|
Vulpex wrote:
I think we all have to attack Dread now just to test this out thoroughly. Go ahead I don't hold a grudge =)
I have a feeling the specific corporation he's attacking isn't the right one or something. It only cancels like that when it has no target |
9/23/2016
Topic:
Price Bug
Doctor DreadAdministrator
|
Event ID 4187 just ended 4 turns ago Popular fad dropped it 300 points into the floor. You have to uncheck "Active" on Event screen and look for it. The price is already back up to 15% bouncing back with the regulation mechanics |
9/23/2016
Topic:
Where did you hear about Barons of the Galaxy?
Doctor DreadAdministrator
|
WalterParrot wrote:
Was browsing through Kickstarter campaigns in the game category, then found this. This is exactly the kind of browser game I've been looking for. Haven't been satisfied with browser games since early v1.0 Erepublik. I hate pay to win....
Thanks for trying it out. I hope I can add a lot more too it in the next few months (Events etc.) as things are starting to stabilize with the game mechanics. |
9/23/2016
Topic:
Buying
Doctor DreadAdministrator
|
In Sol System the prices bounce back from the extremes very quickly as part of keeping the sol system stable for new players.
You can see exactly what every unit bought or sold product for, Under Corporate >> Accounting >> Change dropdown to Buy/Sell . . You should see every units transactions, The demand, Price per and total. This info is eventually going to be put under "More Info" tab of the units also. |
9/23/2016
Topic:
Buying
Doctor DreadAdministrator
|
Cainon wrote:
Looking below just would like to understand the principles for buying from cities and why the extra cost involved? Paid $160 for 1 unit of Small Appliances and paid 340 for 1 unit of Accessories. A factor my cost of $16 and $34 x 10 at the city of Bonnie and Otis instead of the factor x 2
7983 | | FRI BTIN FLGS | Otis | Buy | Small Appliances | 429 | 16 | -160 | -68,640 |
7993 | | FRI BTIN FLGS | Bonne | Buy | Accessories | 12 | 34 | -340 | -4,080 |
edited by Cainon on 9/23/2016 The tier 1 products, the raw m materials you can mine, are worth the same value as the demand percentage. So if demand is 230% for Corn, it sells for 230 a unit. The Tier 2 products, components like Polymers, are worth 2.5x the demand %, Tier 3 or End Products are worth 5x what their demand percentage is. So, you are buying Small Appliances at 16% demand, Small Appliances are worth 5x what their demand is (Raw materials are 1x, components 2.5x) 16 * 5 = 80 and buying is double the price 80*2 = 160 per unit . 429 units at 160 = 68,640.
When you sell those somewhere else for lets say 150% demand you'll pull down 5 * 150= 750 per unit . 750 * 429 = 321,750. You'll make about +350% profit on that =) |
9/23/2016
Topic:
Selling via HQ
Doctor DreadAdministrator
|
Vagabond820 wrote:
Is their a way to sell multiple types of product via your HQ?
Ie basic wood, water, and exotic metal all that the same time.
Right now you can only sell one thing at a time from any unit BUT I just happen to working on "Distribution Centers" this week which are structures that can sell like 10 different items at a time. Once those are in place I might be able to make other structures sell more than one thing also. |
9/23/2016
Topic:
Load % of cargo
Doctor DreadAdministrator
|
Vagabond820 wrote:
That is just the thing, i don't know what my transport/freighter will be picking up each trip so setting a looping order to keep half/sell half is pain painstakingly frustrating.
Your complaint is legitimate. You can set a freighter to buy sell 1000 units each but over time you might go from picking up 200 units each to picking up 3000 units each as your production goes up. It is a pain to re-adjust all those numbers on the fly. I ran into this myself.
We can add a Percentage Vs Set amount option when giving your units orders. It won't be added this week or next but after that it might show up. Thanks for the feedback =) |
9/24/2016
Topic:
Structure take no damage / attacks repelled?
Doctor DreadAdministrator
|
Xarleto wrote:
Ok it works if I attack with a single ship. I was using a fleet the first time, I'll try with a fleet once Terran Feds leaves :p
Where you trying to raid with a fleet? That could be something. Where is this at? |
9/25/2016
Topic:
mercury_7 infinite demand on supercar
Doctor DreadAdministrator
|
RedCircle wrote:
demand for supercars on mercury_7 doesn't seems to ever lower
Wow what a fascinating exploit this was! =)
So if you or anyone else BUYs supercars the price goes up and if you are anyone sells them the price goes down appropriate to how much you buy or sell, this is in addition to a default 0.1 % rise all demand does normally.
XarCorp and you are selling supercars in Mercury_7 but there is a "Capital Goods" Corp in Mercury_7 who has a freighter BUYing 5k supercars a turn and then dumping them at location. That is why the price is pegging at maximum. He is buying more than you are selling.
HOWEVER that freighter isn't actually buying any supercars because the Corp its in cannot afford the 25 million to do it. The buy attempt is tracked but flagged with a failure code. The BUG is that the part of the code that reads how much was bought/Sold to adjust the Demand is not checking that flag so it's considering the ATTEMPT at buying 5k Supercars and adding it to the calculation. You could of made 100 freighters attempt to buy max cargo of every product and all the prices would skyrocket even though they weren't actually buying anything.
Capital Goods looks like a burner corporation and this is all its doing so another corporation, either YOU or XarCorp can exploit it.
The problem has been corrected and the price of Supercars in Mercury_7 is falling a few points a turn now. There are a few other locations that seem to of had this situation also. |
9/25/2016
Topic:
Cost of upgrading transports
Doctor DreadAdministrator
|
Vulpex wrote:
Ok I noticed a little quirk which looks like something unintended (hence, a bug)
Upgrading a lvl 3 transport - cost 60,000 Upgrading a lvl 4 transport - cost 40,000
Quirk? Bug? Intended surprise? Who knows!
The lv4 upgrade makes the unit go for a 8x to a 10x stack and is only 20k, the lvl 3 makes it go from 5x to 8x is way its 60k. The upgrade is a smaller increase to make it to a round number of 10x. The level upgrades are probably going to change to something like 1,4,10,15,20,35,50,65,80,100 in the future |
9/25/2016
Topic:
Load % of cargo
Doctor DreadAdministrator
|
Vagabond820 wrote:
Do you want me to submit a request ticket?
No such thing =) It's on my to do list =) |