9/25/2016
Topic:
Required Components
Doctor DreadAdministrator
|
Vagabond820 wrote:
Is the amount listed on the production screen the amount needed each turn or is that the amount per unit to be produced?
That's per turn. |
9/25/2016
Topic:
Salvaging or Looting Cargo
Doctor DreadAdministrator
|
Xarleto wrote:
cool. Can we raid/loot artifacts from other players? Say they got some lying about on a unguarded research facility.
The raiding of items doesn't work at the moment, the option to pick Items as a raid target is being removed temporarily. I need to re-work how raiding works, specifically how much cargo you can pull when raiding based on your Power vs the Defense so you can't walkin with a small force and be guaranteed to steal artifacts from a well defended place. Someone mentioned using fortifications as a defense against raiding. That might go in also. For now you can't do it =) |
9/25/2016
Topic:
Required Components
Doctor DreadAdministrator
|
Vagabond820 wrote:
so a lvl2 hospital needs 20 water, 6 hvy mats, and 4 adv elect per turn to produce 20 units of service. Woof, I am way offer supplying lol. edited by Vagabond820 on 9/25/2016
Up the level a few times and that won't be the case =)
Don't oversupply the city with a service like that, it's not like you can sell it elsewhere. A lot of people level it up too much and are making 10x what the city needs then have to pull the production rate way down which costs more. |
9/25/2016
Topic:
Downgrade Structure or reduced capacity
Doctor DreadAdministrator
|
Vagabond820 wrote:
Can we get a feature that allows you to return a building to an earlier level of maintenance/production or a way to reduce the operating cost by reducing the production rate?
Downgrade: return a lvl3 structure to a lvl2 structure. Reduce Capacity: building maintenance per turn = base rate (level dependent) 20% + production rate 80%. As an example, a level 2 building may cost 500 per turn (full rate) and a lvl3 1500 per turn (full rate), but a lvl3 producing at a lvl2 rate would cost 700 per turn.
That idea is on the to do list. You probably will get some money back on the downgrade. |
9/25/2016
Topic:
Required Components
Doctor DreadAdministrator
|
Vagabond820 wrote:
Could we maybe get the words "per turn" added to the end of the required components title?
In the next update =) |
9/25/2016
Topic:
Distribution Centers are now available
Doctor DreadAdministrator
|
We spent this week implementing Distribution Centers. These are cheap structures that you can place in a city and sell 10 different products at once in a controlled manner without holding up your transports.
They are built just like any other structure from your Corp HQ or an ACP Structure item. They are cheap only costing 20k and 150 a turn but they do count towards Structure logistics like any other structure. They can be upgraded normally but it only serves to increase the Buy/Sell power, Size and hit points of the structure just like any other. They have 10 slots to declare different buys or sells and each slot has the structures full buy/sell power. You can stack multiple orders for the same product in order to combine the Buy/Sell Power if needed.
We are still planning to add a "Hold Amount" to buying and selling which would allow you to set a limit to prevent your structures from selling all your product at a location . This is needed to prevent you from selling out all the components your other factories at that location may need to operate. We're looking into adding this to transports orders also otherwise it won't be as effective.
We will see how these play out and make adjustments to them if needed, don't be afraid to give feedback!
We're going to work on Copying and Saving a units order list next. |
9/25/2016
Topic:
mercury_7 infinite demand on supercar
Doctor DreadAdministrator
|
Vulpex wrote:
Sneaky ... thanks to Redcircle for reporting this. It can be quite unbalancing if left unchecked.... question Dr. D would this have worked in the reverse? I am sure I left by mistake a facility trying to sell stacks of goods per turn that were no longer available and it would explain rock bottom prices on some things. It's interesting to see how cities are cycling around going up and down in the population cycle.
It did work both ways. I find the "traffic" around the planets in Sol System fun. If you look at Sol in the viewscreen and then do Military tab. You can see all the traffic moving around. Same thing when you zoom out between star systems |
9/26/2016
Topic:
Vote for what to develop next 9/8/2016
Doctor DreadAdministrator
|
Distribution Centers are in the game now. 10 Slots each one has the structures BS power which scales with level like normal structures but capped at only 10 slots. Could increase the slots with level maybe, see how it goes. This change in the back end also makes it possible for normal structures to have more than one slot if we wanted. We'll see how it goes.
We're looking into making a "hold" amount on sells so it won't sell out your factory components if you have a factory at location but we want that to expand to transports transfer cargo orders as well.
We'll be trying to add Copy/Save Transport orders this week |
9/26/2016
Topic:
How do you all use orders?
Doctor DreadAdministrator
|
I don't go back and forth to where my production is happening, I actually pick up a huge amount of Wheat in Memphis and drop up chuncks around 4-5 cities then head back in a big circle.
because there isn't much combat at all right now, the military sits around also, although you can make them a group with some freighters and they can escort convoy. |
9/26/2016
Topic:
Minimum Stockpile limiter on transfer cargo order
Doctor DreadAdministrator
|
The problem is that there are 3 structures and 12 freighters coming in trying to sell or transfer the same product. Do they all have orders like this? What if one doesn't does he get to sell it down to nothing? That's been the problem I'm having designing the feature.
Instead of setting the units or structures to have a reserve amount, Maybe have the Product Stack itself have a reserve amount. "Don't let anything sell or transfer this stack below 2,000" that would make a lot more sense. Maybe instead of having to set a stack you can just declare it on the Assets page. "Reserve Product" option near where you set fleets which takes you to a page where you can declare a location and product or just pick an existing stack and have it set a reserve amount for that product at that location. It would be a list you can manage. That's the current idea on implementing this feature |
9/27/2016
Topic:
Minimum Stockpile limiter on transfer cargo order
Doctor DreadAdministrator
|
Storing product as a separate record at the same location in game is complicated in the back end. The easiest way to make this not a problem is to have the factories burn there components early in the turn , before sells attacks or transfer orders happen. Right now Sells happen first and then transfer orders, attacks then production.
If I move production up in the turn it causes other problems. If I put it BEFORE selling then you could have the problem where you can't afford to run the factory until after you sell so you get stopped for a turn which causes you to not have money to run them the turn after and causes kind of a collapse. The draining of components might be the lesser of the evils. |
9/27/2016
Topic:
Minimum Stockpile limiter on transfer cargo order
Doctor DreadAdministrator
|
Vulpex wrote:
Hold on Dr. D - if storing product as a separate record in the same location is complicated in the back end - how is it handled when freighters or transports pick up goods? They sit there for as long as I don't ask them to move, quite happily I would add.
It's complicated =) You cannot have two separate records for the same product type on the same location Which are NOT cargo on another unit. CargoOnMilitaryID is column for every Product Record and is either NULL (on the ground) or is populated with the ID of the Military Unit carrying it
You also cannot have two separate records for the same product type that have the same CargoOnMilitaryiD.
Throughout the turn flip procedure I have to constantly check for whether product we're looking at is currently being carried on a unit or not. This is throughout Selling, buys, transfers, raiding. Every time you drop off product I have to make sure its adds to an already existing record for that product at that location THAT IS NOT CARGO (because there are 6 other ships of yours all carrying that product there) or make a new one there. Its very delicate because one wrong or missing check among 100 queries and joins that checks it causes some crazy Product bugs that are difficult to locate
If I were to add another form of storage I would have to spread another column and 100 modifications across everything in the system. It took months to shake out all the existing bugs concerning products. It would also display funny as it would be "Cargo" or "Storage" linked to a specific structure.
It would be easier if Structures and military units were the same table in the database then I can pretty much just have structures have "cargo" like units do but they aren't.
Either I make some kind of hold product table or perhaps take another look at making production be the first thing that happens in a turn. The problems with that may be lesser then the current one. For example You wouldn't be able to burn components in your factory the same turn your transports dropped them off if I moved it to the top. But that far more rare then the problem of components constantly being transferred out of the location.
With a list of product types at locations with a hold amount I only have to check in a couple of places. Selling and Transfer Pick up. There is already a mechanism for flagging attempts as failures in the code, this would just be a couple lines of code in a couple of places for another failure check which trips if the end quantity would be less then what you specified edited by DrDread on 9/27/2016 |
9/27/2016
Topic:
Turns error?
Doctor DreadAdministrator
|
Kobalsk wrote:
Since yesterday the assets are not working.
Corporate HQ Build: (ACP) Structure - 60 Upgrade: 346 turn (s)
Military Base Build: Transport - 20 Upgrade: 96 turn (s)
Both Building, Upgrading and Construction are frozen ...
Is it because I recently liquidated and changed the planet HQ? I think not Game frozen since this morning. An hour after I was checking on it. The site is up but the server is stuck I can't get into it, I'm on phone with tech support hopefully a reboot will fix ii. |
9/27/2016
Topic:
Turns error?
Doctor DreadAdministrator
|
Fixed the problem. Someone loaded a transport onto a frigate and the transport was set to do a transfer drop off on the same turn. Because the transport was now on the frigate it has no "location" the transfer order requires one. Units loaded onto carriers have their current order cleated now. |
9/28/2016
Topic:
Reset of demand?
Doctor DreadAdministrator
|
Vulpex wrote:
Looking at western there has been a significant reset in the demand of products there - where many products were over 400% in demand just 12 hours ago, now all of the demand has fallen to about 120 each or less, while no products were sold at all.
Is this normal? It will help population bounce back (because of some votes and just supply issues the population of Western has fallen from over 5 million to less than 2 million) But I would be interested in understanding what has happened because it really impacts procurement and sales strategies when this happens.
It appears as though a an event floored all the prices but I don't see any recent event hitting western that would do that. Because western is below 2 million pop only the tier 1 products are going up normally the rest are at 1/10nth normal speed. Something could of happened event wise 200 turns ago that hit a couple of categories. The 20% demand across all goods in some categories makes me suspect that.
If they are rising at 0.1 % a turn then it is back to normal edited by DrDread on 9/28/2016 |
9/28/2016
Topic:
Reset of demand?
Doctor DreadAdministrator
|
Vulpex wrote:
Yeah it does feel as if there was some kind of "sneak event" or is there some way that dropping under the 2 million population threshold would affect prices across the board in this way?
Dropping below 2 million doesn't trigger anything, The Demand for higher tier products just doesn't go up as fast if the population is under a certain number. The demand for vehicles is at 19.2 now about 20 turns after I checked and it was at 19.0 That sounds correct. The event grid only goes back 100 turns after and event has finished but the records aren't deleted for a couple of weeks. I bet if I dug into it there would be a couple of category wide events flooring the price that ENDED about 200 turns ago |
9/29/2016
Topic:
Reset of demand?
Doctor DreadAdministrator
|
ChaChaCharms wrote:
Is anyone else feeling a little slighted that the massive game breaking bug was only noticed after someone was abusing it for weeks? It is hard to understand the ethics of a person who blatantly abuses a game mechanic in a beta, you know, the place where these things are supposed to identified and fixed, not abused. Just want to know if I am in the minority on this one or not..
In the end its my game that is buggy, people will always exploit. Its a little different if you make 4 billion, build a mass of ship s and then target every new player you can find with. Then we have to "Black Hole" you =) |
9/29/2016
Topic:
Reset of demand?
Doctor DreadAdministrator
|
ChaChaCharms wrote:
Is anyone else feeling a little slighted that the massive game breaking bug was only noticed after someone was abusing it for weeks? It is hard to understand the ethics of a person who blatantly abuses a game mechanic in a beta, you know, the place where these things are supposed to identified and fixed, not abused. Just want to know if I am in the minority on this one or not.. In the end it wasn't a tragic amount of money and it only affected a handful of people. If it wasn't a beta test it would be dealt with by moving some money back out. |
9/29/2016
Topic:
Can't sell that 1 unit of Basic Clothing
Doctor DreadAdministrator
|
RedCircle wrote:
I'm trying to sell that single unit of Basic Clothing that i have on Mercury_6 but it never get sold for some reason.
I tried to sell all every turn, then tried to sell a quantity of 1 once, no result.
Not a big deal, just a bit wierd. The structure you have trying to sell basic Clothing is on Mercury_5 and there is no Clothing there, it is on Mercury_6. When you go to the Buy/Sell tab on that structure you can see all your products at that location over on the right =) |
9/30/2016
Topic:
Can't sell that 1 unit of Basic Clothing
Doctor DreadAdministrator
|
RedCircle wrote:
My bad.
Here is the real bug though. I go on the sell/guy tab of a structure on mercury 6 (it print the correct list "Products At Location") then i go on the sell/buy tab of a structure on mercury 5 and the "Products At Location" list is the one of Mercury 6.
Thus my mistake thinking there was a basic clothing at mercury 5.
That does sound legitimate. It's populating that grid the first time but doesn't re-populate it when you switch to another structure using "return to Asset List" and come back . Only if you click on the Assets tab again does it reset. |