10/1/2016
Topic:
Turns error?
Doctor DreadAdministrator
|
So Sorry, I didn't catch this yesterday afternoon when it happened. It was very silly also, a missing event that hasn't been fired until now. |
10/2/2016
Topic:
Load/Save Military Order and Product Salvage
Doctor DreadAdministrator
|
The cost of storage for your product has gone up to the cost it was originally intended which is the normal selling price of that product after 1 weeks time (1000 turns). Technically when it comes to this calculation, all product, even higher tier products are worth 100 per unit. That is about 100x what is was previously. This cost was not put in place because up until now there was no way to Salvage your products. Now there is! If you click on a product stack from the assets page there is now a Salvage section which asks for a Qty or leave blank for the whole stack. The price you get for salvaging is HALF the average demand for that product on the surrounding planet. Technically its 25 spaces in any direction which could include some of the moons. It does not affect the demand. The 50% average might go down lower and/or the effect on surrounding demand might also come into play in another update. We'll see how it goes.
A Load/Save Orders option is now available on the "Create New Orders" interface of your units. You can Save the units current list of orders with a name and then Load (which replaces the entire list) or Append (Which adds to the end of the list) onto another units orders. You are encouraged to experiment with it and offer feedback!
The liquidation of stagnant Corporations has been activated this update. It has been set to 30 days without a login, that might become 15 days in the live game. If you have not logged into the game in 30 days your corporation will be liquidated. All your assets will be turned to cash.
UPDATE: Taking Vulpexs' feedback, You now only get charged storage for products sitting at a location, whatever is cargo on ships is not charged anything. edited by DrDread on 10/2/2016 |
10/2/2016
Topic:
Load/Save Military Order and Product Salvage
Doctor DreadAdministrator
|
Vulpex wrote:
.... good thing I logged in now I guess storage costs have gone up from 20k per turn to about 2 million per turn.
BTW I would like to point out that this is a massive tax on inter stellar trade as well - i.e. if I am transporting goods back to Sol, it takes say 100 turns to get there, the storage cost alone basically destroys the value of the trip (or are goods carried around in ships exempt from storage fees? Not charging storage for product on a ship is a pretty legitimate idea. That means if you're running a tight trade route where nothing is on the ground for very long but you are hauling 100k in freight around all the time you're not getting charged. That might go in today =) |
10/2/2016
Topic:
Load/Save Military Order and Product Salvage
Doctor DreadAdministrator
|
I just modified it so it does not charge storage if it being carried on a ship. Only the stuff sitting around. |
10/2/2016
Topic:
Can't load the hangar of my carrier
Doctor DreadAdministrator
|
RedCircle wrote:
I tried to order my carrier to load some of my commando, nothing happen.
i tried using "specific unit", "any type" and "commando"
no result. It's because they are upgrading. You can't load units that are upgrading. Their size increases and you can exceed the capacity of the carrier. I would say cancel one of them but there's no refund. Your carrier is only going to hold a single 50 size unit. You have a couple that are already size 50.
I won't ask where you are heading with a 50 stack of Commandos =) |
10/2/2016
Topic:
Can't load the hangar of my carrier
Doctor DreadAdministrator
|
RedCircle wrote:
On a side note, isn't 50 hangar for a carrier a bit low ? that would mean for a fully upgraded carrier a max of 150 hangar but then a lvl 10 Armored have a size of 200.
So upgrading your lvl 9 Armored would doom it to stay on the planet it is at.
Armored probably best ground force for the money but they are larger. They aren't meant to be loaded into carriers. But Battlesuits are the biggest bang for the size outside fighters/bombers
A level 10 carrier would have 150 hangar, 50 to start + 20% times 10 upgrades essentially triples your base amount
BUT if you throw some Artifacts on it like Matter Folding +50% and Hypercube +250% to your base capacity then the 50 becomes 200 to start with, then go level 10 with that which triples it to 600 hangar! That's like 1 BILLION dollars worth of Variteks or something =) |
10/2/2016
Topic:
Storage
Doctor DreadAdministrator
|
Cainon wrote:
How much does Storage cost as I found my cost went quite alot yesterday from 1,000 to 100,000 so I have halted my production most places to wait until I sold enough products. Is there a way we will be able to keep the cost down besides not having much stored.
Read the dev log! The price was upped to be the value of what your product is worth every week or 1000 turns. But we added the Salvage product feature so you can reduce your stockpile. The storage cost is nothing if you're carrying it as cargo on a unit |
10/3/2016
Topic:
Cargo overload
Doctor DreadAdministrator
|
Cainon wrote:
My Frigate is carrying to much it Cargo Capacity is 2000 but it is carrying 3176 just reporting the bug. edited by Cainon on 10/3/2016
You have a few ships that are carrying more then they should. What kind of order are you using to load them up? Are you using a specified amount? |
10/3/2016
Topic:
Cargo overload
Doctor DreadAdministrator
|
Machina Morituri and Parkgate have a couple of freighters carrying more than max also. I wonder if its an auto fill problem or maybe when you have multiple freighters picking up in the same place. Its rare only 4 units in entire game are overloaded. There's only a few places in the code that even loads them. Are you using contracts for any of them? |
10/3/2016
Topic:
Load/Save Military Order and Product Salvage
Doctor DreadAdministrator
|
Cainon wrote:
My only question will be people who go on holidays how do they stop getting liquidation or for moving as in my case at the end of the year.
Well, if you're on a paid account it won't liquidate =)
If you can't login for a month straight on a free account I can't help you. 15 days on a free account sounds pretty safe.
All you have to do in Login to your account. You can't do that with your mobile once on a vacation? Are you vacationing for 2 weeks in a place with zero internet? Sounds like a real vacation to be honest =)
I have this idea of allowing players to add another login or two to their account so they can have a friend play their game, or part of their game. You can give that other account certain rights like unit and structure orders but no combat and no salvage etc. They wouldn't be able to liquidate or Re-locate etc if you didn't want them too. Not sure if it would be worth the effort though. how many players would have their friends login for them on occasion? |
10/4/2016
Topic:
Cargo overload
Doctor DreadAdministrator
|
Cainon wrote:
I found the other one it was in transit did not look at it until now. I found that it was from my one metal mine in the wolf system with my Resource Precious metal both times it was over the limit at wolf IV 3:9. I have no contracts on them not many people there yet to hold contracts anything else you want to know. My FRE BTIN 2. I have FRE BTIN 3 collecting from Wolf it has cargo up to 10000 so I will let you know if it overloads from the same place although just picking up Basic metal from there.
I can't imagine how a certain location would change anything. I can see how if you specify an amount or go with load all there might be glitch or maybe several ships loading at the same location. If I can catch it happening on the turn it happens on I can see what's going on. I'll try to look at the Wolf location when they pick up |
10/4/2016
Topic:
Artifact Progression
Doctor DreadAdministrator
|
... I'm not 100% sure (Yes I know I coded it!) but I think you lose the progress it if the structure is destroyed. Similar to Corp HQ during an upgrade.
Artifact locations is something that is definitely fought over you should be defending that location. It's probably on a moon somewhere and the Terran Feds aren't even goin to show up. |
10/6/2016
Topic:
Consumption of Resources excluding Sol System
Doctor DreadAdministrator
|
Cainon wrote:
I would like to ask you about consumption of a resources for a city and its demand. I see most Cities are loosing population most of their resources are in very high figures, Population have declined Canmer is at 90k Western 90k in the Gulyaev system and are examples once western I was selling resources to quite frequently. Ary and Dublin and Musca in Odegard System have also declined and see them also getting to 90k withing the next one or two weeks.
My other example is Kent I just sold 2500 spices over the past day to Kent with has a population of 4.3 Million people and I have not made a dent in the Demand for that Resource I also sold some Veg and Fruits there but I can see that this city will also diminish overtime.
What do you work your demand off for Resources and Civilian Services.
I'm not sure what you are asking. In order for a planet to grow in population it needs to have the average demand under 200%. Selling one product down to 50 wont make a difference if everything else is very high.
What I think is happening is that when a new city is made and it is at 1 million pop, only the tier 1 products rise in demand, when it hits 2 million the components start to rise, 3 million the end products and 5 million the civilian services. The cities get going quickly but once the other demands start to rise they go very high and no one sells them down, the entire city starts to collapse.
The problem is that too many cities are being spawned and not enough players concentrating on them with different types of industry.
I'm considering making it so no other city on a planet will spawn until the first one reaches a certain population |
10/6/2016
Topic:
Combat/Raid bug corrected
Doctor DreadAdministrator
|
We think we found the strange Combat/Raid bug where the attacking ships would multiply during an attack. It was caused by having multiple attack orders in your orders list. Each one was being applied at once. With some people that was several times over. Raiding a product where there were other corps with the same product present multiplied it again. Very disastrous and terrible we didn't figure out how it occurred until now.
ALSO, there was a bug that made Military Bases and Shipyards that were deployed via ACP to be un-attackable. They would never be part of the defenders units. We think we got that corrected now also.
Please report any funny looking combat in the future! |
10/7/2016
Topic:
Consumption of Resources excluding Sol System
Doctor DreadAdministrator
|
Vulpex wrote:
I would like to point out that the decline of some of the cities that you quote is due to some of the battles which were fought there - which resulted in catastrophic population loss. However, the overall cycle is correct - cities seem to grow up to 5 million and then rapidly collapse in population.
Hmmm civilian services is a much more difficult thing to supply to a city because you can't deliver it there like a product, have to bring in components to the location and have to burn logistics to built it. Also, once the end products start to rise its difficult to supply all of them because they are numerous.
What might need to happen is that when the population bottoms out, at 90k I think, or under 100k maybe, the demand reverses and starts to fall, then it will eventually fall below 200% everywhere and the population will start to rise again. That would give the city a resurgence but that goes against the game in general. Perhaps cities should crumble when going below 100k AND no industry is there anymore |
10/7/2016
Topic:
Building taking damage and marked as "in space"
Doctor DreadAdministrator
|
RedCircle wrote:
My military base on mercury 6 is taking damage but i can't figure out why.
... crap ! Part of a fix we made last night to fix the buildings that were being ignored by the combat system caused this. I'll try to straighten this out today before everyone's structures go bust |
10/7/2016
Topic:
Consumption of Resources excluding Sol System
Doctor DreadAdministrator
|
Cainon wrote:
A good Example at the moment is Pluto I am selling Heavy Metal it started at a cost of around 500 after I have sold 10000 units of Heavy metals it has come down to about 300 at the moment. The only bad thing is that it is the whole planet not just one city but I think it has been the best ratio for supply and demand and actually seeing some gain for the City.
Why I am asking is that I actually supplied 7000 spice over the course of week to Kent I should have seen a drop in its demand especially with only 4.3 Million people.
I also agree you will not get anyone building Civilian Services in the game unless you have your HQ in that city as it is not worth the effort way around would be to put a Civil Services Building into the game able to build all the infrastructure and Civil Services that a player can build in a city which produces all. edited by Cainon on 10/7/2016
I don't see any sells of Spice to Kent in the last 100 turns. The volume for Spice in Kent is 439 right now, which is based on its population. If you sold 7000 at once it would drop it only 15 points. It goes up 100 points a week naturally.
You might be right about the civilian Services. Perhaps if we made it just a few structures based on categories, Public Services, Infrastructure and Recreation which can supply any of the types beneath it similar to others.
The game isn't designed to have a single Corp supply everything. it takes a dozen corps that are supplying a dozen different cities with different products. I'm thinking of ways to make the cities less numerous or not so easily created by a single corp. I might make the cities open up based on population of the existing cities similar to the way the universe expands. For example the starting city in a new system needs to get to a certain population before it spawns another nearby city, one that has the most industry on it. |
10/13/2016
Topic:
Effet of "Atomic Regeneration" canceled
Doctor DreadAdministrator
|
RedCircle wrote:
Effet of "Atomic Regeneration" canceled after the first battle with it on my Figther
Canceled? Is the effect still showing up as a purple icon on the unit? But the upkeep went back to normal? Which unit are we talking about, what's the name? |
10/13/2016
Topic:
Effet of "Atomic Regeneration" canceled
Doctor DreadAdministrator
|
Never mind, I see it. The effect is still there but the cost is still normal. This happened right after combat? Seems very strange. ill look into it tonight and can probably correct it. |
10/14/2016
Topic:
Effet of "Atomic Regeneration" canceled
Doctor DreadAdministrator
|
I see the problem, it affects the other bonuses as well whenever there is an update to the military units cost such as logistic changes.. But I need some time to fix it. I should be pushing an update this weekend |