DrDread

all messages by user

10/14/2016
Topic:
Consumption of Resources excluding Sol System

Doctor Dread
Doctor Dread
Administrator
I agree with you Doc but don't forget this game will want someone eventually able to support a City or a planet and maybe in charge of a system at some stage in the game that player will need a huge production line and Military force to do so. Other wise that city planet or system will fail to grow or prosper. Two good Examples at the moment the Systems of Obegard and Gulyaev are falling and struggling. Alhough have thought about joining the the naked drug hippies settling on Obegard V.


Food for thought

Reason why I Reasonable force will be needed, I am not safe on Earth at the moment been attack four times now by Level 5 and 6 Units if I am not safe in the Sol System with the Terran federation patrolling the Sol System I cant imagine how someone will defend a Planet or System without the Terran federation. Those ugly headed player Pirate Barons in the Sol System will make you fill like your being pick to death by a Vultures and arguing sea gulls.

Two other beliefs I do have about this game,

Is that the Freighters and Military Fleet cost should be halved,

And a better balance in consumption of cities especially how much a city with 1 million people compared to a city with 40 million people. (1 Unit of Raw resources will be used every turn for 100,000 or 10,000 people every turn, Every six turns one component and end product will be used) and of course with added events will also cause demand this basically my example only I am not sure what consumption is used in the game.

I started this game back in Alpha testing with you and have played it since if we hope to poplulate sector 1 with the Human race with I say eventually 1000 barons and of course those ugly pirate barons EG the Yellow pearl wankers should be the Pink pearl wankers, and evil Dictators Barons in the game who hope to rule the galaxy some day.


It wouldn't be accurate to say you're supposed to be "safe" in the Sol system so much as "Much Safe-er". Either there is NO COMBAT ALLOWED in Sol system which would be ridiculous OR there are "guards" that help defend you, not insta kill monster force guards that destoy anyone in 2 rounds though, because that's really just the same as No Combat Allowed.
Halving all the military doesn't really change anything. People will make twice as much. We don't want hundreds of rows of units, we want a smaller number of more meaningful ones. If you want freighters to be even cheaper that's up for debate. Transports are pretty dam cheap, If freighters are dirt also there's no reason to make transports. Maybe ship things around in a big mechanized unit if you're not moving too much cargo, protect against attack =)

"Consumption" isn't really a thing, I mean the cities need products to keep demand down and growth positive. The higher the population the higher the volume of goods it takes to keep the demand down, that's the balance. To supply everything a 60 mill pop city needs takes an entire planet. You can kind of calculate it from looking at the "Volume" of all goods when looking at a big city. There needs to be less cities and more players concentrating in them but I'm still playing with ideas on how to make that happen naturaly
10/15/2016
Topic:
Can't deploy Cyber Assassin

Doctor Dread
Doctor Dread
Administrator
The artifact units have to be Deployed at the same location as your Corp HQ. I don't think that was made apparent anywhere but in the description you see when you select Cyber Assassins in the Deploy order. The Message in your log is giving a generic "Cannot be deployed here" because there are 5-6 conditions being checked for at once which return the same problem code.

ship it from Juppar to Mercury_9(?) where your Corp HQ is and deploy it there
10/15/2016
Topic:
Asset Screen Overhaul / Modes

Doctor Dread
Doctor Dread
Administrator
This weeks update was a major change tot he way the Assets page works. Now there are "modes" to the asset screen. The default is the Overview which acts just like the original grid. The Structure mode breaks the list of structures by location and shows a sum of all the required components for that location. The Military mode shows a Sum of the Military units by location, even if they are carried or in a group. The Product Mode shows a SUM of all your products and then displays Buy Sell Average Demand stats on all your product types over the last 100 turns. The Item mode is honestly the same grid filtered to the items only, if someone has an idea on how to display the items differently let us know =)

We're still experimenting with what to show in these modes. If you really feel we need something please mention it.

There was also a catastrophic bug where every unit in the game that upgraded updated every unit in the game with its stats. It has been corrected and every unit should be back to normal again, this was only in effect for 30 minutes or so. This also fixes the problem of artifact effects not sticking once they took damage or logistics changed.

This next week we're going to try to overhaul Farm and Pasture Structures to only have 5 products each. This is to balance the structures against the others. There is a problem with overcrowding when one resource type is responsible for 10 different products.

In addition we want to combine the "Services" products to be under 3 structures by their category instead of individual ones. There will be a Public Services, Infrastructure and Recreation Structure which can produce any of the 6-8 services that are in that category. We might be changing the required components for those products also, increasing them or doubling them, but make the value of the product be at least doubled also to 1000 per unit. This makes it much more practical and cheaper logistically to make service structures.

Another idea is to make it possible for the service structures, any component structure actually, to provide more than one service / product at a time if it has the components available. This would relive the problem of having several different structures required to cover all the products at a steady rate. We want to experiment with that feature on the service structures but no guarantee it will happen
10/15/2016
Topic:
Question about demand

Doctor Dread
Doctor Dread
Administrator
Sharkymcsharks wrote:
sorry if this is addressed elsewhere, but I think there was something in the tutorial about changing up where you send your transport to sell your product based on demand, but i'm having trouble finding out the demands on the various cities. I can see the percentage, value, and volume numbers for the planet on the viewscreen, and there are some other numbers for the cities below but i'm not sure what they mean. any help would be appreciated


There is a Guide page on the website


Guide to Demand


But here's the gist of it. I assume you're mining resources of some kind, they are worth the same as the demand percentage 100 credits each at 100% (normal) demand. If the demand is 350% then you'll get 350 per unit. Say you're on your planet and you're mining Beef, you're selling it through your corp HQ or Pasture factory to the city you are in. The price eventually gets lower when you start to sell a lot of that product so you look to ship some to a nearby city.

You can go to the Viewscreen and then hit Demand tab, then drill down through Raw Materials and Meats and actually click on the product you're interested in, lets say Beef. Zoom out so you see the entire planet you are on., There is a grid in the lower left called "top 10". It will show you every city and the demand for that particular product. When you are not drilled down to a particular product it shows you the average. That's the easiest way to search for a high demand city for your product at a glance. You can see the planet and how close they are to wherever you are based at. the "Volume" is how much you can buy or sell from that city for that product in a single turn. Selling the maximum will bring the demand down 1%. All demand goes up naturally at about 0.1% a turn but in Sol System the demand is regulated to stay within a range and goes up or down slower as it reaches the 50 or 150.

Once you get a freighter, you can look at the entire system you are in if youlike. But you should stick to a planet unless you're selling down everything in it.
10/18/2016
Topic:
Hello!

Doctor Dread
Doctor Dread
Administrator
Hello! We're shooting for a January 2016 release, There are about 100+ players logging in at least every few days playing it right now. You are welcome to jump in, it's free. It is in Beta and we're still making some changes to it, better interface, smoother features etc. and there isn't much "content" in the form of events yet. This next month we hope the changes settle down so we can work on various event types. The "Trading Game" half of the game is working pretty well =)
10/20/2016
Topic:
Asset Screen Overhaul / Modes

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Absolutely love the addition to the asset screen. Just want to say you are doing a terrific job mate!


Hey thanks! I still want to tweak it a bit. The Military mode is out of control when yo have a lot of single ships flying around. I might make all the single units just be in a single grid at the bottom. I do think the Product Mode come out as the most useful though. I've been GIVING AWAY a bunch of crops!
10/21/2016
Topic:
Hello!

Doctor Dread
Doctor Dread
Administrator
Rujholla wrote:
Doctor Dread wrote:
Hello! We're shooting for a January 2016 release

LOL Are we really a year behind.


LOL good catch! January 2017 a couple of months from now =)

To be fair we were trying to go live months ago but since we're making a lot of changes it keeps getting pushed back It is definitely for the better though, the game is improving with every change. Beta test is invaluable!
10/23/2016
Topic:
Product Type Reduction and Service Buildings

Doctor Dread
Doctor Dread
Administrator
This week we have reduced the number of product types under Farms and Pastures to 5 instead of 10. This was mostly to balance out a problem with overcrowding Farms and Pasture resource locations which may have a high value but are not very numerous across an entire system. In Sol, only Earth has them and even though there are many of them, it isn't enough to even break even with the systems total demand for all the products under even the most ideal maxed out conditions.

The removed products Quantity were merged into the other ones across your military orders, Structure Initial production, and standing product. The ones that were changed and what they were changed to are below:

Mutton -> Lamb
Seafood -> Fish
Exotic Poultry -> Poultry
Excotic Beef -> Beef
Excotic Seafood >- Fish

Rice -> Sugar
Wheat - Fruits
Corn -> Vegetables
Spices -> Tobacco
Coffee -> Cotton

The update on the live game did NOT go smoothly, there was a glitch with cargo on ships that we couldn't sort out quickly enough and we were forced to remove those products that were currently cargo on units. So far everything else looks fine.

Another major change we made this morning was placing the 18 "Service" products under 3 new structures instead of them all being their own building. The new structures are:

Recreation Center
Public Service center
Infrastructure Center

Each one is essentially named after the category they were in and the 6 appropriate services were placed under them. This should make it easier to construct and manage different services in cities. It should be noted that all the service products generally take A combination of "Materials" components as their biggest one making it easy to switch from one product to another.


UPDATE: We forgot to mention that we have also loosened the Demand restrictions in Sol System. Before, it was impossible to sell demand down below 50, because the increase in the natural demand exceeded 1% at 50, and the demand would rise slower and slower as it maxed out naturally to about 150. Now You can Sell down the demand into the floor to a minimum of 10 and the Demand will rise naturally to about 200. The rate at which is the Demand rubber bands back down to 200 or rises up from a very low number is much softer now. Persistent selling or buying of products will have a much more persistent effect is Sol. Outside of sol the mechanics were not changed.

We are planning to finish all the mechanical changes to the game by the end of October so that we can spend all of November adding actual content (our word for Events) to the game. December we're planning to put in payment options and generally just polishing the game without any more changes.

Please report any problems you encounter as this was a bug change that wasn't thoroughly tested!
edited by DrDread on 10/25/2016
10/25/2016
Topic:
Product Type Reduction and Service Buildings

Doctor Dread
Doctor Dread
Administrator
Cainon wrote:
Just a small suggestion would be to have 3 x of Areas for your food types

Example: Pastures: Beef Lamb, Pork, Poultry Seafood (Instead of Fish) and maybe Dairy
Farms: Vegetables, Cotton, Sugar, Wheat, Rice
Plantations: Tabacco, Spices, Coffee, Tea, Fruits

It is just a idea

It will mean to open up another Area on the each planet but will keep them seperated from overloading.

It also give you specific areas on planets

EG: Earth like Planets will have more farming areas and greater output. where as Forrest Planet would more likely be better for Plantations and have them as a greater output.


That's not a bad idea. Separating the products into more resource types I think we would still have a problem of not having too many of those resources locations packed into the terrain worlds. I think we need to make more of those resources available on other world types but just make them lower values so they are not so scarce.
10/25/2016
Topic:
Give us Event Ideas!

Doctor Dread
Doctor Dread
Administrator
We plan to spend the month of October 2016 working primarily on content (our word for Events). We would love to hear some ideas for events in the form of simple Event Titles that would sound compelling in any SciFi setting like ours. Most of our events will revolve around the product categories, populations and politics but there is plenty of opportunity for classic SciFi tropes and stories to be implemented using the Mysterious Artifact Types. You can provide a quick description of what the event would effect (A vote to destroy one type of structure or another in an area) but don't get too much into the details.

Some Examples:
Penal Colony
Alien Battleground
Shadow World
Unstable Wormhole
The Collector
Unwanted Immigration
Demagogue
Immigrant Uprising
Three Faction Election
Lost Colony
Ancient Starlane
10/28/2016
Topic:
Donate To PayPal Account

Doctor Dread
Doctor Dread
Administrator
TheZvir wrote:
Good day. I would like to donate some money to the project, but not in time for the company on Kickstarter. And in a reference to "PayPal.Me" I saw a nasty inscription "PayPal.Me is not available in your country." .
At present the PayPal company has allowed the registration in 18 countries: Australia, Austria, Belgium, Britain, Germany, Denmark, Spain, Italy, Canada, the Netherlands, Norway, Poland, Russia, USA, Turkey, France, Switzerland, and Sweden.
For example, I live in Ukraine. This means I can not help the project?



I'm sorry PayPal isn't available in the Ukraine, We would consider using another method since we are getting a lot of requests from other countries that don't accept PayPal also. What form of online payment is popular in the Ukraine?

You can actually use "Western Union" to send money directly to me but it costs at least $10 to send anything. If you're interested in using Western Union I'll contact you directly and give you my information.

Also, The artist I'm using to make the ship designs just happens to live in the Ukraine also, can ask what city you are in? =)
10/28/2016
Topic:
Product Type Reduction and Service Buildings

Doctor Dread
Doctor Dread
Administrator
Cainon wrote:
My other suggestion is to make gas giants uninhabitable only to be mined for the chemicals which will decrease the cities in all systems. Maybe Volcanic Colonies as well we dont have the technolgy yet except for mining them.

Ice plannets and if you have Ocean Planets in the game then it should be seafood(fish) in abundance maybe Exotic plants in a way. (Example is fish farms and because they have water).
Desert planets no fish but Pastures for Meats. Plants should be there aswell.


I wouldn't make Gas planets uninhabitable but there is a mechanic already made but not implemented that lowers population growth depending on Planet Type. Gas Planets would still have cities but their populations would be not even be half of what a terran world is.

I cant make a particular product more abundant but I can greatly manipulate the amount and values of the resources per planet. Ice planets have a lot of water, Ocean planets are kind of an opposite of desert planets and desert planets have minerals and exotic plants. All planet type have a unique spread of resources. You will only find high level, like 20+ value Pasture or Farms on Terran worlds but there are pastures and farms possible on nearly every type.
10/28/2016
Topic:
Selling products

Doctor Dread
Doctor Dread
Administrator
Cainon wrote:
At the moment you can only sell around 10 units of products per turn to a City with only 90k of people would like that increased to 50 units of products for 90k people to give incentive to players to stop and sell their products there. Time is money in this game.


At 90k the city is dead =)

I'm going to change the way cities spawn so they can't be created with just industry, they will only spawn when there is significant population in the other cities on the planet. and I'm going to remove cities that have gone dead like this. bottom out population and no industry happening, the city will despawn.
10/31/2016
Topic:
City expansion changes and bug fixes

Doctor Dread
Doctor Dread
Administrator
This week we started working on Reporting but weren't able to implement it fast enough. We also started looking at selling Military and Structures through contracts but also couldn't get that in. Hopefully those will be available by next week. There were also a few bugs in the back end that were identified and corrected. and some subtle changes on the assets screen, Structures now show their output on the assets screen!

The major change that did go in this week was the way in which new cities spawn outside of Sol System. Before, all it took was 500 production worth of industry to spawn a city anywhere. That led to single players actually going around and spawning their own cities by putting down some industry and then salvaging it once a city spawned. That doesn't align well with galaxy expansion in general which is based around "need" or at least aggregates players to focus on an area and then opens up new territory once existing territory has gotten a foothold and is growing.

SO now new cities have another restriction on them based on the planets existing population. On an empty planet with no cities, the rule is unchanged and 500 industry in a location will spawn a city at that location. But now another city will not be allowed to spawn unless the total population on the PLANET is at least 10mil for every existing city. So the first city on a planet needs to hit 10mil population before a second city can be founded. Once that 2nd city is founded, and new cities start start at almost 1mil population, a third city cannot be spawned until he planet reaches 20mil population. Whether that means the first city hits 19mil and the second one remained at 1 mil doesn't matter, its the total population on a per planet basis.

Another caveat is that only ONE new city per planet per turn can spawn when available. If there are 12 locations on a planet with more than 500 industry, only the highest production location will spawn if able to, on the next turn if the math still works than another one will spawn. It should also be noted that when a new system opens up, there might still be a race to establish the first city on every planet with 500 industry and in the beginning every planet will probably have just that one city until it gets going.

Dead Cities (Outside of Sol) can now be ABANDONED. If a city has less than 100 industry, is under 100k total population and No one has a Corp HQ at the location that city will be deleted. This can actually happen through a lot of combat at a city which lowers population and destroys structures. City destruction by massive attack is now possible (outside of Sol) ! Any titles, Contracts, and events targeting that city will be removed or updated. If you have units trying to sell to that city, it should fail with a message in the units log. City deletion happens when the Universe expansion procedure runs which is every 100 turns.

Cities that suddenly were deleted after this update are:
Dublin - Odegard Xc
Ayden - Gulyaev V
Western - Gulyaev V
Breaks - Gulyaev IV
Canmer - Gulyaev V
Deane - Wolf VII
edited by DrDread on 10/31/2016
11/9/2016
Topic:
Mass Disposal

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Think we can get a button to mass salvage units/buildings?



... ok =)

Been trying to get the selling of units and structures via contracts out. Maybe We'll see mass salvage this coming weekend also.
11/10/2016
Topic:
Assorted Minor Bugs

Doctor Dread
Doctor Dread
Administrator
WildStyle wrote:
I wrote too soon. Pineapple is on the map, in normal space, but not obeying commands.


It had a list of orders but no order was "Active". You can set that by editing an order. I set your first one to active.
I really thought that there is a warning that shows when you have no order set to be active. Might have to look into that.
This was probably related to that same issue from weeks ago, this unit got screwy
11/10/2016
Topic:
Going into Space

Doctor Dread
Doctor Dread
Administrator
If you're talking about exploring new stars, you can't =)

The game opens up those stars with planes and such when it needs to expand. Outside of Sol if a system gets 10 established cities then another nearby system opens up and becomes populated. When 10 systems in a sector are opened up, another nearby sector opens up.

There WILL be events and quests that will require you to go out into space and explore/interact with but they aren't in game yet. Its something we're trying to work on within a couple of weeks
11/10/2016
Topic:
Mass Disposal

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
My only reason is, I scrapped by ops in Wolf system, not enough players and I dont feel like being along anymore. It only took me an extra 15 minutes to liquidate my units/structures in the system. I hope with official launch we get some renewed excitement.


The trading part of the game has been going on for months, I need to get actual meaningful events in place, at least combat events. There's nothing much to do besides the trading game right now
11/12/2016
Topic:
Units loosing active order and keep moving

Doctor Dread
Doctor Dread
Administrator
Zangorian wrote:
It happend svereval times now, that I had units with an active orders list suddenly loose
their active order (the list was kept, but none was marked as active), and in case of freighter and scout, they kept moving.

Result was, as soon as I noticed they were waaay off (one freighter was found in sector 11:11 even).
I had to salvage the freighter (lvl8 smile ) because I already waited days for him to return to sol ...

What can cause this behaviour ?
I made several upgrades during active order "missions", do these stop the order chain?
If so, one assumes, the unit stops for upgrading, not heading in the last direction open end, when
the update turn hits.

Maybe someone can bring insight on this behaviour.


That doesn't make much sense. Even if you lose the "Currently Active Order" flag on your list the ship wouldn't run off flying, it will finish its last movement order. The orders are set to destinations.

The only way you can really remove the active flag and that's to delete the order that is the current one.

If you have a ship that is doing this, running off into space, mention its name and leave it alone so I can take a look.

UPDATE: Do any of these freighters have orders going to a city that was abandoned? The city vanishing shouldn't affect the move order, it goes by coordinates not cities but it could be related
edited by DrDread on 11/12/2016
11/14/2016
Topic:
game turn missing "i"

Doctor Dread
Doctor Dread
Administrator
Atlashan wrote:
Game Turn Is Runnng.
someth(i)ng is missing here smile or some kind of klingon dialect?


You just got here and already pointing out spelling errors?! ... Thanks =)




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