DrDread

all messages by user

12/28/2016
Topic:
We were featured on a Russian Gaming Site

Doctor Dread
Doctor Dread
Administrator
Found out that we were featured on a Russian gaming site we never heard of. GameTarget.com
http://gametarget.ru/browser/barons-of-the-galaxy
Russian Federation has a lot of hits on Barons of the Galaxy. This game apparently has the Euro-Gamer vibe =)
12/29/2016
Topic:
Ajax webpages

Doctor Dread
Doctor Dread
Administrator
Chojin wrote:
Hello,

It would be interesting in a longterm goal to get ajax webpages.
So we would not need to load pages to refresh information or going into further sections. All would be dynamically loaded, when turn is over, page content would be refreshed, etc.

Nowadays people are fond of these little things :-)


Back when the game was first created, it was years ago, when Ajax and JQuery weren't mainstream. HTML5 wasn't even mainstream and it was built for Laptop resolutions. Today, Chrome is 90% of the browsers used to hit the site and mobiles is something the site needs to be optimized for.

As part of the last changes we plan to make we are going to try to overhaul some of the pages to be more load friendly using things like Ajax
12/29/2016
Topic:
HTTPS Support

Doctor Dread
Doctor Dread
Administrator
Chojin wrote:
I support this idea too wink


Its one of those things we plan to enable right before a launch. You should try to use your "burner" password for now =)
12/29/2016
Topic:
Desktop notification

Doctor Dread
Doctor Dread
Administrator
Chojin wrote:
Hello,

it would be interesting to get browser desktop notification popup (like gmail or other apps when you receive new mails) when there are in-game events (building done, mail received, being under attack, etc).


We have a plan to allow you to setup email notifications based on certain types of comms messages you want to see relayed, battles or events for example, it would relay the Comms message to an email(s) you choose which can be a email to text to your mobile. Verizon is (phone)@vtext.com for example. An IN GAME notification beyond the Comms Tab showing new messages like it does now seems redundant though. The game doesn't update "live", it only updates on turn flips where it usually forces you to refresh the page anyway. A push notification makes more sense on a tick based game.

Now, a live CHAT system with others online would warrant a lot of that =)
12/29/2016
Topic:
Desktop notification

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Would there be a way to set up notifications of products not being produced? IE, your transport or freighter is destroyed in route with material needed to make your end product. Thus when you log in 8+hours later you are greeted with a massive loss to your bank account


I can tell you when a structure doesn't have enough components to make its product, it might already do that in the Display logs of the structure, and I can also tell you when a unit is destroyed. We would start with just making some of these things go into your Comms tab, kind of like combat does now. Then you can just configure which types of Comms tabs messages get sent to an email or two of your choice
12/29/2016
Topic:
Auto Refresh After Turn Completion

Doctor Dread
Doctor Dread
Administrator
Rydh2o wrote:
Hoping to see an event control to automatically refresh and return to the previously viewed selection. I tend to play at work and I sometimes babysit certain areas such as the Construction tab on my HQ. Efficiency is my game and while I am multitasking at work I'd love to be able to deploy an ACP as quickly as possible.


I'm scared of putting in an auto refresh option as people will just leave their browsers up for days a time. The game, while optimized somewhat, is not very bandwidth friendly with all the big grids and charts all over the place.

You know you can have a transport "Wait" till about when your ACP is done, then give it a few Pick up order in a row to make sure you got it and then a list of orders to deploy it. You don't really have to sit there and wait for it to be created.
12/29/2016
Topic:
Bug On World Map Coord Selection

Doctor Dread
Doctor Dread
Administrator
This is funny. I originally made the game fit on a smaller screen but everyone complained so it got bigger over time. Here we are and it doesn't fit on 1080 =)

The mouseover on the viewscreen does have this problem where if it doesn't fit on the screen for whatever reason the mouse coordinates get screwy and the box becomes offset. I plan on changing the viewscreen to probably use HTML5 canvas element and see if it corrects the problem.

In the meantime you can try clicking on the Overlay checkbox and see the grid. You can also try to zoom out int he browser and see if you can get the entire viewscreen to show up at once
12/29/2016
Topic:
Auto Refresh After Turn Completion

Doctor Dread
Doctor Dread
Administrator
I'm in Las Vegas too ya know =) I live up Northwest around Buffalo and Elkhorn
12/29/2016
Topic:
How long is a turn IRL?

Doctor Dread
Doctor Dread
Administrator
Rydh2o wrote:
One turn is just ten minutes for me. Lol I find myself watching the countdown timer like a hawk! *taps fingers harder on my desk as time winds down*



You are hardcore man =)

I don't even have addicting timers and flashing gold buttons!
12/31/2016
Topic:
Distribution Centers

Doctor Dread
Doctor Dread
Administrator
I think I know what's causing that and it might be corrected today, in the meantime if you go to the Assets page directly then your distribution center it should come up correctly.
12/31/2016
Topic:
Bug On World Map Coord Selection

Doctor Dread
Doctor Dread
Administrator
Surgicus wrote:
Hi,

when using a small display screen size, say 15" resolution 1366 x 768, where the viewscreen maps do not appear in their entirety, say last 3-4 grid parts are not displayed and need a scroll down to be revealed, when scrolled down to see the lower parts the curser/pointer is misplaced/slipped a few grids vertically for each scroll/grid move in relation to the colored position square - when scrolling up again the pointer and square are overlapped again when reaching the top of the displayed page -- it works fine on my second screen which is a 20" screen resolution 1920 x 1080 and displays the entire viewscreen page plus some space below.

Hope it can be resolved soon.


This is a know problem with old code that actually got worse in the last round of some browsers. Anytime the viewscreen cant fit on screen the browser is getting confused as to where the mouse is in ON THE VIEWSCREN. You should be able to recover it if you Zoom Out the Browser or pinch out the screen on your mobile until the screen fits then refresh the page and try again. We plan to change the code used on the viewscreen sometime soon.
12/31/2016
Topic:
Order lists and units sizes/ca not explicit enough

Doctor Dread
Doctor Dread
Administrator
Surgicus wrote:
Hi,
please elaborate the size of units in relation to cargo space: I tried to load an Ace Fighter unit onto a Scout ship .. the order was accepted yet not executed, which could makes sense in a way that cargo would be too small, so what ship(s) may load the Ace Fighter to be transported between planets ? (I presumed Ace Fighters may not fly through space ..)
This said, perhaps the Scout Ship may not accept the transport of any troupes/units, or above a certain size (yet of which size, like I try to mention above I cannot find a table or page in the guide elaborating which ships or units may transport or load/unload in relation to size, available cargo and application ?)
For example I noticed in the table seen on the guide page about combat that the commando unit has no cargo space yet the orders list contains the option to transfer cargo or load/unload units and be entered, which should not appear to avoid misplacing orders or confusion ..
Are my questions clear enough or shall I elaborate more ?

Cheers!

To load units you need Hangar Space. Its a Yellow Icon. Scouts don't have any hangar space. Frigate has space 2, Carrier has like 50.

I just realized that the Scout is letting you try to load units without telling you it doesn't have any hangar space. That's actually a bug =)

The SIZE of units is how much hangar space it takes. Level one ground units are usually 1 in size (Armored are actually size 2) When you level them up they get bigger quick. the "x" number in their level is usually their size (Again Armored are twice that). There isn't any good indicators of the size of units outside their blue/white icon that looks like a grid
1/1/2017
Topic:
New Splash Graphic

Doctor Dread
Doctor Dread
Administrator
Christmas Time! OMG so many present to put together.... In between family I worked on a new splash graphic for the website. Based on something someone else did for me. Came out looking great! Adjusted the home site to scale from very low resolutions to 2000 wide. I don't think he game itself is going to be doing that anytime soon though.
1/2/2017
Topic:
What does upgrade do?

Doctor Dread
Doctor Dread
Administrator
wilfud wrote:
I am kind of new, I like the request for when you hover over something it tells you a bit about it. I would also like, near the upgrade option on the management tab, it to let you know what the upgrade will do for me.
RIght now I am curious as to if I upgrade a transport, does it make it faster? or just add more cargo space, and to the price per turn.
this will help me decide if I should just make a second one, or improve my first one.


A notification like that is something we plan to put in , the only other place it explains upgrades right now is on the main site under "Guide".
Upgrading a ground unit essentially makes more of them it goes something like 1x,2x,5x,10x,15x,20x ... that one unit will have the attack, hit points, cargo, but not movement of that many units at once.

It is cheaper and faster to upgrade a single unit than it is to make more of them HOWEVER, especially in the case of transports it might be more beneficial to make several smaller ones that can run to several different places at once than have one BIG unit that can haul a ton of cargo which is probably more than you need. With actual combat units its probably better to upgrade a smaller number of them.

Ships upgrade differently, It's still just one ship but you can upgrade the different attributes of it. They all increase with the Hit Points, attack, movement etc. of the unit by 20% up to level 10.

Upgraded Bases and Shipyards can produce the higher level units in the same build time as a level 1. A level 8 base can produce a level 8 unit in a few dozen turns for example.
1/2/2017
Topic:
Construction Questions

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Hey guys been playing the game a few days now and loving it. Had a few construction related questions i wasnt sure about

Is there any way to speed up acp construction time? Id assumed upgrading my HQ would do this but i didnt see any affect.

Same question for ships from a shipyard?

Is there any way to have a second production line for acps? Or is my one hq at 60/70 per acp my only -very slow- option?


Upgraded Military Bases and Shipyards, in addition to unlocking the bigger units, can produce higher level units in the same amount of time as a level 1 unit. A level 8 base can make a level 8 ground unit in the same time it takes to make a level 1. A shipyard produces ships faster once it hits level 5, where it can build anything at that point.

The CorpHQ can only make low level units, there is no way to speed up its production time for ACPs or other structures it makes based on level. although that is an interesting idea we might incorporate.
1/2/2017
Topic:
Construction Questions

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Thanks for the responses smile Perhaps a "Construction Center" to produce eveything an hq does at varying speeds per level? Equivalent to hq at 5 and better after?



Another structure just to make CorpHQ things? That goes against the subscription benefit. Only your Corp HQ can make things like ACPs and your Corp HQ has to stay in Sol System on a free account.If I make another structure that can make those things it would defeat the purpose of that limitation. I think making the items build faster on higher level HQs is a good idea though, even if it cost the same.
1/3/2017
Topic:
What does upgrade do?

Doctor Dread
Doctor Dread
Administrator
It was a little complicated trying to make it so you can declare 8 different upgrades on one ship build. Then also make it build faster if you don't declare upgrades? Or some upgrades? Maybe you don't want an upgraded freighter at all because it just costs more. The ground units was easy, it was one dropdown to declare what level unit you wanted. With ships its a big change.

I could make it so you can declare as many upgrades as you are allowed and and then use some formula to adjust its build time. It just seemed involved at the time so instead the yard just builds it faster at higher levels. It's something I can add later though.
1/3/2017
Topic:
What does upgrade do?

Doctor Dread
Doctor Dread
Administrator
Zangorian wrote:
I like the idea of declaring as many upgrades as one is allowed and calculating stuff around this.
My rough idea of a builing process would be:

- upgrades cost build time and money (constant factor x maybe)
- upgrades are optional

1. I select the desired unit lvl
2. An area with all 8 possible upgrades appears (the ones making no sense grayed out)
Each entry has either a slider or manual input for the level I want this upgrade to have
( Default would be no upgrade -> 00 )
4. While i enter the data, I get a preview of buildtime, build cost and cost per turn

I assume this system in general would lend itself to the possibility of having ship templates,
which in itself sounds like a really cool idea. They way I can see this beeing implemented is
via a simple template string, kind of like it is used in other mmo build generators.

Each possible upgrade (8) has a fixed position in a configuration string: -> 001122334455667788
The string is then prefixedwith a unit type: -> UU001122334455667788
Each lvl of upgrade is simply represented by the lvl number , 00 beeing no upgrade

This string could then even be pasted in the shipyard interface, so people could
exchange build ideas, a great community building feature.

The player can save his builds with a name, like a bookmark for later reference.

I can also think of extending this schema with the artifacts (need to be at the shipyard),
so one can build the hauler of doom with a single order ! smile


Storing what upgrades you want would be 5 characters long for the 5 attributes, HP, Attack, Cargo, Hangar, Speed. A number is what level you want and X means nothing so:

25XX1

Would be level 2 HP, Level 5 Attack, and level 1 Speed.

The UI to pick that on unit construction can be the 5 icons each next to a dropdown. In the same spot where the level dropdown for ground units is.

Are templates really necessary for this? =)
1/3/2017
Topic:
Upcoming SyFy Show

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
I am not sure how many of you receive the SyFy channel, but they have an upcoming series called "The Expanse". Basically it is suppose to portray the politics, economics, and warring of 3 factions: Earth, the colonies on Mars, and those who have colonized in the Asteroid Belt... Looks promising and brings the question of whether certain TF factions may choose to become friendly to only certain Corps from their home planet, or else the need to establish trade routes with other planets... I know this may be too late to suggest anything but it definitely can jumpstart anyone's think tank that may be stalled..

On a side note, what happen to the asteroid belt, did it get mined out of existence in the plot setting up the story or did I miss anything?


They are not in place yet but its something I want to get in sooner than later. Asteroid belts will look like little moons scattered around the system. The are going to have resources that are minable from the ships themselves. How exactly that works I'm not sure yet. Probably something based on cargo capacity, so freighters will be the best bet. You can't land on them or put up structures, its purely "in space" but anyone can "mine" any resource they can find out there without having to setup a structure. It won't be nearly as fast as a structure on land but you can bring a fleet out there to get it working pretty good. the problem is there will still be overcrowding but it won't be a price increase it will be a time to harvest increase. A crowd of ships can train wreck trying to mine the same resource. And that leads to the entire purpose of asteroid belts


CONFLICT! =)


As for factions. There is a Commonwealth and Dark Star pirate faction already. We want to do some kind of politics with them as the norm. Those two factions will probably have a randomly placed Base of operations and offer services to the players, like hiring pirates. If there base is destroyed there is some kind of reward or maybe faction points if we get into that. Either way their base will respawn somewhere else. They will be in every star system.
edited by DrDread on 1/3/2017
1/3/2017
Topic:
Construction Questions

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Ah ok that makes sense then. Another thing i noticed was that building a shipyard acp takes 70 turns but building it normally takes 140 (?) I think turns. Is there ever any reason anyone wouldnt use an acp over hq? The 50k credit cost difference is negligible

Mmmmm that is a bug. The Construction times were Upped but the ACP was overlooked. The ACPs are supposed to cost/time 1.5x the normal structure. Something that needs to be corrected.




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