DrDread

all messages by user

2/2/2017
Topic:
AX Reward Ship with no stats

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
I received a warp carrier for an AX quest, but it has no movement or anything and says level 0. I tried upgrading it but it seems stuck. And i couldnt choose hangar upgrade as the first level like i wanted anyways since it shows as having no hangar


Definitely a problem with these ships. I think I saw something similar not too long ago but didn't know where it was coming from. They might be bugging on creation. I'll look into to tonight and Ill try to straighten yours out
2/2/2017
Topic:
Asset screen / server Lag

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Same issues here, 10-30 seconds for assets page and even order page can be 10 to 15 seconds. Giving a ship a conplex set of orders can take 2 to 3 entire turns



What time of day are you online at? And time zone?
2/2/2017
Topic:
AX Reward Ship with no stats

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Hrmmm, actually it looks like the upgrade mechanism is broken completely. I've tried upgrading it twice in the past few turns. It seemed like it worked and even took my money each time, but didn't actually start the upgrade process so now I have the option to start the upgrade again. If you look at it again, please note I've added a longdoor and a hypercube just in case it blows up accidentally smile



Very strange, Ill take another look at it.
2/4/2017
Topic:
AX Reward Ship with no stats

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Just got a Warp Freighter, same problem upset


I'm pushing an update today hopefully, I had the same problem until I corrected here. It should correct yours also. The mysterious event wasn't handling ship creation correctly, any of the ships you got were having this problem
2/4/2017
Topic:
Alien Mothership and some bug fixes.

Doctor Dread
Doctor Dread
Administrator
We pushed a new Alien Mothership event today. It was going to be a System wide combat event but it wasn't working out as is so it became very similar to a pirate event. A giant Monolith from the Machine Race is the new "Base" and the ships are MAK Battleships and cruisers. There are also MAK Drones which are high attack value fighters on the mothership. They don't raid for products, they just attack. We have some ideas we're going to try for a system wide version in the future perhaps involving the Common wealth and Dark Star races having separate sprawling bases and a war between them with opportunities for voting.

The "AI" (if you want to call 10 lines of code that) that all the hostile pirates raiders and motherships use to determine where to attack was modified to target high Production and Low Military power locations first. They shouldn't be sending a couple units to "Raid" a large city with Terran Fed Defenses unless that was one of the best choices.

There was a bug with the Mysterious Events ships that caused them to "break" at level 0 and go into limbo. this should be corrected now. There was actually the same bug in Pirates and Raiders event also. There were a few tweaks to some of the screens that crept in. Units that are linked to an event will have a link to that event next to their coordinates when viewing them. You can see whats int he groups or carriers of other corp units with a Plus sign just like on your own assets screen now.

We almost pushed a change to the guide page where it shows the relative population types affected by each products demand. you might see that go in tomorrow.

We spent the month doing more events. They were all combat oriented and didn't have any exciting voting attached though. We want to make one more for Commonwealth and Dark Star factions to get them into the game and then we have to start moving on to UI refinements for the next month.
2/4/2017
Topic:
AX Reward Ship with no stats

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Thank you smile is it safe to upgrade them now or wait till the update?



You should be ok to upgrade them, if not I need to know =)
2/5/2017
Topic:
Wow. In 48 hours I have lost....

Doctor Dread
Doctor Dread
Administrator
Vagabond820 wrote:
1. building
1. transport
1. freighter

as well as had damaged, 3 other buildings and multiple units by AI forces with 0 assist from the system guards.

Did I miss something?


You mean the elected players? Slimy politicians! Who keeps voting for these guys! =)
I wonder if battles in your ruler ships should be sent to you via comms. Like if you run Mercury, you should be informed of any combat in Mercury
2/6/2017
Topic:
AX Reward Ship with no stats

Doctor Dread
Doctor Dread
Administrator
I think it was you and your upgrading a level 0 not setup yet ship is what broke the game all day =)

I'll post in the bug forum, it should be corrected now,
2/6/2017
Topic:
I Think my battle broke the game

Doctor Dread
Doctor Dread
Administrator
It was someone upgrading a level 0 ship that wasn't setup on the turn it was created because of me moving code around a while ago. Its fixed now.
2/7/2017
Topic:
Events do not affect population growth

Doctor Dread
Doctor Dread
Administrator
Skratti wrote:
Sirius IV : Antink has an event that gives 5% growth over the course of 100 turns.

before turn evaluation: 4,901,147 inhabitants, -2942 growth
after turn evaluation: 4,898,209 inhabitants

I assume that the event should have given about +2500 growth, resulting in a loss of only 500 inhabitants.

(5,000,000 * 5%) / 100 turns = ~2500 per turn
edited by Skratti on 2/6/2017


I would have to double check but I think its working correctly but the population growth indicator on the planet might not be considering the population gained from the event, only the population won or lost through demand. It might not be picking up on population lost through combat either.

If you're looking at total population and tracking it, you might be missing another source of gain/loss. Have to take a look
2/8/2017
Topic:
Kaiju dissapeared after being attacked

Doctor Dread
Doctor Dread
Administrator
It is actually two battles and it sounds like it worked correctly. When it attacks you, you get any defenses you happen to have, not so when you are attacking, for example. Battles all happen at the same time, they don't go in order applying that battles damage and then move to the next one, all the damage is applied at the same time so wont see the damage from that single battle if you're in more than one I could probably show an icon in the battle report to show that your units were in multiple battles that turn.


Level 1 Kaiju isn't worth much at all. Its like a 20x stack of tanks or fighters. The random level is restricted by the population of the planet, something like 1 level max per 10mil pop.
2/8/2017
Topic:
Game not progressing

Doctor Dread
Doctor Dread
Administrator
Looking into it right now
2/8/2017
Topic:
Game not progressing

Doctor Dread
Doctor Dread
Administrator
It was a snag with deleting the mother ships units on event end. Trying to delete the mothership before deleting the fighters that were on it., database not allowing that. Funny that would probably happen in an normal fight with carried fighters as well but just never happened yet.

There were three events all at the same time. One you defeated, one in mars no one attacked and another that was attacked but not destroyed in time. The ones that dispersed had this bug.
2/8/2017
Topic:
Mothership fight = game broke

Doctor Dread
Doctor Dread
Administrator
Orexis wrote:
Really hoping the battle happened first, we killed it, and just the reward dispersion is what broke


You were right. It had trouble deleting the fighters on the mothership for the events where the players didn't actually destroy the mothership. There was only one fight where you beat it in time the other one was real close but too late
2/8/2017
Topic:
Wow. In 48 hours I have lost....

Doctor Dread
Doctor Dread
Administrator
Vagabond820 wrote:
the attacks were by raiders lord humongous and the machine unknown. previously the terran federation would show up to assist. that a players job now?



There are Terran fed ships that sit at 12:12 on the planet and respond randomly to fighting and then come back but it looks like some of them have kind of lost there way and are just hanging out . Its something ill look into

I take that back, he units do hang around when nothing to do, the closest units to a fight are usually called in to come guard it, but it has a random element to it. You ll get more ships coming more often if there is repeated combat at the same location. I think I need more ships scaled to population. Earth needs more then a few ships floating around
edited by DrDread on 2/8/2017
2/10/2017
Topic:
Ideas and suggestions

Doctor Dread
Doctor Dread
Administrator
BaronOfThGalaxy wrote:
I have here some suggestions for when the game release;

1. Decreasing the amount of loading web pages.
2. Youtube video tutorials that 'at least' cover the basics on how to play it most basic
3. Alternate UI which is simplified and has less options (simple options/advanced options)

1#.In my case the only aspect which is holding me from playing the game optimal is all the loading of the webpage, which is causing delay every time, and the more stuff you have the more delay between loading of pages, so I'm actually trying not to grow to big.
The only thing I can say about this is that I can only advice to keep the main priority of the game focused on less loading pages without disruption the main idea of the game design (if it does), any design which reduces the slightest amount of loading pages in between actions can only be considered as a good thing.
The more information on single loaded page or actions you can apply the better imo.
At this point I'm not even in the mood to do something, just growing a city and doing the least amount to keep my business goal running, I had a buffer of 6 billion which I have left bleeding to 3.6 billion just so I don't have to do anything for a while (I don't mean I planned this but a 6 billion buffer let's me able to do the least amount which is required for my business atm)

2#. Videos on Youtube which showcase (maybe with voice, not really necessarily) how to basically play the game, so for people who have difficulties understanding the UI and game options still are able to play the game on at least the basic of it if they really want to learn it but have problems with it.
So for example a couple of videos which are right from start, maybe like how to make an account etc etc, and different situations of starting points of a company, starting from scratch, exactly how someone would see it who doesn't watch a video tutorial.
And maybe some videos explaining certain activities, such as contracts, military transport, lots of option to do.
But for most important is the beginning, a total noob is still able to produce products and make profit, it will at least prevent the person being its company liquefied, no matter how small the profit is, from there on it will discover new things and explore for more abilities and things to do without really worrying.

3#. About the current UI I know it will be improved on the final release, so I can only base my suggestion on the current one atm.
For now the current UI is really intimidating, although I have some experiences with some complicated ones, this is a heavy one which took me some time as well to get around.
The idea is 2 different UI options, 1 basic, and one normal (advanced) one.
The alternate basic UI covers all the basic options, and is actually pure to get UI awareness of this game, at one point one will find the basic options to much limiting its activity and will change it to advanced, and will also be less overwhelming with option information because it has developed UI awareness on the basic level.
Or someone finds the game to complicated, and can switch to basic mode so it wont prevent them from playing the game.

For me the game and concept is really fun to me, something I have been looking for a very long time in browser games, current settings and the game workaround is working very well for it's abilities, and the dynamics are working in a appealing way.
I can only say which is basically left for release is the artwork and a redesigned UI, but the game itself has the right amount of quality to be considered proper game play (imo)
Either way I would just release the game and release a 2.0 version one year later which is updated with all the findings and new ideas of the game when it's it's heavenly populated with people during that time, and just reset it to 2.0 or alternate server while people can stay on classic version if they decide, or play them side by side.


The UI is going to get some work don't worry. The amount of HTML it is pushing on the assets page at least has become bloated. There might also be an issue on the server that is making it take too long too respond also.

I "mobile version" of the website that has almost no graphics at all is something we want to do also

The only video is actually the Kickstarter video =) You probably wont see a tutorial video until the game launches
2/11/2017
Topic:
Maybe a lack of logic

Doctor Dread
Doctor Dread
Administrator
Danny Mayer wrote:
I recebtly built a restaurent but for some reason it do not use any kind of meat.

And second point

It would be nice that when you wana build something it tell you what you need to producte



I apologize. It would be difficult to keep all the "food" balanced if some of them went into making other things, like restaurants. Right now all the food and crops don't build into anything else, but they are much easier to make because one farm or ranch can produce all 6 of the different products. There was a time when "Restaurants" was actually going to be an entire category of structures from fast food to convenient stores to different kinds of restaurants which would take all the food and meat products to supply them. It didn't' work out that way and restaurant is just one kind of structure now with similar components as the others. Cotton is actually used in clothing though. One exception.

Showing what components you need when making a structure is difficult because the structure can make several different things and each one takes different things as components.

There is a full list of everything in the Guide page under production on the main website. There is also a list of everything on your Corp HQ structure under the More Info Tab.
2/12/2017
Topic:
Typo

Doctor Dread
Doctor Dread
Administrator
ArcherBullseye wrote:
Also, for some reason it stuck in a bug where its only selling 1 at a time. It looks like the demand is there but its not selling them all.






fixed your typo, In Sao Paulo, I'm not 100% sure at the glance but it looks like Sergolux is selling rare woods there also. If hes dumping a huge amount or has a huge cargo hold hes going to take a majority of the 190 available volume per turn that city can take right now. I'm going to try to look into it more to see if that's the problem.

UPDATE: Sergolux has a 100x stack of Transports dumping 5k Rare woods on Sao Paulo right now =)





TRA008 50k
10 (100x)Sector 1 | Sol | Earth | Sao Paulo
Sell: Rare Woods - 5000/3435

edited by DrDread on 2/12/2017
2/12/2017
Topic:
Civil Movement event and Product Population effect

Doctor Dread
Doctor Dread
Administrator
There is a new event that has several different variations of "Political Movements" that only affects cities, such as "Socialist Agenda" or "Liberal Movement". All these variations do the same thing, they shift population from certain classes (poor,middle,rich) to another class. Cities have a total population but the 9 different classes is what affects the Volume of the products at that city. Every product affects the 9 different populations differently. That was never displayed anywhere until now.

On the main website Guide >> Production OR under your Corp HQ >> More Info, you can now see a little mini graph next to each product on the list that shows how strongly it affects the 9 different population groups. Each little bar is a percentage of how strongly that population is affected by that product when it comes to population growth through demand. The demand of Supercars in a city won't affect the poor classes of population almost at all but it will greatly affect the rich population groups. This is also why volume is different for every product type in the same city. Supercars is reading the rich population groups to determine volume not the poor ones.

War reparations 5% net worth penalty is now scaled to the number of "victims" the event.One Victim makes the the penalty 1% and up to 5 victims makes it 5% penalty. Also a "Not Guilty" option has been added to the event so you victims can choose not to penalize the attacker if was an understandable mistake for example.

Events which broadcast Comm Messages such as Supervirus or Kaiju Awakening now have a link to that comms message from the event itself. We still want to work on these comms features so perhaps the event only messages don't spam the channel and are only linked to from the event itself.

A few minor fixes started happening on the interface. We want to add some of the asked for features such as showing what the upgrade will do, before and after stats, Perhaps doing Mass Salvage screen and looking into the Downgrade Structure.

The effort is being moved away from events and more towards the interface problems now. Performance problems on the assets page for example will be addressed after that, towards the end of development.
2/12/2017
Topic:
Quick question about moving my HQ

Doctor Dread
Doctor Dread
Administrator
Danny Mayer wrote:
I juste wana know if i relocate my corporate HQ does all the factory i build move too or they stay there?


Only the Corp HQ moves. You can't relocate your whole game easily, it has to be a gradual process where you build up in a new place and then tear down the old one. The smaller you are the easier it is =)




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