DrDread

all messages by user

4/12/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Naills wrote:
I invited someone to my guild, but there are no options for them to accept/reject the invite (guessing its not in game yet?)


There should be a "Guild Invites" link on the top of the guild page. It doesn't send out a message or anything right now.
4/12/2016
Topic:
Having some fun with the Alpha so far

Doctor Dread
Doctor Dread
Administrator
Just wanted to say that even though this is an early Alpha with half the game (events) missing, some annoying bugs and only a dozen people messing with it, it's been fun so far. I mean just seeing the Corporation name of "Inhale Inc," for a tobacco company was worth the work =)
Let me mention some info about playing the game:
On my corp I have been upgrading my 2 sugar farms to level 5-6 and they are pumping out almost 1000 sugar a turn. Its has overwhelmed the selling power of the factories and my transport already. Also, I've knocked the price of Sugar down to 100 where everything else is like 150 in Chicago and lowered it in Memphis where my transport has been going. I need to go somewhere else more profitable.
The way I am looking for other more profitable locations is to go to the view screen and then demand and drill down to the product you're interested in. Then, take a look a the Top 10 grid below it and you can see the top 10 highest demand cities for that product, you may have to zoom into a city. Start sending your stuff to one of those places. and watch out how much you are selling to your local area. you might floor the price and lose money.
The "Volume" next to the price is how much can be sold in a single turn. If no one sells that product the price goes up half a point a turn. If you (and anyone else) can sell the entire volume then the price will go down half a point total. If you sell half the volume then the price will stay about the same. The volume is determined by the population in the city.
Farming and ranching gives you a wide variety of products you can make from the same farm or ranch but food doesn't combine into any higher tier products. Things like Chemicals, Metals, Minerals do but they have only a few different things they can produce by themselves. The "Components" factories like Alloys or Polymer take about 10 units of resources but spit out 25 of the component. The end product factories take about 10 units of Components but spit out 50 units of product. Because it isn't efficient for your corp to make all the different components required for higher tier products you should try to Contract with another company to trade for what you need on a regular basis.
I hope to get a few of these bugs/changes knocked out this week and try to start work on expanding the games other features like Artifacts and Voting. Once that operates smoothly we'll probably open the Alpha up to more people who are singed up on the site. There are about 400 registered users.
4/12/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
Is the shipyard a ship? My military says I have 2 ships but I only have a freighter. If shipyard is a ship, I can't get it to leave the planet.


Shipyard and bases are considered Military units even though they are more like structures, kind of like defenses. They have combat values and can do damage so they kind of had to be in the Military unit category. Your factories take hits but don't do any damage..
4/12/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
Naills wrote:
The guide mentions a military base, but I cant see it as a ACP to build, is this a bug? How do I build transports on a different planet without having to build them at the hq and send them over?



My bad, I meant war factory (or vehicle factory maybe)... Hopefully one of those allows us to build them.



Warfactory builds ground units, Shipyard builds ships, They both have ACPs. Warfactory is cooler name than Base
4/12/2016
Topic:
City infrastructure

Doctor Dread
Doctor Dread
Administrator
Every "Structure" can be destroyed, furthermore, as its damaged it produces less and less.

Cities don't create themselves yet. Part of the galaxy expansion and voting thing I'm working on. When they do it will happen when the city has a certain amount of production happening in it. Probably 5,000, maybe 10,000. I'm pushing 1,000 sugar by myself right now.

The first thing that'll happen is a vote on a ruler of the city. Only people who have a CorpHQ there are eligible to be elected but anyone who has industry there can cast a vote and your voting power is based on the industry you have there.
4/12/2016
Topic:
Stats of military units

Doctor Dread
Doctor Dread
Administrator
Upgrades are briefly explained on the Guide page. There is also a chart that shows how hard every nit hits every other unit.

For ground units, upgrading simply multiplies their size. Its like buying more of them but they are one unit, kind of like upgrading structures. The first couple of levels is like have 2 or 3 more of the same thing and all its stats are 2 or 3 times bigger. at level 5-6 its like you have 20 of them, at level 10 its 100x as big and powerful as a single unit.

For ships it's different, you can upgrade different aspect of a ship. 50% more Cargo, 30% more attack power etc. up to level 10. you canmake a fast carrier, or armored up freighter if you wanted.
4/12/2016
Topic:
Guild benefits

Doctor Dread
Doctor Dread
Administrator
Right now being in a guild just makes it easier to attack as a guild. When you say "Attack Entire Area" you won't attack your fellow guild mates. You can also attack an entire guild at a location
4/12/2016
Topic:
ALPHA v0.1 Testing Bug List

Doctor Dread
Doctor Dread
Administrator
There is now a "More Info" tab under your Corp HQ. It shows where every product is made, the category its in and a break down of the components used to make them. not perfect but very helpful
4/13/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
Doctor Dread wrote:

Warfactory builds ground units, Shipyard builds ships, They both have ACPs. Warfactory is cooler name than Base



It looks like once built it is called a Base Big Grin


lol, welcome to Alpha testing eh ? =)
4/13/2016
Topic:
Guild channel

Doctor Dread
Doctor Dread
Administrator
You can already see guild messages from your guild in the channels. There is a filter to pull it out. There's no need for a specific guild channel, you can't see other guild chat, unless I'm misunderstanding you
4/13/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Kemott wrote:
There is something wrong with displaying resources available at a location. First I visited my water... farm then I switched to a tobacco farm at HQ and it said there: Available resource at the location: water so it simply showed the resource which was previously displayed.

I sold that water and now it isays tobacco... I do not get it.
edited by Kemott on 4/13/2016
edited by Kemott on 4/13/2016


Legitimate bug. I think I saw this before. The available resources at location isn't being re-loaded when you switch form one structure to another. It only reloads when you switch the tabs(?) or reload the "Assets" tab entirely.
4/13/2016
Topic:
Unit upgrade

Doctor Dread
Doctor Dread
Administrator
Kemott wrote:
At the moment it looks like transport units (probably other units as well) can be upgraded when they are moving. It makes gameplay easier but it would be more realistic if units could be upgraded only when stationed. For example I can imagine upgradng my attack fleet while on its way to the target which gives me a kind of advantage. What do you think?


I thought about exactly this for a while. Honestly I'm kind of on the fence about it. Realism doesn't really play a part. In this game there are "People" everywhere, even on planets where no corp is on yet. When you upgrade you're essentially send more stuff that way via normal transportation. When you relocate half way across the galaxy, its probably a different staff in the building.

If I was to take structures offline to upgrade it would be disastrous so they don't get penalized. If I make units have to go to the corp or war factory and issue themselves an "Upgrade" order it would cause a lot of aggravation, especially on transports. It's also more coding and interface for something that doesn't add anything to the game but annoyances =)
4/13/2016
Topic:
Structure Logs and Keeping Factories Fed

Doctor Dread
Doctor Dread
Administrator
For complicated stuff like this I can't put anything on the viewscreen or assets page, its complicated to read as is.. But that is what the Reports page under Corp tab will have! I planned to have reports for things like this, just like in a real business! With graphs and such. THis is one that can get penciled in
4/14/2016
Topic:
Having some fun with the Alpha so far

Doctor Dread
Doctor Dread
Administrator
Kemott wrote:
Right now the system is keeping 2 defenses and 2 units in every city in Sol. If there aren't 2 and 2 in the city it will make another one randomly. You can never kill them off they always come back


Oh I wanted to try and attack them but it seems pointless then...

When the game launches "for real" will things take longer to build? what is it going to look like? It would be good to test things in those real conditions.

The build/upgrade times will be a lot longer. Upgraded shipyard/war factory might make it less. Or you have to upgrade them to get to the bigger units. Transports probably still be quick
You should try to attack someones industry outside the city. Go the Viewscreen and Industry tab at the planet level of zoom and look for someone building outside the city. Move to it , attack it fro a couple of round, then order it back. Use something with cargo space, maybe mechanized. and use the "Raid" option bring back the goods.

As for what it's going to "look like", I imagine once people aren't making much money and are scrounging for profits you'll be denying contracts to someone like cyb0rg and he's going to show up at your Corp HQ and say....


4/14/2016
Topic:
Structure Logs and Keeping Factories Fed

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
Yeah I was going to mention that it's far too easy to pump out a million buildings, but I think if somebody does eventually get powerful and their fleet is decimated, they probably shouldn't have to start all over from scratch. If they do you will probably have a lot of players rage quitting, especially if it takes forever to rebuild.


Tried to make the game in a way where it very hard to "wipe someone out" when they are in 10 places half of which are covered by city defenses of the Terran Fed or another player ruler. Also everything that gets destroyed auto-salvages for half it worth. Its not exactly a disaster if a large group of units gets destroyed. Which by the way is hard to do also. I mean you can retreat them when it goes bad. Fights can take several turns. you should TRY IT!
4/18/2016
Topic:
ALPHA v0.1 Testing Bug List

Doctor Dread
Doctor Dread
Administrator
It's been a week and a lot of bug have been fixed. Thank you all for helping out!

There is still a problem with the comms page that we need to re-work, make the incoming and sent messages act more like email does.

We still want to fix the problem where if you can't afford to construct everything, nothing starts construction. Before few days ago it wouldn't even construct everything if you DID have the money

Another major problem we want to address is the ACP items, they should all be ONE item called ACP that can build any structure when ordering it to deploy. This will keep the item list for being overcrowded.

We also want to make the war factory and Shipyard restrict the types of ships you can make by their level. The CorpHQ will only be able to make the first few unit types. The war factory and Shipyards will open up more units types as they level. probably until Level 5 and then start reducing build times and increasing healing rates till level 10. This would make them more useful to upgrade.

One last thing we want to try to address is the no limitation on building as many structures/military units as you want all over the place, more of a problem with structures. Normally this might be kept in check in a big game. You shouldn't be able to make everything profitable everywhere but it can still be abusive when you have a lot of money to spam level 1 buildings in every city forever. We don't' like hard caps for anything but we do need comfortable limitations especially in a free to play game. It might be a "Logistics" threshold that makes all your structures start to cost more every round if you exceed 10 per level of your Corporation. The percentage goes up the more you exceed it. There will probably be al limit on Military also in the same fashion.

Hopefully we can get those changes in place in the next week or two.

After that we might do a wipeout of the game set some more realistic build times on everything and allow everyone to join an Alpha 2 ! Then we can finally move on to working on the Event system and voting.
edited by DrDread on 4/18/2016
4/19/2016
Topic:
Research

Doctor Dread
Doctor Dread
Administrator
Naills wrote:
id be tempted to limit corporations initially to the ability to gather one resource, or maybe 2 or 3. at the moment its too easy to gather everything. maybe as the hq gains levels they can unlock other resources


You can gather anything but it shouldn't be as profitable for you to make everything. The Corp HQ gives a bonus, makes it cheaper, to run structures in the same location. Perhaps it needs to be more significant. You also get a big boost from your tech, also maybe we need to make it more significant.
4/20/2016
Topic:
Storage

Doctor Dread
Doctor Dread
Administrator
Building just for storage? Mmm not sure if that's necessary. I was thinking about a "Distribution Center" building though. It would have a high Buy Sell power but doesn't produce anything. It could sell anything to the local city unlike the other structures which will/should only be able to sell what they make.

I was originally thinking that the factories couldn't sell to the cities and you needed to have a transport but that seemed forced so it was changed so the buildings could sell their own product. Also since transports were made to sell products and not just move goods around the whole concept of a distribution center became unnecessary.

You can attack product lying around, it doesn't need to be in a specific building. I wouldn't want to attach products to a structure anyway.
4/20/2016
Topic:
ALPHA v0.1 Testing Bug List

Doctor Dread
Doctor Dread
Administrator
Pushed some updates just now.

Re-worked the Comms page some. There is only a Private messages tab now instead of Incoming and Sent. The "New Messages" icons should start to show up correctly when new message are sent. or replied to.. We'll see how that works.

We fixed the problem of not being able to start all your construction projects if you couldn't afford all of them! It now should try to build everything you can afford starting from your cheapest build.

The "War Factory" ahs been changed back to "Military Base" since its more obvious.

A couple of bugs were fixed that caused strangeness on the drop downs. Also, Military bases and Shipyards should not be allowed to have Orders now.

The next thing we'll try to implement is the Logistics penalty. You can only have so many structures/military units per level of Corp HQ
4/22/2016
Topic:
Alpha Testing Week 2

Doctor Dread
Doctor Dread
Administrator
We've been running a limited Alpha test with a dozen or so players for a couple of weeks now. So far things have been good. Several bugs have been fixed and some features have been re-worked. We have a few more things to change or implement before trying to run another Alpha test with many more players. Depending on how smoothly this weekend goes this might happen in a few days, hopefully it won't be longer than next weekend.




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