DrDread

all messages by user

4/16/2017
Topic:
Machine ships - military overview

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
Ok so... right now we have a MAK Mothership camped out on earth. (YES PANIC!)

That is a monolith class badass monster ship.

But if you go to the military tab overview when looking at earth, it claims that there are 0 monoliths on earth - in fact the military assets of the machines are a bit hard to spot without a bit of guesswork. Shouldn't their ships show up in the military overview like everyone else's so we can see where that nasty evil little mothership that is going to rip earth to shreds is hiding?

Just wondering.


The units counts aren't counting any of the special units I think. That's a bug. There's also a problem with the military arrows ticks not getting bigger, turning more red with higher power concentrations. The event tells you exactly where the mothership is
4/16/2017
Topic:
Payment System Is Being Tested

Doctor Dread
Doctor Dread
Administrator
We spent this week working on the Payment system which is now fully implemented BUT its still in testing so no normal players can use it. You can however see a change in your Profile page which shows any transactions that have been applied to your account. Any founders will probably see one line in there which is missing most of the information. Those were forced in weeks ago before a system was in place.

The only online bank we're supporting at the moment is PayPal but we do plan to look into at least one more, probably WebMoney so we can to cover a lot more European countries.

The rewards for Accelerated starts were bumped a bit when it came to subscription time. Also, the current rule on Accelerated Starts makes it so you can't purchase one if your Corporation has hit level 3, has 50 million credits or has been active for 30 days or more. Prob should change that to 50 mil net worth.... We're currently making the accelerated starts, all of them, available at launch. We originally planned on opening them up as normal players got up to those levels however there are now at least a couple of dozen founders starting with huge money on day one. The Accelerated starts cost more and give less than the kickstarter rewards did.

We're no longer *fully* confident about launching next month. Our artist is taking longer than expected on our units. We're looking for an additional artist to pick up some of the remaining units. At worst we might launch with a few images short. We don't want to drag it out much longer in any event.

UPDATE: I appologize, Founders are NOT getting starting money on day one, only increased level. I had a barin fart. The accelerated starts will be held back unitil players net worth get to those levels.
edited by DrDread on 4/17/2017
edited by DrDread on 4/17/2017
4/17/2017
Topic:
Payment System Is Being Tested

Doctor Dread
Doctor Dread
Administrator
Zip555 wrote:
"founders starting with huge money on day one"
What?

The kickstarter page says founders get money for Beta tests, no mention of any money on the real server
for example
Open Beta Test bonuses: Paid Account Status, +5 Corp HQ Level. +200mil credits.


3 years of paid subscription and start with Corp HQ Level 6 when the live game launches.

So founder gets big HQ and subscription, but $ was only for Beta

Images are not worth waitind for, just add them when ready
edited by Zip555 on 4/17/2017
edited by Zip555 on 4/17/2017
edited by Zip555 on 4/17/2017


.... I appoligize, you're right. Founders are not getting cash on day one. Only the increased level. Someone said something about founders starting money in the live game a while back and it got stuck in my head. I need more sleep =)

The accelerated starts will probably be held back then as planned. We'll wiat until net worth of some players hit the accelerated start numbers before opening them up.
4/17/2017
Topic:
Payment System Is Being Tested

Doctor Dread
Doctor Dread
Administrator
Zip555 wrote:
Glad to hear it.

The Quick start with $500 mil in it seems a bit much, if you were thinking founders had lots of cash, then I can understand.
If the third option was $80 and gave $200mil I would be much happier

The net worth of a founder with Corp10 is 250mil, so will the first 2 options be available immediatly?


Another good point, I didn't consider the Corp HQ itself. The one thing you are given as a founder that is worth a ton of money already, even though you can't salvage it. .
I can't really go by credits because most people wont be sitting on 50 million in credit even though they are worth a 5 billion.

I suppose I wil have to look for corporations Net worth MINUS the Corp HQ. So when we see Corporations at Net worth - Corp HQ exceeding 50mil, 200mill, 500mil (whatever the credit boosts are) then we'll open up those accelerated options. At best an accelerated start will put you on the map where your net worth is no bigger than the top player in the game who is worth 50 mill + Corp HQ for the first option.

I'm not sure but I think a new player can be worth 50 million in a month? Probably weeks. The founders still have advantage by this mechanic.
4/17/2017
Topic:
Payment System Is Being Tested

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
One thing - I'm fine with the fact that founders simply get the great advantage that a lvl 10 HQ provides (that was always the dea!) but you might want to tone down NPC attacks early on - even with what amounts to essentially limitless cash it's not easy handling some of the threats that are being generated in this beta, without the cash we'd all be wacked to death and back by the machines at this point.

Final thought - it actually makes sense to simply not include the value of the corp HQ at all in any net worth calculations as this is something that is always always stable once accrued and can never be directly monitized or salvaged. Even if you liquidate the whole corp you still keep your HQ level whatever it might be.

The Hostile events needs to scale lower with lower populations. Like less ships.
4/18/2017
Topic:
Lost Structure

Doctor Dread
Doctor Dread
Administrator
Zip555 wrote:
I had a mine at 18:9 on earth, but it has disappeared.
I look in the battle reports, and find a few minor raids, eg battle Id 228, but nothing more recent
I do not think I salvaged it, so why do I not have it anymore.

I also think I should get a message whenever one of my assets is destroyed by enemy action.

I've never seen a structure vanish. Its usually combat. but the game turn was crashing a lot the other day, in a bad way where only part of the turn would execute., due to a bug. I have a feeling your structure was lost to combat but was not reported on because the turn crashed
4/18/2017
Topic:
Negative "other" income

Doctor Dread
Doctor Dread
Administrator
Negatie income, as far as losing money? Switch the accounting grid to "Other" and it should tell you what the charges are for. Its probably Unit repairs. It also cost some money to "attack" with your forces
Your units repair automaticaly at 1% per turn. Faster at a base or shipyard. But it costs money. I forget the exact amount but if you're repairing a huge 100 million credit unit back from 1%, except to be paying like 10 or 50 million, I don't recall of hand
4/21/2017
Topic:
Distribution Centers

Doctor Dread
Doctor Dread
Administrator
Ya know if someone is parking a a huge freighter and dumping 20k product on a volume 100 city for 2 days while your distribution center struggles... You should attack =)

Also, if htere is that much selling going on. the price is going to drop on those products in a day or two. The distribution center works best if you have 10 different products coming in to one city. Like you are farming all the food products across a dozen farms and you send them to a few different cities using only a coupeof transports running in a circle.. Thats where edistribution centers work magic.
4/21/2017
Topic:
Combat guide needs clarification

Doctor Dread
Doctor Dread
Administrator
Power is just a arbitrary number that represents how powerful it is. Its summed up in battle sto gie a general idea of the size and power of the forces It doesnt work into the math for combat. It is currently being used to determine how good your unit can mine asteroids and how much product it can Raid for though. Its why freighters suck at mining asteroids, and frigates are probably the most bang for the buck when it comes to power and cargo. Mechanized and Corvettes are probably the best for raiding becaue they have a lot o "power" for the money
4/21/2017
Topic:
Combat guide needs clarification

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
I like the charts that are shown when you look at a unit in-game. Maybe a page showing all of them would be easier to read than a huge chart of numbers?


I agree. I want to make a page in the guide of all the units which will look like the in game stats next to that chart from the More Info tab, PLUS another set of bars below that show how much damage that unit TAKES from the diffeent unit types.
4/21/2017
Topic:
More Researches

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
I would like to see more researches for corporate HQ, like some combat ones, unit speed, hanger/cargo size, or trade power (distribution centers). Maybe even specific artifacts. Voting bonus or event bonus might be cool too.
edited by cyb0rg on 4/21/2017


I think research for more logisitcs, structures or military would be viable.
I'm not sure about throwing in voting power but that could work also, as a bonus percentage to your voting power. But free accounts can't vote
4/21/2017
Topic:
Distribution Centers

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
Why is a lvl 2 transport outselling my level 4 distribution center? Seriously this needs to be looked at.


The distribution centers won't outpace a transport in BS power. You BS power goes up to 1,000? or 10k at level 10? I forget.

Pro Tip though. If you have multple slots selling the same product, it will combine the BS power. Your BS pwoer of 100 at level one is PER SLOT. You are technicaly selling more than once
4/21/2017
Topic:
Did Not Receive the $150K from Tutorial

Doctor Dread
Doctor Dread
Administrator
Bossalinie wrote:
Hello!

I'm trying to complete tutorial 9, but I never received the $150k so I'm short on cash to built the ACP..

Any advice?



You did receive the money but you were going into the negatives. You were selling Basic Minerals at New York but the price had tanked to 10 per unit. You were losing a ton of money selling it there. I made you stop selling locally and let your transport sell to the other city at 280 for big profit. You should be recovering in the next couple of trips of your transport. I also gave you 100k outright since i have a feeling the tutorial is allowing players to set down on spots where the demand is very low for the first product they are trying to sell.
4/22/2017
Topic:
Production resources

Doctor Dread
Doctor Dread
Administrator
badmaw wrote:
I don't pickup that resource, I buy it from another city and drop it at the factory. When there's enough resource for both factories it works.

The problem I'm seeing is that I have all I need for any factory to produce and neither one produces until I have enough of that resource for all of them in that round.
edited by badmaw on 4/22/2017



The system doesn't make decisions on which factory should run in that situation. If you have enough for everything they all run, if you don't they all fail. Its a little tricky coding a priority in this situation without bogging down the turn flip some. You could have 10 factories with complicated components. I might prioritize the highest level factories and see how many of them, going down the list, I can run before there isn't enough components for that turn. You still might run into weird situations where the first factory if it runs just took all the X product to do it and now the next 4 couldn't. I guess that would still be better than nothing but it s a lot of tricky code for what is a rare situation. Not on the high priority list is all
4/22/2017
Topic:
SafeHold Corporation is ruler of Sol System

Doctor Dread
Doctor Dread
Administrator
Hutton wrote:
What precipitates systems wide elections?

Also, in the chart above Safehold holds the chair for both Mercury and Sol. I thought you could only have 1 seat at a time. Or were things different in that previous beta test?



You can only be ruler of one city,planet or System but you can be the ruler of a cIty, a planet and a system. You can't be ruler of two cities, or two planets or 2 systems but you can have one of each. The thing that really prevents you from having two of the same title is that your corp HQ cant be in two places at once. The system will immediately take away your current city rulership if you obtain another one after moving your Corp HQ. Elections are usual once a week, 1000 turns, but if you move your Corp HQ away you still retain your title but won't be eligible in the next election if its not back in time. You can lose your Corp HQ due to destruction but you need to place it back before the event fires for election or you wont be a candidate,.

Planet elections come from the city rulers, and System elections come from the planet rulers. Although even if you lose your lower seat, say you lose the election for your city but you are still ruler of the planet, you will still be a candidate in the next planetary election. The Incumbent is always eligible as long as he still has a paid account AND his Corp HQ is in the proper scope of the election. So Safehold can become Ruler of Sol but then lose his City and planet seats. He will still be eligible candidate in the next Sol Election as the incumbent , but if he ever loses that Sol election he would have to start back up the political ladder becoming ruler of a city and then a planet again.

City elections are held every week. Once there is 3 city rulers, a planetary election will show up within 100 turns for that planet. Once there are 3 planetary rulers in a system, a System Star Lord election will show up within 100 turns.

It looks like once the cities of Bryan, Sheba and Topeka get a ruler. A system lord election can fire. Actually I take that back. The Moon has a leader also and it is considered a planet. So a couple more elections on the other planets and a Star Lord Election will fire. EDIT!

UPDATE: I'm sorry, I am DRUNK or something. You need 3 planetary rulers in place before a Sol Election will happen. That means you need THREE city rulers on THREE planets before that will happen. Earth already has a planet ruler. The other planets in Sol only have one city per right now so theirs no way it can happen right now. You have to get the existing remote cities past 10 million population just to allow another city to spawn, then 10 mil more so a third one will spawn. THEN have an election for all 3 cities to get a planet lord. You have to do that to two other planets besides Earth.
edited by DrDread on 4/22/2017
edited by DrDread on 4/22/2017
4/23/2017
Topic:
Units construction

Doctor Dread
Doctor Dread
Administrator
Higher level shipyard and bases build the units much faster. A level 5 base will make a level 5 unit as fast as a level 1 unit normally. A level 10 can bring out a level 10 100x stack of transports in 20 turns for example.

Shipyards open up new unit types until level 5 then from 5 to 10 it cuts all the construction time in half
4/23/2017
Topic:
A Couple Of Things About The Raiders

Doctor Dread
Doctor Dread
Administrator
LoImpact wrote:
1. I've tried 3 or 4 times, and you can't raid the Raiders. Not one Basic Mineral, one ball of Cotton, no war brides or panties. Not that I really care, just noticed that little fact.

2. If you do set your attack to raid, it will destroy the ships and leave the base alone after the ships are gone. I thought I would pass that along as an interesting piece of trivia since there is no need to raid as per my first point.



That seems very strange, They should act like any other corporation n this regard. Something I have to look into now.
4/23/2017
Topic:
UI rework and account management

Doctor Dread
Doctor Dread
Administrator
We mostly spent time on back end changes that you won't notice this week. Payment system seems to be working well. And there is code coming together to send emails for account expirations and such.

We also added a couple of images for Transports and Mechanized. We should have Armored, Artillery and battlesuits soon.

The arrow ticks on the Viewscreen >> Military tab were not working correctly. They are now. The arrows and squares show the moving and standing military but they go from light greens to heavier reds depending on how much Military power is there or moving.

The biggest change we made however was the Demand screen. We were able to squeeze in another couple of columns in the Demand Top 10 grid that shows the location and product with the Highest or Lowest demand. If for example you are looking at Earth and you don't select any demand category and set the top ten list to "Max Demand %" you will see the locations of the highest Demand products across the planets. Switch the order by to Low and you will see the lowest demand products. If you filter the product categories it will filter along with it. You can zoom out to the entire system and se what the most high demand products are per planet. This should make it a lot easier for you Buy low Sell high players out there =)

As for launching the game live, I am pretty confident it will happen next weekend or maybe the week after. I am considering doing a "soft launch" without much fanfare or advertising. The game needs a lot more polishing and I don't even have all my unit images yet. I don't know if my artist is going to deliver in the next 2 weeks. I don't want to delay the game much longer so I'm going to make it work within a week or two =)
4/24/2017
Topic:
Wrong Order shown

Doctor Dread
Doctor Dread
Administrator
I don't get that. Is it still happening? Is it just on that one ship?
4/24/2017
Topic:
No Orders

Doctor Dread
Doctor Dread
Administrator
Once a units runs out of orders, it clears them. If you need that order list. you can save it and apply it somewhere else. or Do what Vulpex mentioned




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