5/1/2017
Topic:
Jewelry
Doctor DreadAdministrator
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Zip555 wrote:
Manufacturing expensive Jewelry, is too expensive 4 alloy + 16metal, it should be 4 alloy+12 metal
It usually takes 10 tier 2 components to run a tier 2 factory, but Metal is a tier 1 resource so it takes twice as much. Metal is valued at 100 each, components like Alloy is valued at 325 each now.
Synthetics factory does this almost entirely. It doesn't take any tier 2 components (like alloy or ceramic) to make anything, everything is resources but it takes 20 qty not 10 to run the factory. Its actually a much better deal now especially since the components are worth a lot more now. Requiring 20 qty resources at 100 each = 2000 credits, if you are running a factory that takes all components it usually takes 10 qty components at 325 each = 3250 credits. |
5/1/2017
Topic:
Restaurant
Doctor DreadAdministrator
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badmaw wrote:
Yeah, when it's marked as accepted. Valuable knowledge should be hard to read, it's not for everybody.
Ahhh its when its marked as accepted! I didn't' figure that out yet. I should take a look and change the color to something less eye melting. It's probably because you can choose different themes and this dark theme does not do the green background very well |
5/1/2017
Topic:
Open a new page? (Not about:blank)
Doctor DreadAdministrator
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badmaw wrote:
4 windows 2 tabs each but it can go to more than 10 tabs when I update transporters orders for example. Seems like a UI issue.
Now you need 3 monitors and a second computer with 4 keyboards and update transport orders with both hands and both feet while running 26 accounts. Then take a screenshot like that one WoW player. =) |
5/1/2017
Topic:
Prepare to be enslaved
Doctor DreadAdministrator
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Taxing the population or the players under your ruler ship is a legitimate idea. Something I would love to implement. Simplest idea would be the tax rate that controls your income for ruleship can be adjusted for slower or faster population increase. But ideas similar to what you already mentioned. conscripting population for instant Infantry or perhaps having a lot of voting power over events in your zone of influence is definitely good ideas. |
5/1/2017
Topic:
"Show Data" causes page to time out
Doctor DreadAdministrator
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cyb0rg wrote:
Way too much data to show on a page causes it to timeout (like showing data on military for all of earth). This needs to be paginated.
Are you actually getting a timeout? like more than 20 seconds? I think I need to work on that screen some more and make is more optimized |
5/1/2017
Topic:
Jewelry
Doctor DreadAdministrator
|
Zip555 wrote:
I know all that, which is why expensive Jewelry is a bug .... I guess I misread that =) If Metal is replacing 6 qty of components then it should 12 metal not 16 |
5/1/2017
Topic:
Open a new page? (Not about:blank)
Doctor DreadAdministrator
|
Vulpex wrote:
Doctor Dread wrote:
Now you need 3 monitors and a second computer with 4 keyboards and update transport orders with both hands and both feet while running 26 accounts. Then take a screenshot like that one WoW player. =)
That's for wimps...
You should see some of the multiboxing rigs the used in EVE online back in the day... I know of people who ran 15 monitors with 40+ clients simultaneously. Scary stuff.
Those are the people you make the $450 lifetime sub with cool cosmetics packages for =) |
5/1/2017
Topic:
"Show Data" causes page to time out
Doctor DreadAdministrator
|
cyb0rg wrote:
Way too much data to show on a page causes it to timeout (like showing data on military for all of earth). This needs to be paginated.
You got an improvement of about 20% plus pagination. The problem is really in the way its calling up all those groups and 1000+ rows of units. Something I have to work on. The other screens like it dont have more than 50-100 rows, Military has 1000+ plus the groups. it's literally 10x the load. The groups, when expanded, need to be separate Ajax calls not preload the whole thing. |
5/1/2017
Topic:
We are going live on Saturday May 13th!
Doctor DreadAdministrator
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We are finally going to launch this game live!
After years of late night toil and the occasional disgruntled family member, Barons of the Galaxy is ready to go live. We hoped to launch by today but we are still behind with some of our unit graphics and a few loose ends with the server. Hopefully everything will be in place in a week or two. Even if it's not 100% we will plan to launch the game on the 13th in the afternoon.
The current Open Beta test will end, the galaxy will reset fresh, everything will be wiped out except user accounts. If you are a founder from our Kickstarter campaign you will have your Bonuses already in place when you start your corporation. This will no longer be the Beta Test so you will be getting your increased level and subscription time only but NO credits to start with. The accelerated start options will all be disabled and will be made available when players start to reach those levels of net worth or Corp Level.
We hope we get an influx of players for launch but our long term goal is to "soft launch" and slowly increase our player base over time. Whether we're a huge success or a fun little niche, it's been a lot of fun working on Barons of the Galaxy and it's great to see a lot of people have fun playing it so far. I say it's already a success =)
There are a few features we are are working on that probably won't go in before launch but should be available soon after.
Namely the "Escort" order which will allow you to have a unit or group escort another corporations group. Your units will mirror their escorts orders for movement, and attacking. Your escort will effectively have control of your units as part of their group. Several corporations can all escort one big corporations main battle group to temporarily form an armada controlled by a single player when needed.
Another is the NPC factions of the Commonwealth and Dark Star Empire. We're still figuring out exactly how they will work but they will generally be two large military groups that occasionally fight each other but can be influenced or even bribed by the players.
Another popular one is the "Orbital Megastructures" such as Star Bases, Orbital Guns and Warp Gates. Every planet will have 4 static "Strategic Orbit" locations in the corners of their screens. From these locations a fleet can be set to attack anything in the planets area, allowing for blockades or protection for the entire planet. These Strategic Orbits can also house an Orbital Megastructure such as a starbase, which will act a giant Shipyard/Fortress, Orbital Guns, which can support any attack on the planet from afar, and warp gates which can be used by other players for a paid cost to get enormous movement speed increases to a single destination of their choice.
And as always the games "Content" in the form of different kinds of voting events and quests is something we always plan to work on going forward.
UPDATE: The game will be disabled sometime on the May 13th, 2017 in the afternoon PAC to reset the game. An email will go out to everyone when the game is launched. edited by DrDread on 5/12/2017 |
5/2/2017
Topic:
Artifact Research
Doctor DreadAdministrator
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jimbobdaz wrote:
I have my HQ at the artifact site on the moon, is there a reason why i cant put my research points towards the artifact rather than the usual resources?
The Corp HQ Does not do Artifacts, only the Research Facility. There is also no tech bonus for Artifacts. It is a special resource that doesn't act like normal ones and is never easy to make in large quantities. Its not even a "product".
Although I was considering trying to make it a product which would feed another research lab that can create artifacts with it as a component. That way it can also be "raided" but then it could also be bought and sold which is something I didn't want. Artifact Demand in cities would be awkward as it is such a rare product and it would always be 1000 in most places while adversely affecting populations etc. All the products in the game are kind of balanced, artifacts would skew that. I could still make it a product that cant be bought or sold to cities, but can to other players. Something to look at in the future |
5/2/2017
Topic:
Contracts
Doctor DreadAdministrator
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There is a bug with contract product stacks which transfer the same product type to a location where you already have that product type. I DID NOT fix the bug yet, only cleared the offending contracts. Don't make another contract that will change ownership of a product type in the same location that yo already have that product type or it will lock again. Clear that contract to free up the game again.
I have to wait till I get home to fix this, it's not a 5 minute fix. |
5/2/2017
Topic:
Artifact Research
Doctor DreadAdministrator
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Vulpex wrote:
You know we can already trade the items which we get from the research ... e.g. that funky A5 dimensional ...
Being able to trade actual research points.... I dunno the effect will be marginal unless there are some very tightly constrained timed events which require some particular artifact to be researched.
Well if Artifacts were a product with qty and it took X amount of artifacts to create any of the artifacts types at a research lab then Artifacts as a product would be this premium thing in the game. You can give it out on quest rewards. Players can raid your artifacts for a small quantity. I would also be able to make even more special events or items that are powered by "artifacts" in some way. Since you can't even buy it from cities it has a real value. I might change artifacts to work like this in the future. |
5/2/2017
Topic:
Invalid password
Doctor DreadAdministrator
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Are you sure you are using your correct password? Because its working for me.. Its the same password you use on your account login |
5/2/2017
Topic:
Contracts
Doctor DreadAdministrator
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This should be fixed, give it a try again. Contract to transfer product in teh same location where the buyer already has the same product |
5/3/2017
Topic:
Later game
Doctor DreadAdministrator
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I have a lot more ideas for more late game stuff but they aren't going to make the launch. If you have some ideas, please share. I've heard some great ideas during this beta already =) |
5/4/2017
Topic:
Later game
Doctor DreadAdministrator
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Dr. Dread, this can be an amazing game. If I were you I'd do two things: first, I'd lose the breaks for expanding. 20 volatile structures to support defense and universe exploring and development? Tens of hours a build a structure?
Second, the interface response time. These delays and lost clicks should be top priority to fix. Incidentally one of my favorite subject, so I'd gladly discuss it with you. Totally acceptable to not be interested though, of course.
I've read again the guide and found a lot of new things, probably the first time it was too much to swallow. If I may have another suggestion, maybe the guide would be more digestible with a page enunciating the main features for the general feeling of the game and separate pages detailing the mechanics as a reference for when you actually do the thing.
I like the game and I hope my input is taken as my wish to better it. I was raised by the wolfs then sold as a slave so my English may be rough at the edges but I have the best intentions.
The structure build time can be lowered, right now it takes 2 weeks to take a structure to level 10. The higher tier structures take longer.. It can be cut in half similar to the way we did for Military. This game is meant to be played for a long time, its subscription based, so I can't make max structures and Corp Levels happen in days. Ideally their would be some new features or abilities that open up slowly as you level up your Corp but I don't really have an y mechanics like that. Going from small time trading to city ruler to Star Lord to making Megastructures AND THEN TO ... "Exploring Hyperspace" (new idea) seems like a good path long term gaming.
I don't see the slow interface most of the time. The game hums along at nearly instant speeds for me. Perhaps because the connection is better. I do see the server seems to slow down terribly sometimes. I'm not sure where its coming from. And there are a few pages on the site that will grind because of the data being gathered. Doing "Show Data" on Military Tab when looking at all of Sol for example. Most games like this have VERY simple data and screens I'm pushing much more difficult queries on the database and a lot of them on every screen, I have to spend some more time trying to optimize or Cache the results. |
5/4/2017
Topic:
Barter contract
Doctor DreadAdministrator
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badmaw wrote:
I think it would be a great idea to have a barter contract next to the buy and sell ones.
Money is money, easy come easy go, but a great exchange will be of products. Two quantities should be specified and maybe an amount of money too in case the quantities are not equivalent.
I might be able to pull off "I'm trading 100 basic metal for 200 basic minerals" It would have to be something on delivery though. Like you accept and when you drop your 200 minerals in the same location as the 100 basic metal. They switch ownership. I don't see an easy way for the other corp to select a standing stack of his product as an offer with any existing mechanic in the interface but delivery is already there. I would also have to track multiple shipments on a big trade.... headache incoming already =)
You can pull this off right now by you both making a separate trade contracts for the other goods at zero cost but with a non delivery penalty. |
5/5/2017
Topic:
Mid-construction at upgrade?
Doctor DreadAdministrator
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I think badmaw is just having flashbacks, he makes Monoliths out of Narcotics ya know =)
The construction time is unaffected by leveling up the structure. its given a completion date and it doesn't change.
I'm not 100% sure about things in the queue, whether the listed turns is used or if it looks it up again. I'm pretty sure it uses whats listed in the queue.
So perhaps its a bug of sorts, when the structure levels up, it should update all the unstarted construction in its Queue to lower their time. This would be significant in Military Bases more than anything. |
5/5/2017
Topic:
Later game
Doctor DreadAdministrator
|
"Dice spinning for hours" is good analogy.
The construction times are probably too long. You are supposed to be limiting your expansion by money not by the time. The time s there so you cant get attacked and then be back up to full in 3 days, especially militarily. Of course with several bases and yards at high level. you can literally drop hundreds of millions in new high level units in a couple days. Structure upgrades though, shouldn't take weeks. I'm going to at least cut the UPGRDE time in half |
5/5/2017
Topic:
Consequences of a negative balance?
Doctor DreadAdministrator
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Upkeep essentially gets paid but no new upgrades or construction will happen.
Also, negative funds incurs a debt interest penalty I forget what it amounts to, 20% a week (1000 turns)? so if you're 1mil in debt for a week, you're going to get charged 200k. Its a small amount every turn not every week by the way. Should show up in accounting.
When you're net worth goes negative, which is a tricky calculation because your cash on hand goes into your net worth, you will be liquidated. |