5/5/2017
Topic:
Consequences of a negative balance?
Doctor DreadAdministrator
|
Hutton wrote:
What about repairs?
I think repairs will happen even if you are in debt which can make you go bankrupt quickly. There is no mechanic to halt repairs yet. To head off a liquidation you have to salvage some of the units. |
5/5/2017
Topic:
Mid-construction at upgrade?
Doctor DreadAdministrator
|
badmaw wrote:
I was saying that it doesn't matter if the remaining time gets cut or not, it't too long anyway.
A solution would be to store the time of start, not the time of finish, so when an interval gets shorter with the upgrade then we get the shorter period.
It stores the time of start when the item come up next in the queue and then it calculates the end turn based on how many turns it takes. How many turns it takes is put in when you add it to the list and doesn't change. The turn flip only has to look at End turns that match the current turn and not calculate all of them,.
calculating the "new lower" time as it comes up int he queue still wouldn't solve the problem of it displaying one thing and doing another. The display in the queue needs to be updated. Also if I calculate a new correct turn time as it comes up it makes it hard to make custom construction times like 1 turn when you're in the tutorial, because it would always get overwritten.
This is all academic anyway =) The construction times, or at least the upgrade times, need to be lowered. and updating the turns on the list when a structure finishes upgrading is needed also. |
5/5/2017
Topic:
Keeping track of company name changes
Doctor DreadAdministrator
|
Vulpex wrote:
Ok here is my question.
How are we supposed to keep track of a company fate and namechanges?
To some extent the question has to do with the basic premise of what is intended by the namechange.
A bit of background:
When searching for a specific company the tools which we are provided with favour looking to corps by name or alternatively by name of the player. However both of these can be changed at will for no cost.
So.. it's really easy for someone to do hit and runs and then change their names... Now if the goal of the name changes is to provide anonymity for hit and run attacks, ok fair enough but is it really?
It has kinda nasty after effects. I recently decided to retaliate against a corp which had destroyed some of my key assets.
So I looked up the name on the list of corps - not there, Neither was the player name.
So... I looked around for corps of the same level and found one which had the same sort of units, unit names etc.
I went after that corp and essentially flattened it's military power. An expensive proposition by the way, war is really expensive.
Turns out ... in spite of being closely similar they were two different corps, the original corp had been disbanded completely ...
Ooopsie.
So... to the basic question. How is it we are supposed to keep track of corps? Shouldn't there be a simple way of doing this?
A known issue, A difficult one to mitigate. I can display the corp ID in important places. That wont change and I can allow you to search on it or display it on the company list.
I don't want to have to display the CorpID everywhere instead of the name. I might be able to have messages that say "X corp changes his name to Y corp" somewhere. I can also make it cost money and have a timer |
5/5/2017
Topic:
Later game
Doctor DreadAdministrator
|
badmaw wrote:
"Volatile prices is what makes production and trading interesting"
That is true but not for everybody and with proper tools and not quite all the time. So the prices absolutely should not be static but I don't wanna spend two hours today to make the perfect routes and quantities and tomorrow when I look at them they all lose money.
Here's the thing. You cant move a price any faster than 1 point a turn, that's by volume. We want the prices to drop quckly in small pops and much harder to move them in high pops where the volume is 3k a turn,. Also, if we made construction and upgrades 10x faster then a nice virgin planet that you decide to start investing on will have 34 level 10 factory TOMMAROW. So yeah we want some construction times . a Week to go level 10 sounds like a nice round number.
This is also important for military. So if you have 6 level 8 bases in your city, Another player can't show up and build 12 level 10 defenses and 8 level 10 bases by TOMAMROW and start attacking you. Deploying Defenses as ACPs was removed because of this. Bases by themselves aren't threatening at low level and they take al ot of time to
We don't want the prices to change very quickly and we don't want "infrastructure" to change too rapidly either. We don't even want super fast fleet movement and we don't want super fast combat either. The whole game revolves around not getting whomped on out of nowhere in 5 minutes when you were asleep. |
5/6/2017
Topic:
Mid-construction at upgrade?
Doctor DreadAdministrator
|
badmaw wrote:
"How many turns it takes is put in when you add it to the list and doesn't change."
You found the problem. You don't need to save that number, it's a simple difference between the start round and the current round.
"Also if I calculate a new correct turn time as it comes up it makes it hard to make custom construction times like 1 turn when you're in the tutorial, because it would always get overwritten."
You don't "solve" an issue breaking things around until the issue is no more. If you want something special for the tutorial then make something special for it and let the right things be right.
You don't want the system to make calculations on the fly for entire lists of things x100 players every turn to figure out if anything needs to be constructed this turn. It is far far easier on the database to simply look for a single number in a column of a straight table. If I did things this way the turn flip would take 6 minutes not 6 seconds. The UI needs to do more database work to set it up to be easier for the turn flip when it runs. Most games don't run the entire game on a turn flip, the changes and updates are distributed throughout the day.
For example, there is a view in the database for Military units that makes a dozen joins and a lot of calculations. It show the "true and current" stats for everything on any unit. I don't use that view anywhere but in one place, and that is to gather that information and then update the actual military unit with its stats whenever something on a military unit changes. Everything else in the game, the UI and especially the turn flip looks at the straight table for military units without any calculations needed. It can now use indexes and a small simpler table to return any query instantly. |
5/6/2017
Topic:
Consequences of a negative balance?
Doctor DreadAdministrator
|
Repairs are expensive, I think its like 20% of the units cost(?) or maybe even 50% of the units cost if yore coming back from 0%. |
5/6/2017
Topic:
"Show Data" causes page to time out
Doctor DreadAdministrator
|
cyb0rg wrote:
One other thing is sorting. When you click to sort by power it first sorts lowest to highest. I think highest to lowest would be the most used so perhaps that should be the way it sorts first.
I'm working on an improvement to this page today. hopefully run a lot faster. |
5/6/2017
Topic:
"Mark all as read"
Doctor DreadAdministrator
|
badmaw wrote:
Yeah, the level of spam is incredible.
...Coming from you, ironic =)
How about only paid accounts can post? |
5/6/2017
Topic:
Mid-construction at upgrade?
Doctor DreadAdministrator
|
badmaw wrote:
There's a lot to talk about this and you are more right because you actually have done it. I have in my mind for years an economy game and I'm every day closer to finally start writing it, but it's a little bit different and real time, not turn based.
Real time are usually "tick based" or event driven. Everything you do is simply "It will be done by this time" and everything is a countdown. It is VERY easy to manage that. You are manging a list of "events" and the system is checking every few seconds for anything that is up. So you can have Build Structure in 5 seconds or 34 hours and its one line in the data somewhere and that's it.
Combat, like OGame or Astro Empires, is like this also. The fleet move and attack is just "Be there at 2:08PM" and when that time comes that event is processed and resolves instantly. Everything is resolved immediately when the time is up. Thats how 99% of the games are made
The problem is that everyone is running in there own little time warp. Its impossible to have a fight that start against 4 different people in New york, that goes on for several turns with other forces coming in and out, because its like everyone is on their own timer. You can't chase down anyone's fleet because they aren't moving from square to square, they are "in warp" until a certain time. A turn based system puts everyone in a board game where the increments of time are the same. A normal board game with rounds and everyone takes a turn is impractical with a lot of people. Like a 32 player game of Civ IV. But if the turns are simultaneous then it works.
Simultaneous turns like I made here has a host of problems to implement also. It's why the game turn is so complicated. Everything has to happen at the same time and resolving conflicts is tricky if you want to keep the turn flip at a reasonable speed. I am a professional website and Database guy for decades and it is challenging to pull off. I DO NOT recommend anyone try this kind of system =) |
5/6/2017
Topic:
"Mark all as read"
Doctor DreadAdministrator
|
How about.... Only rulers can post broadcasts at their scope. like system, planet, city. Everyone else can post in their "city" and free accounts cant post new messages but can reply? |
5/6/2017
Topic:
Cannot initiate unit construction
Doctor DreadAdministrator
|
Vulpex wrote:
Heyo - seems that any attempt to initiate the construction of any unit results in - yes you guessed it... the black hole of death.
If I go to any shipyard or base, immediately after selecting a unit type the black hole of death appears oh woe....
Whoops, try it now.
Updated a lot of pages with some optimizations, typoed a query |
5/6/2017
Topic:
The official Orbital Megastructures thread
Doctor DreadAdministrator
|
Here we will officially talk about the Orbital Megastructures and Strategic Orbits feature. We have not ironed out all the details and there are couple of ways to go with it so lets talk about it! This is the current idea as they stand:
Strategic Orbits (working name) are going to be the 4 locations near the corners of every planet and moon, Probably 2:2, 22:22, 2:22, 22:2. Lotta "2"s. From these locations a fleet can be set to attack ALL locations in the planet area without moving. It will probably be a Checkbox on the Attack order and Guard order for "Strategic Orbit" which will engage this. A fleet set to attack everyone this way will engage in a combat at every location that has an enemy every turn. The combat proceeds as normal and the attacking fleet will take damage as normal but they will still be located at the strategic orbit. This allows you to Blockade a planet. You can't physically stop anyone from running in and out of a planet but you will be able to attack them every turn from these strategic orbits. We are leaning towards making It so you can only attack the Planet Surface and NOT all the "Space" around the borders of the area from these Strategic Orbits. This means you can't attack a fleet in a Strategic Orbit, from another Strategic Orbit or any fleets "In Space" near the planet but not over the surface. "Show Overlay" checkbox while looking at a planet shows the Ground/Space border. We are also considering making the Strategic orbits can only attack their quadrant of the planet surface. So if you are sitting at the Northeast corner Orbit you will only be able to engage enemies who are in coordinates of X 15 and bigger and Y 15 and smaller That would require you to be at all 4 strategic orbits to effectively blockade the entire planet, however if you only need to blockade or defend a handful of cities in the same corner then that wouldn't be necessary. It would also allows for different corps to essentially take control of different sections of the planet.
Orbital Megastructure (sexier sounding name) are a set of very large units and structures that you can only place in a Strategic Orbit. Probably only one Megastructure per location. These Megastructures will come from anew type of (ACP) Megastructure item which will most likely be enormous in cost and size. Something like 100mil and 5000 cargo. This item will need to be lifted into space and deploy at an vacant strategic orbit. The current list of Megastructure ideas are as follows:
Starbase - This will be a new military unit and essentially be a gigantic Fortification and Shipyard. It will be a Defensive Structure with significant firepower which can also build and repair units. Most likely at increased repair speeds and lower construction times than an equivalent Shipyard. We're leaning towards the Star base upgrading like a ship. That means you can choose to upgrade its firepower or hit points. It won't be able to move, it may not need Cargo or hangar if we make it considered to be "ground" allowing you to simply drop any units off there. That decision is still in the air. It MAY aid in combat from the strategic orbit, as in, it attacks with a fleet from there if desired. Not sure about that either but I'm leaning towards yes.
We can also make it upgrade like a ground unit which means it will start off pretty "small" but can be upgraded to be 100x as powerful at level 10. Reaching level 10 in this way will probably cost something like 10 billion credits and is not meant to be reached easily, practically, if at all which would make it a great end game type of structure.
Orbital Guns ("Doom Cannons") - These would be similar to a Starbase except they are purely weapons. An orbital gun can join in on any attack you make on the planet surface, even if you are attacking from a Strategic Orbit. Any orbital gun you have around the planet will automatically join any combat you engage in ON THE SURFACE whether you are attacking or defending. These guns would not be able to defend themselves from direct attacks in space, they do not attack space targets at all (not sure about this but leaning towards planet surface only and perhaps can defend themselves at strategic orbit location when attacked). These would be upgraded like ground units again making a level 10 version of these would be impractical in cost and upkeep unless the planet is thriving and worth a lot of ruler income.
Warp Gate - This gate can be activated by using a special checkbox on the move order "Use Warp Gate". If a Warp Gate is present when you unit uses that command, the gate will give you a massively increased movement speed temporarily until you reach the destination you had set in the move order, regardless of how far away (maybe range limited by gate level?). The Warp Gate costs upkeep like anything else and the owner can charge to use it or perhaps set it to only be used by his guild or even himself. The size of the units which can use the gate (I don't like this idea probably allow anything in) and/or the speed increase the units get is determined by the Gates level. A level 1 gate most likely will provide 10x movement increase. The gate will level like a ground unit meaning it goes to x100 at level 10. That would mean at level 10 the gate can provide a x1000 movement speed increase. If you're unit is moving 38 already, you will move at 38,000 until you reach your destination. You can't warp back without a gate. The cost to use the gate will go up with level along with the upkeep. Making a level 10 gate would be very impractical unless the game has several distant systems opened up or you are a speed freak. A planet is 25 spaces wide, system = 625, Sector = 15625, Zone = 390625, Quadrant = 9,765,625, Galaxy = 244,140,625. I think the highest speed you can pull off with a Zenith Hypercraft, Longdoor System and Starwell thruster at level 10 movement = 186 movement. Multiply by 1000x at a level 10 gate is 186,000 movement a turn Wow, you can cross the GALAXY in 10 days real time, 1312 turns =)
The only other ideas I've had is something in orbit that benefits the planets growth rate. Not sure if Sci Fi has come up with something in orbit that makes the planet more habitable. "Solar Ring"?, "Terraformer"?, "Spaceport"? (that makes the most sense for population growth). There was a mention of Space elevators but I'm not sure what it would do. Possibly gather all the resources you are mining and automatically transport them to the Strategic Orbit? Anyone on the planet can use it. Be somewhat beneficial for trade runs between planets but not really worth it.
Any ideas you have on this are welcome!
Update 05/25/2017:
Ring World - This would not be build in space but rather as a structure on a planet at location 12:12. When deployed it will create a ring around the planet for increased habitation. The effect of the ring world would be to increase the natural population growth rate of every city on the planet. Higher level ringworld would increase that population rate further. This structures would be most viable on planets that already have several cities approaching high population as the increased rate would offset the increasing restriction in population growth as cities approach 100 million. Growth rate in cities is reduced by 1 % for every million making 100 million a theoretical maximum. There would be an upkeep involved and it can be attacked at location 12:12 similar to orbital structures. There would be a visible ring around the planet on the viewscreen
Dyson Sphere - Similar to the RIngworld, the Dyson Sphere would be deployed at a stars 12:12 location. When deployed the Dyson sphere will increase the population rate of the entire star system. It will stack with the RIngworlds. The Dyson Sphere might be a much smaller effect than the RIng World but affecting the entire system or the ACP to create one might be far more expensive.and require a fleet of freighters to pull into space and deploy.
There is an idea to have "Megastructures" at the city levels also. These would be large expensive Structures that increase population rate or affect demand prices, increase resource gathering values or even increase all factories production in that city (android workers ect). This would give the game a city building/expansion mechanic similar to other games. I imagine these structures would be maintained by the Current rulers edited by DrDread on 5/25/2017 |
5/6/2017
Topic:
Mid-construction at upgrade?
Doctor DreadAdministrator
|
badmaw wrote:
Maybe there's something escaping me but turn based is exactly tick based with a tick of 10 minutes long.
The movement is the same, you have 20x20 squares or something like that and the other game has 1920x1080 px or 20x20x20 parsecs, it doesn't matter. You can warp your ships the same like they do too, or they can show their ships where them are at every tick same as you. You don't have to chase anything, every ship has its coordinates and if two of them are in visual range they are in the same place just like in your game they are on the same square and them can engage.
The turn flip doesn't have to happen when I want to see the page. There's no reason to delay the calculations 10 minutes. You can do the calculations in real time, distributed over the 10 minutes, and when the time comes you just show the stuff.
Also because you are a database guy you know that with a database you do three things: put data in, process data, read data.
What we as players do in the game is your input data. You save all our commands: when I order a plant, when I buy the water, when I dump the polymers etc.
The processing is the turn flip. You start to do it when we already needed it. Don't. Process it on the spot if it can be processed or just save the user input and process the data with another worker.
Reading data happens when we ask for pages. Don't make this data when I request it. Make it in the 10 minutes, and when the time comes just show it to me.
Make two tables, one for input to write in it the user input and one for output to read from it when I wanna know where is my water at.
1. User input: just like you are doing now. Write all the data players send you with the turn ID. 2. Next turn: Process the data as you do now in the turn flip, but do it as soon as is available, don't wait 10 minutes.
Make all the things you want players to see: money, stock, plants, transports, demands, damages, you know them. You already make this, so you know what to do, just do it as soon as you can and save it in the read table, let the input table handle the input. Save it with the id of the next turn so you can read it when the time comes.
When I request a page, any page, you just read it from the read table where is in the form for presenting. Just select the data marked with the current turn, made a little earlier before the current turn.
This is important: you don't need to make joins and anything expensive in terms of time. Disk space is cheap. Just read the data, send it to the browser. The joins and all the processing was done at the processing time, at the previous turn. Now the users just want to see the data, show it to them. Disk space is cheap, users' patience is expensive.
Thank you for reading. If you have questions, by all means ask them. I'm here all week .
You're missing something. If the ships are actually moving at every "tick", then you just made the exact system I'm using =) If the ships are exactly at the same location or "in warp until the timer is up" then you made the tick system. In the tick system NO UPDATES happen until the event is up. If you are actually moving the ships or do ANYTHING during the event time. You are now on the system I have here. The whole point was not to update anything between timers so you can handle 10,000 players on a small machine easily.
How can I raid you product when I show up and they aren't there, but show up 12 second later? Then I attack which takes 20 seconds but you already transferred them 3 seconds ago. How can we all attack a Kaiju at the same time without an escort order of some kind? The tick system puts all the players in their own mirror universe |
5/6/2017
Topic:
Changes
Doctor DreadAdministrator
|
badmaw wrote:
I can't post there anymore, I really don't know what's with all these limits.
I posted enough for you to understand why I need the changes. The game is too slow for me and unbalanced. But my reasons doesn't matter, you don't need to agree with them.
Just tell me how the changes affects you or the game negatively and I drop it.
Let's say we don't have logistic limits. I can have a distribution center in every city and instead on changing routes every single day for an hour I make 200 transports and set each one to get to a city and forget about them.
How that affects you.
You have to limit the size of the players otherwise a single player can take over the entire game and the game is over in 3 months. This is not Monopoly or a board game that has a winner after 45 minutes of play.. The logistic limits make it realistic for you to perhaps take control of a planet but not much more, allowing all the other players to migrate to another planet pretty cheaply if needed. Or to another solar system is one gets bad enough. You can't really operate in a remote system unless you bring your industry with you, but with no limit, you can just make more bases where you need to after locking down an entire planet and kicking everyone out.. If you have unlimited logistics you can simply expand forever with fleets sizes in the thousands that no one can stop. You're trying to make a game with a single winner after 3 months in a game meant to be played with a 1000 people for years =)
You can make 100 accounts and try to take over earth, but you cant vote for the rulers who will destroy you in certain votes. If you want to make 100 accounts and pay me $500 a month to try to take over Sol System, I won't stop you =)
Why are you changing routes every day? Have you seen how other players are playing? Make ONE transport that goes around to all 25 cities dumping 200 product. By the time he makes a lap the demand would of gone back up. Use the Load Save orders to save the important loop and modify it. Set the sell amount to be 1/10nth the volume where your factories are selling. Because that will keep the demand steady. Demand goes up 0.1 a turn. If you sell the entire volume it goes down 1 full point, if you sell 1/10nth the volume it goes down 0.1 and balances against the demand increase of 0.1,. |
5/7/2017
Topic:
The official Orbital Megastructures thread
Doctor DreadAdministrator
|
Vulpex wrote:
Zip555 wrote:
Strategic Orbits Can defenses and ground units be put in them? If only ships then that will make defenses almost useless. If you want to defend 4 places on a planet you have to build 4 sets of defense, a singe fleet in an Orbit will do the job much more efficiently edited by Zip555 on 5/7/2017
My understanding is that the strategic orbits even with the starbase, do not defend the planetary surface only attack. Therefore putting defenses on the starbase (e.g. those missiles or railguns) will help to defend against any attacks to the starbase, but would have no impact at all planetside as defenses cannot attack. edited by Vulpex on 5/7/2017
Good point. I'm thinking that the strategic orbits only allow units there to "Attack" the entire planet surface so having defenses there doesn't work. Its probably going be "In Space" and you can't put defenses up there anyway. The Starbase is the gray zone on weather we allow it to come to fights when attacking. One of the reason we want to add Megastructures is to make space fighting have meaning so we want the Megastructures to affect the surface but actually be pretty vulnerable in space. So orbital guns may not defend themselves in space very well or at least they won't be all that powerful firepower wise. Not sure. They will probably require normal units attacking the surface somewhere to use the orbital gun, they won't be able to fire alone, they automatically show up to every fight your units are engaging in, maybe automatically used when your guild attacks also. Perhaps its a checkbox in the attack orders, "Use Orbital". or perhaps its an order on the guns themselves. Checkbox on attack order will make it easier to keep the Orbital guns out of a fight with defending Ion Guns though, that's probably a better mechanic.
The strategic orbits allow you to control the planet surface but not the space around it. You just have to attack the Megastructures in space. Its where the Space fighting become viable. The Megastructures don't need to be incredibly powerful at level 1, but they will be worth the estimated 100mil price tag in equivalent ships. They are "powerful" in the sense that they are essentially always there like a support unit. They will have stats like a big defensive ship, ground units can hit them,. If you attack a location with Ion Guns, they can get hit hard. |
5/7/2017
Topic:
Changes
Doctor DreadAdministrator
|
badmaw wrote:
I have like a half of a billion cash and the company is worth like 1 billion.
I think I need to make enough to support the military. I don't know how much is this but now, as I understand more and more of this game, it probably doesn't matter. Because alone I will never have enough military power to protect myself. So I'll make some alliances and get used to idea that I'll never be completely safe.
My problem was that I had the wrong premises. Of course things had no sense. Now that I understand the premises of the game, I start to understand why some things are this way. I won't necessary like the game more but at least now I don't want to "improve" it anymore. Which is a big win for you, I guess I was very annoying.
One of the first new features I'm trying to implement is the NPC based Pirate factions, Commonwealth and Dark Star Empire. They will be nearly as strong as the Terran Feds with huge bases and a lot of units camping out most of the time. They will attack entire planets or groups of players influenced by vote and bribes. There will also be a way for you to pay them money to attack specific corps or entire planets. If you have a ton of cash and cant protect yourself, these will the guys you want to talk to =)
I might need to get the Escort order in place so you can hire these Pirates to escort your fleets into a combat but it might be able to wait. |
5/7/2017
Topic:
A couple places to talk/post comments about launch
Doctor DreadAdministrator
|
There are couple of places you can go and post a comment/review about the game if you want to help out for free. MMOs.com posted an a quick article about us and we are listed on MMORPG.com gamelist. You can post a review or in the discussion for Barons of the Galaxy over there also. I hope your comments are not to scathing =)
https://mmos.com/news/indie-browser-mmorts-barons-galaxy-launching-may-13th
http://www.mmorpg.com/barons-of-the-galaxy
http://forums.mmorpg.com/discussion/464024/barons-of-the-galaxy-launching-live-on-may-13th-2017 |
5/7/2017
Topic:
More info - units vs fleets / groups
Doctor DreadAdministrator
|
Vulpex wrote:
I noticed a discrepancy and was wondering about it.
When I look at the more info on an individual unit - I see the damage that unit does to everything up to and including a shipyard.
When I look at the more info on a group or a fleet - I see the damage that unit does to everything including the shipyard but then I get extra information on the damage the group or fleet does to structures.
I guess my question is - why don't we see the damage individual units do to structures?
Whooops... ANNNnnd its fixed =)
"Structures" isn't a military unit, and it represents ANY structure not just one. it has to be put in as a special case. |
5/8/2017
Topic:
Stuck at 5187
Doctor DreadAdministrator
|
Yes I'm sorry I didn't catch this last night and now it might be until this evening before I can fix it. |
5/8/2017
Topic:
Sorting
Doctor DreadAdministrator
|
badmaw wrote:
In the assets page > overview, we have the list of structures, then military grouped by type, then the products. This is perfect.
Well, inside these groups can we have an order, more precisely the alphabetical order?
Thank you for your time.
I think inside the group of types It is sorted by its ID in the database, which is essentially sorting by "created date". the older ones are near the top. It would be a debate on what to sort it by, everyone has their tastes. It's something I can try to put in a User Settings page, something I need anyway, where you can set preferences for all sorts of things. |