5/8/2017
Topic:
Stuck turns and election terms?
Doctor DreadAdministrator
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badmaw wrote:
The game doesn't know about "real" world.
Technically true =) Everything goes by the game turns. If there is any error the game rolls back that turn and complains to a log file. Constantly making changes to the turn flip its inevitable you miss something that didn't show up on the development box |
5/8/2017
Topic:
Mid-construction at upgrade?
Doctor DreadAdministrator
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If you're expecting a game like EvE online from a solo dev you should take furious georges advice and try making a game yourself =)
It's like movies, people don't understand why movies take 200 million dollars and 3 years to make, it's all CG now right? I mean just tap on the keys and hit the "Make Movie" button right? =) |
5/8/2017
Topic:
Changes
Doctor DreadAdministrator
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Ya know during the First beta people were complaining they couldn't make any money or not fast enough, but I can look at everyone's game and you see some impressive money making stuff. One of the biggest players at the time was solely buying and selling and making a fortune meanwhile most players were selling their products into the ground.
There wasn't any way to make money militarily back then. Now the Pirates and Kailua give out Bounties. I want to find some more ways to make money militarily too. |
5/8/2017
Topic:
Sorting
Doctor DreadAdministrator
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I do want feedback, post away, I have a big list of little things and a small list of big things. Making a settings screen so users can tweak the sorting of their Assets page is on the big list of little things =) |
5/8/2017
Topic:
Guide: Artifact List
Doctor DreadAdministrator
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Zip555 wrote:
A bit like http://baronsofthegalaxy.com/home_guide.aspx?section=artifact[/quote]
He put in the units you can get from the artifacts |
5/8/2017
Topic:
Planet Names
Doctor DreadAdministrator
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Ya know, its an interesting idea. It's like cosmetic microtransactions but planetary.
I'm not sure how that would work, I mean, no one owns the planet. Who would pay $20 to name a planet they have no control over? However, We maybe able to rename planets for free via vote from the rulership. The voting system can pull out 10 random names and everyone can vote on those. I don't want to allow custom naming of planets because you know what will happen names like "Ayemwellhung" will be in there day one. |
5/8/2017
Topic:
The official Orbital Megastructures thread
Doctor DreadAdministrator
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Hutton wrote:
What about my old suggestion of blockades? And to be clear, that suggestion wasn't that a blockading fleet prevents movement on and off planet, just that they engage every ship trying to run the blockade in one turn of combat. (Maybe with a chance to evade based on the the size of the blockading fleet against speed divided by size of the blockade running unit). Starbases should give a bonus to close orbit superiority.
That's what having ships in the strategic orbit set to attack everyone would do, effectively blockade the planet. You w uld have to bring in small fleets to get in and out without losing ships. |
5/8/2017
Topic:
Stuck turns and election terms?
Doctor DreadAdministrator
|
Hutton wrote:
So, for example, last week the election for Emperor was called for on Tuesday morning at 8:50 AM. This week we won't be seeing it until called for until Tuesday evening or Wednesday morning, depending on how many snags the turn flip ran into over the week.
Now that I think about it, there were no Municipal elections on Earth last Friday. Were there so many hung turns that we haven't gotten to last weeks city elections?
I think elections get checked every 100 turns. Corps can relocate or be destroyed so it doesn't happen instantly on every turn |
5/8/2017
Topic:
Stuck turns and election terms?
Doctor DreadAdministrator
|
Hutton wrote:
That response is all kinds of confusing. The guide says elections are weekly, which I think they were in the begining of this beta round. 100 turns would mean an election every 16 hours an 40 minutes, I think. And if corps moving and getting destroyed have some bearing on the timing of elections, please elaborate because I don't believe that has been explained anywhere else.
Sorry, the CHECK for IF ELECTION IS NEEDED only happens once every 100 turns. Elections are normally held once every 1000 turns. Once someone is elected, another election ont happen for that same spot until 1000 turns later BUT that ruler can move his CorpHQ or it can be destroyed etc. New cities could have come up and hit 500 industry. The current ruler of a city, can be elected to ANOTHER city also, immediately losing his current title for the new one.The election event checks all cities, planets and systems if any new elections are needed every 100 turns |
5/8/2017
Topic:
The official Orbital Megastructures thread
Doctor DreadAdministrator
|
Hutton wrote:
Cool. Glad that's on the drawing board. Might be desirable, in that case, to have an attack everyone except (Corp, Corps, Guild) option. Or a seperate Blockade order where you check off who is allowed through or certain cargos that trigger the blockade.
You could also have a mechanic where there was a chance, based on speed divided by size vs size of the blockading fleet, to shoot through a gap in the blockade without getting hit. So an upgraded Zenith Hypercraft would usually have a good chance of running the blokade. But if it got caught it would be toast, whereas a big fleet would certainly get caught but not wiped out.
Running a small ship through wouldn't usually be useful because its not going to bring a lot of products or troops through the blockade, but might be useful if you are trying to get an artifact through.
The chance thing causes problems, the strategic orbit allows you to attack anything on the surface at the same time. Blockade is just one possibility of that mechanic where you set yourself to attack every round vs Everyone, which excludes your guild. The check off system would be burdennsome but possible too |
5/9/2017
Topic:
Planet Names
Doctor DreadAdministrator
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I'm not looking to make millions with this game, and I don't even play this with my friends. They aren't into this kid of game. I'm not making a typical cash grab game based on the all the current "meta" for marketing a browser game. I'm trying something different =)
Naming planets might collide with the way planets are named now. where they are simply named after the system and then a roman numeral. It's easy to see all the "Centauri" planets at once in a search. But naming Cities would actually work well since they are all original names. We can make the Corp with the most industry on the planet when the city is spawning have the opportunity to name the planet based on 5 or 10 random pulls from the database,. Perhaps its simply a vote in the new city, first event vote for the cities name? The city isn't even active for the 100 turns until a vote on its name is determined. That vote is based on the corps industry at the location. |
5/9/2017
Topic:
Contracts
Doctor DreadAdministrator
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There's two ways to move product on contract. One is by the stack itself, you pick from a list of your existing piles of product it just changes ownership once you accept the contract. The other is where you pick a product type and a delivery schedule like 500 every 10 turns at an amount that can be hard set or based on a cities demand. The second way is more for continuous delivery to supply a factory. That second way has t be set through your Transfer Order where you can "Use Contract". The changing of hands happens as the product is dumped at location, the contract is keeping track of whether you are doing your deliveries in the correct amount and on time. |
5/9/2017
Topic:
Cargo or Hangar Display
Doctor DreadAdministrator
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Cargo is calculated on the fly which makes it a hard query for the assets page to do every time, so is hangar. Its something I can look at. It would display in the notes if anything. |
5/9/2017
Topic:
We are going live on Saturday May 13th!
Doctor DreadAdministrator
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Saturday May 13th happens to be my sons birthday and he having a party someplace in the morning. But hopefully I will have it ready to launch on Friday already so either I'm ballsy and I launch it Friday night and go to bed (dangerous!) or I flip it Saturday morning and leave for a couple hours. WORST CASE is I come home in the afternoon and flip it. |
5/9/2017
Topic:
Stuck turns and election terms?
Doctor DreadAdministrator
|
badmaw wrote:
I think I get it.
So every 100 rounds the game checks if the city / planet / system needs an election. If the office is vacant or if current office has 1000 rounds since elected, we have an election. The office can get vacant when the corporation is destroyed or liquidated or elected in another city etc.
That is correct |
5/9/2017
Topic:
We are going live on Saturday May 13th!
Doctor DreadAdministrator
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MMORPG.com posted in the forum about our launch. You should all go in there and post a comment, probably start a flame war =)
http://forums.mmorpg.com/discussion/464065/co-op-strategy-sci-fi-game-to-launch-on-may-13th-barons-of-the-galaxy-mmorpg-com |
5/9/2017
Topic:
Contracts
Doctor DreadAdministrator
|
badmaw wrote:
Yes Doctor Dread, I am aware of the situation, I explained it in my original post.
I'll explain it for you again, I don't mind: when you process the turn you read the contract, right? If the product, the object of the contract, is available at the location of delivery please just change the owner. I don't need to hire a limo to deliver the product, the product is right there where it supposed to be, you just need to change the owner. I see what you're saying but its not so straightforward to code it even if it looks a lot like what exists already. I have to have a unit using a transfer order to coordinate with the contract itself right now if its an ongoing contract. To have you simply click a button somewhere (maybe on the product stack itself, with a list of contracts to choose from) to make the delivery happen because its on the location already will take some work. Add it to the big list of small things =) |
5/9/2017
Topic:
We are going live on Saturday May 13th!
Doctor DreadAdministrator
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There is a big jump in new players today, probably coming in from MMORPG.com. just FYI =) |
5/9/2017
Topic:
Healing bonus for units
Doctor DreadAdministrator
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Vulpex wrote:
Maybe it's not a bug just an undocumented feature...
So normally shipyards and bases give a bonus to unit repair +0.1% per turn and level of the shipyard/base ok so far so good.
However this bonus is not applied to "special" units which are obtained from artifacts or artifact missions - feature or bug?
ORLY? That may be a bug I need to look at |
5/9/2017
Topic:
Healing bonus for units
Doctor DreadAdministrator
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Vulpex wrote:
Yup - took some big battles to figure it out but they take much longer to heal that normal units...
I had a unit (Battlesuit) down to 1% health but my Gunsuit which was at around 20% health took longer to recover - both units were together all the time, the one difference would be the bonus from the shipyard/base.
I suspect it might be related to the fact that they don't show up on the overview like normal units too maybe?
Its a bug I think I already uploaded the fix. =) |