DrDread

all messages by user

5/14/2017
Topic:
Buying Volume issues

Doctor Dread
Doctor Dread
Administrator
SeveredSkullz wrote:
I am the only one buying materials from a given city, yet I am not recieving the full volume limit of 107 each tick.

I verified that I am the *ONLY* one selling goods at the city by going to the demands tab and selecting the resource I am buying. I am the only player that has purchased Personal Aircraft from Rio in the past 500 turns as of turn 172.

My buy amounts are as follows:107,47,43,19,52,49,46.

Why is there such an inconsistency in the volume I am getting.



The demand page shows just you buying. But it is 10 turns behind. Do you have more than one unit buying it?
5/14/2017
Topic:
Buying Volume issues

Doctor Dread
Doctor Dread
Administrator
Did you liquidate your corp already?
5/14/2017
Topic:
Sports Equipment stuck in cargo hold.

Doctor Dread
Doctor Dread
Administrator
SeveredSkullz wrote:
My transporter has sport equipment stuck in its cargo hold. Attempting to sell it produces an error. Attempting to transfer it does nothing.

Order 3 Sell To City Sports Equipment - Qty: ALL

Qty Cargo Name
7 Sports Equipment
36 Basic Minerals

Turn Message
160 No cargo to sell.
158 No cargo to sell.
edited by SeveredSkullz on 5/14/2017
edited by SeveredSkullz on 5/14/2017



Looks like you liquidated your corp? I can't see the problem anymore.
5/14/2017
Topic:
Structures and transports are failing to Buy

Doctor Dread
Doctor Dread
Administrator
Hutton wrote:
Nah, I figured it out. I had a ship qued up to go for when I earned enough, but it was gumming up the Buy orders.



Someone else was having problems with sports equipment, couldn't buy. I wonder if there is some sort of bug going on. Like it was mentioned, the math might be going wrong.
5/15/2017
Topic:
Emerging Sports Equipment

Doctor Dread
Doctor Dread
Administrator
Darwok wrote:
I found some bug, showed me in the cargo 10 pieces of Sports Equipment. I could not sell them. I sent a transporter for cheap Basic Metals. At the end of the purchase 344 Sports Equipment appeared

Name of the transporter: Hunter res No 1
Time: about 245 turns
City: Wellington
Cargo: 500/803

Sorry for my english is gogle translator

You didn't buy any Sports Equipment? You only tried to buy Basic Metals and Sports equipment showed up?

This is some kind of bug if you have 500/803 cargo. I will look into this. Try to transfer your cargo off of the transporter and then try to sell again if its stuck and wont sell anything.
5/15/2017
Topic:
Emerging Sports Equipment

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
AHA so I'm not dreaming? I had the impression cargo has in fact been multiplying in odd ways ... I was not sure though as I had some complex buy orders... question for you guys does this happen to you with groups of units or individual transports? I have seen something similar when working with a group of units but not with individual transport.


I've caught a glimpse of this a couple times, but can't replicate. I suspect its something to do with buying and selling in some weird way or when multiple people are doing it at the same time.
5/15/2017
Topic:
Terrain

Doctor Dread
Doctor Dread
Administrator
Zip555 wrote:
Many battles in Rabat, no sigh of Terrain defenders


That was back in turn 155. There was an issue with terran fed not showing up when you attack a specific guild, it should be corrected.
5/15/2017
Topic:
Emerging Sports Equipment

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
Ok it's happened again.

Here is what I suspect is triggering it.

One unit or group of units is SELLING the product. - on the same turn!

One unit or group of units is BUYING the product. - on the same turn!

All units are from the same corporation.

The units are in different locations.

It may be necessary for the seller to have competition while selling.

Right now I have a transport which is "overloaded" with 622 units of material - even though logs show that I only bought 484 units.


Are you buying and selling the same product?

Also are you using a group or solo unit, there could be something there with the group. I'm going to be looking at this tonight and see if I can find the problem but this is very helpful. If you can make it happen every turn II can watch it happen.
5/15/2017
Topic:
Viewable Upgrades

Doctor Dread
Doctor Dread
Administrator
Kraftlet wrote:
It's quite inconvenient to see you can upgrade a structure/unit, but not see what the upgrade does exactly. I'm sure we will get them memorized after some time in the game, but it sure would be nice for calculating and efficiency purposes to be able to see what stats/increases an upgrade will give.
Thanks for listening!



This is a needed feature , its been brought up before. Sorry its i not in there yet. =)
5/15/2017
Topic:
Same unit appearing twice on Military Assets page.

Doctor Dread
Doctor Dread
Administrator
Hutton wrote:
TRA37 was appearing in both New York and at 11:9 on the Military Assets page. It fixed itself on refresh. I'm not sure if a turn had passed when I refreshed it.



Well THAT would be a new bug for sure =) Screenshot that next time
5/16/2017
Topic:
Serious bug regarding end products production.

Doctor Dread
Doctor Dread
Administrator
So is this happening just at the corp HQ or at the factory also?

And I imagine the cost to run is reduced but not the components.

Also, in 6 months of beta testing no one says anything, 2 days after launch its a discovery?! =)
edited by DrDread on 5/16/2017
5/16/2017
Topic:
Production/Construction Advancement Question

Doctor Dread
Doctor Dread
Administrator
BigHat wrote:
Hello, and thanks for your help in advanced. Would someone be able to explain to me exactly how one moves up the tier of structures. For example, how would one begin to work towards producing tier 2 products. The game guide says component factories "Creates products from resources that are also used to make other products. Requires 10 units of varying resources." This isn't clear to me. Would I need 10 units of the required basic resource to produce, say things from an alloy factory for example? What are these required resources and where can they be found? Does the higher level factory need to be on an appropriate resource tile like a ranch should be on a pasture? Would I need to transport required material to an alloy factory to create the products? I can't find anything aside from those two sentences about it in the game guide. I appreciate your time.



If you go to your Corp HQ structure and click on More Info, it has a list of all the components required to make the tier 2 product you are interested in, just FYI

All you have to do is put down the factory, anywhere, Say Alloy Factory making Basic Alloy. That factory will consume the needed products from the location it is sitting on, 3 Basic Mineral, 6 Basic Metal, 1 Basic Chemical every turn. You have to make sure it has enough components to run or it wont run at all. If it has what it needs, plus credits to run, it will spit out 10 Basic Alloy a turn.

You are taking 10 units of tier one product worth 100 each, putting it through the alloy factory with some credits and you are converting it into 10 units of Basic Alloy with is worth 325 each. Assuming everything is selling at 100% you can actually be barely profitable if you simply bought all the components to run the factory.

What usually happens is that players who are already making Basic Metal decide to get into Alloys because the bulk of the required components are Metal already and then they buy the small amount of the other components or trade it via contract with another player who makes it real cheap.

If the prices of the comps are low and the Alloys high then you can make a fortune, if it is reversed though, like all your components are at 200 demand and your Alloy is at 100 demand, You can almost make more money selling the components
5/16/2017
Topic:
Serious bug regarding end products production.

Doctor Dread
Doctor Dread
Administrator
I'm planning to make this fix tonight if its as simple as I hope it is to fix.

I'm also planning to push a couple of other boosts tonight. I'm probably going to make CorpHq bonus for nearby industry Local/Planet/System increase by a lot, probably go to from +25/+20/+15 to +50/+40/+25. That will make bring down the lowest viable demand % you can be profitable at for everyone, but skew it towards making it a little easier for low level players. Currently at +25 +10 for one level in your product it+35 and it bring the price of running the structure to about 750 a turn for 10qty of product which makes it break even if sold at demand of 75%. If I make that change it lowers it to about 62% break even. not much but better.. It also comes out that if you have 10 levels of tech and at your CorpHQ location your structure runs for 400 a turn making you break even at 40% demand.

I also want to up the volume on Water to 2x normal and leave it there until services crop up
5/16/2017
Topic:
No Refund If You Cancel Construction?

Doctor Dread
Doctor Dread
Administrator
Bossalinie wrote:
Was 20/50 turns on build a structure when I realized that I needed to go another route. I cancelled the construction which cost me 100k... is it a total loss? I never received anything... not even a partial payment


I apologize that there is no warning when you do this. Its something that was overlooked and I need to get it in there. I can see it in your accounting and will compensate you for it
5/16/2017
Topic:
No Refund If You Cancel Construction?

Doctor Dread
Doctor Dread
Administrator
Bossalinie wrote:
Very much appreciate it!

For future references, when you mentioned overlooked, did you mean a warning that you will lose the cost or the actual refunding of the cost function?

I'm good with either one, just wanted to know, just in case...


I wasn't planning on making any recovery money but honestly I might make it half return at least if I can work it in easily. I have the same issue with canceling units in a queue.
5/16/2017
Topic:
Mayor's role in the city

Doctor Dread
Doctor Dread
Administrator
Your only real responsibility as a ruler is to protect the city from other players. The money you get for being ruler goes to that. I want to add the ability for ruler to vote in any event in their city/planet/system . That would only really benefit the planet and system rulers. But I also wanted to make rulers have a bonus to voting. So literally a Star Lord can cast a vote in New York even if he isn't in New York at all and swing a vote for socialism or something.

As ruler you get 0.1% of the population in credits a turn. There are 1000 turns in a week real time (1008 technical). So take a look at the cities current population, that's about how many credits you will make in a week. Probably 1.3 million.

At the rate the cities are growing, at 100% average demand, the population doubles every week So if you win next weeks election except another 2.6 million then 5 mil then 10 million at the end of the month. Then multiply that by 25 for what the planet ruler will receive in the 25 cities =)
edited by DrDread on 5/16/2017
5/16/2017
Topic:
No Refund If You Cancel Construction?

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
Hmm... units in a queue though are different because you haven't paid for them yet so you can cancel the units in the queue without penalty but if you cancel the unit currently under construction - there you lose your cash.


I meant unit in the queue that has already begun building, not the ones down the list
5/16/2017
Topic:
Several after launch adjustments have been made

Doctor Dread
Doctor Dread
Administrator
Its been a few days since launch and we already made several adjustments:

The Corp HQ Bonus of 25/15/10 for City/Planet/System location has been doubled to +50/+40/+25. That will make a new level 1 corp with one level of tech pay about 625 per turn for a factory instead of 750. You can be profitable selling your goods at demand 65 or so instead of 80. A level 10 corp with all tech in one product can run a level 1 factory for 400 a turn 40% demand is break even point for profitability. This widens the margin somewhat for newer players to remain profitable across an entire planet. We also found that it is a little more difficult to be profitable with resources at 100% demand than it is for components.

Waters Population effect was doubled to be 200% across all 9 population types. This essentially doubles the volume for water everywhere compared to all other products. Water is unique in it is the only product you can produce from the factory and is not used in any other products except for the tier 4 service products at which point it uses a lot. This makes it difficult to get into unless you have a thriving thirsty planet. Also, because Icy planets are quite common there a lot more water resources available. This made Waters actual demand quite low. Increasing its volume should help balance that out. We don't want to adjust it too far until we see how much demand for water there is when Service product demand starts to increase.

The events which cause products to go up and down in demand have been toned down. Increasing the demand of a product across a whole planet by 500 or dropping it to 10 within hours is causing a lot of lucky players to gloat at a lot of unlucky ones. There is luck in this game, but this is not a game of luck. The Demand event has been forced to be 1 point a turn increase, and the surplus event actually lowers by a percentage not a set amount. it will go down by about 50% over the 100 turns. That is a real 50% as in, if the demand was 800 it will go down to 400, if demand was 50 it will go down to 25. The popular and dangerous fads had there 300 increase and 200 decrease reduced to 200 and 100 respectively. You can still floor the price with Popular fad. We might increase the range of demand change for planet wide scope and even wider for city wide scope events. That way we CAN have large swings but only in smaller more localized locations.

There was a fix to having a component factory running at 50% capacity still using the same amount of components instead of half. This has been corrected. It is still displaying the 100% amount under required resources but it is actually taking the appropriate amount each turn. The fractional amounts are rounded up.

We are still chasing this weird bug that causes random and illegal amounts of product to pile onto your existing stacks. It seems to happen during events and with some combination of buying and selling the same product. We have not been able to replicate the bug. If someone can reliably make it happen we would love to look at it while its happening.

Its been a slightly difficult game, there are probably a dozen players in debt but another dozen that are doing very well buy buying low and selling high off of the events. Hopefully this comes towards the middle a little more with these changes. We'll see how it goes this week.

... Also, hostiles are starting to show up, Ask your elected city leader what they are going to do about it =)
5/17/2017
Topic:
Structures and transports are failing to Buy

Doctor Dread
Doctor Dread
Administrator
Something I need to fix, the credits check is going against your Max cargo because it take a few checks to see if you have cargo space, volume, other players etc. I can't keep checking credits during all that, BUT I CAN at least look at your available cargo,and the volume to immediately lower the credits check to that amount. that would solve 90% of the problem
5/17/2017
Topic:
Buying problem?

Doctor Dread
Doctor Dread
Administrator
The last unit problem is a glitch with a fraction if anyone else is trying to buy with you.

I dont know why you cant buy AT ALL, Check the transports logs it should tell you. Its probably not enouogh credits. Its the only thing that makes you stand still




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