5/17/2017
Topic:
Construction vehicles multipying in cargo`
Doctor DreadAdministrator
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This is a bug that I was able to replicate this morning and hopefully it is fixed now. Keep the exrtra products it was my fault. |
5/17/2017
Topic:
Avatar
Doctor DreadAdministrator
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It might be disabled for users. Ill look into it tonight |
5/17/2017
Topic:
Cargo capacity way out of whack.
Doctor DreadAdministrator
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I was able to replicate the problem this morning and put int he fix. I hope its gone now. I reduced ever ones Construction Vehicles product stacks by about 1/10nth. It affected every stack int eh game when it happened |
5/17/2017
Topic:
Construction Vehicle Epidemic
Doctor DreadAdministrator
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I think I fixed this bug this morning and put int he fix,l was able to replicate it. I cut everyoens Construction vehicle stacks by 1/10nth. |
5/17/2017
Topic:
Fleet Managment
Doctor DreadAdministrator
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FuriousGeorge wrote:
FuriousGeorge wrote:
Hello there!
Is there no way to Remove or Add units to a Fleet? I'm looking through options and can't seem to find the controls to separate the units. Do I need to just select them individually and give them orders, will that break the fleet?
Thanks!
-BB
Ignore this one, I just found the tab. I'm a silly head! My second question still stands however! The group is the only unit that carries anything. Your actual units are kind of in limbo. When you remove a unit from group it will ask you to transfer some cargo to the unit as it leaves |
5/18/2017
Topic:
Combat Damage Distribution
Doctor DreadAdministrator
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You can blow past a units maximum health like this. You did enough anti fighter damage to kill it 1.5 times over =) You came in with a bunch of corvettes against a level 1 fighter |
5/18/2017
Topic:
ACP Changes
Doctor DreadAdministrator
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Vito Scaletta wrote:
So i have a simple idea that would make ACPs far less painful with out giving any advantages. Instead of a one size fits all ACP, why not have different ACPs that take like 20, 25,30 ect turns to build. Lets say i want to build a building that normally takes 20 turns via HQs, instead of waiting 50 turns to make an ACP, why not make a 20 turn ACP that then can only be deployed in to a build that takes 20 or less turns to build normally.
Thoughts?
There used to be an ACP Item for every single type of factory all with their own turn times and costs if we wanted. It made the dropdowns enormous for no good reason though. It was changes to be one simple item. We do have another ACP for shipyard and base,.
I could lower the time so they are all almost 20 turns to construct and then make the ACP 30 turns or something. |
5/18/2017
Topic:
Pickup "All" command
Doctor DreadAdministrator
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When Buying, it will keep buying until it fills its cargo unless you told it to stop at a specific number. If the volume is low or crowded you might be picking up 50 a turn and spend all day there. On buys you should force a set number in low volume cities otherwise you might bring your warp freighter and spend 5 days buying 25k worth of stuff on accident =)
When set to TRANSFER, it does NOT wait for anything, like more of it coming from a factory. It will pick up what it can, and when it has picked up everything it was told to (even ALL) or hit its cargo limit it will immediately move to its next order. If you give it a specific number to transfer, then it will wait until it hit that number (I'm not 100% confident on this one. Transfer might never wait, have to try it), however it will always move on to next order if for whatever reason it got zero quantity on a transfer, buy, sell. |
5/19/2017
Topic:
Suddenly buying stopped
Doctor DreadAdministrator
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That's right if you don't have money for all your buy orders, they will all stall. this is somethin I need to address though. It shouldn't be calculating against your max cargo capacity all the time, I have to look at the your current capacity and also the volume first. Its one of thenext things I'm working on is to correct this |
5/19/2017
Topic:
ACP Poofed
Doctor DreadAdministrator
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FuriousGeorge wrote:
I had an ACP in Bangkok and after forming a "Group" with some transports, the game threw the Error screen and when I got back to bangkok the ACP was gone. Thoughts? It's not in the Group cargo either.
You grouped some units and one was currently carrying an ACP and it poofed on you? I will look at this tonight . |
5/21/2017
Topic:
accelerated start
Doctor DreadAdministrator
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I'm thinking a month for each. like june 13th-ish then july, august. |
5/22/2017
Topic:
Construction
Doctor DreadAdministrator
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The naming conventions aren't consistent. I tired to call all the resource ones "Mines" but that didn't work for everything i.e. Lumber Mine.
Perhaps I could change the component structures to be "Plants" i.e. Alloy Plant, Construction Plant. Doesn't sound good though. Got any ideas? =) |
5/22/2017
Topic:
Color-coded materials
Doctor DreadAdministrator
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I can make a different icon for each type, the system is already setup to handle that. I can change the icons to be green border (Means Products) but slightly hue the inner icon depending on its category or structure that makes them.
And/or I can make the icons themselves different per type of product Same with structures., Structures are already different by tier but not by specific structure
If you make the colors and icons slightly different for all of them, it actually looks a little messy. I'm leaning more towards keeping the products all green, but having slightly different icons for each product OR tweak their inner icon color based on product tier but but leave it a cargo box |
5/22/2017
Topic:
Selling Structures
Doctor DreadAdministrator
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I don't like the moving of structures because having 20 people "warp in" their level 10 factories to the city you just founded would be annoying as hell =)
Selling structures where they stand though, I think I can make that happen just like military. Is this a popular idea though? |
5/22/2017
Topic:
MAX MESSAGE ??
Doctor DreadAdministrator
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Subsribing probably should increase the limit. But the real answer is. If yo're throwing 10 messages in 4 hours in the Comms, it should really go to the forums.
I do want to rework the comms to have different sections. One for Public chat, one for events , so I can make a comms thread for every event without crowding the channels, and one for whatever else I can think of. Maybe check boxes to filter out those other message types.
that comms system is very rudimentary, its not designed for 100+ post with 40 people in them |
5/22/2017
Topic:
Naming Bug
Doctor DreadAdministrator
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The restriction of punctuation is so you dont make Corp names and Structures or units names like LOL!!%%^*&*""""""~~~~+{}" Its not because its difficult to get into the database =)
The UI shennanegans is because its essentially caching the details page. I don't think your name change actually went through. Something Ill look at |
5/22/2017
Topic:
Color-coded materials
Doctor DreadAdministrator
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Vulpex wrote:
You know... I'm partly colourblind :p different shades of blue-green all look the same to me.
Having said that there are two different things here.
One is the original idea which I believe is to have individual players colour code their stuff.
Another is to have more extensive colour coding for stuff.
Right now icons are colour coded as follows:
Green - Products (i.e. stuff) Blue - Production facilities Yellow - Grunts (er.. I mean military)
In the products and production from my perspective it would make sense to colour code to differentiate between raw materials, components and final products (i.e. giving each of those a different coloured border)
It may also be useful to colour code Military units (which is partly the case due to the different colour of the groups) - Worth differentiating between starfleets and planetbound units and maybe split planetbound units into defensive structures (which would include bases and shipyards), air and land units and maybe split out logistics units (transports and freighters) which have no combat role.
Whatever you do don't ask me to come up with the colours though!
Making changes tot he shape as well as the color to handle color blindness is something I considered. I try to do that sort of thing but it didn't work out to well with 25 unit types =) If you look carefully, The ground units have a white border and the ships have a gold border. The air units have a gradient. Defenses and Bases/Yards have the blue border. But they all have a gold icon. The special units have different colored icons but the same borders as their equivalents.
There are too many structure types to make a different icon for each, same with Products, So I went with a tiered approach to icons.Tier1,2,3,4 have different icon shapes, same color. Distribution center had its own also.
So for products, I should probably go with the same thing I did with Structures. Slightly different shaped icons for the different product tiers but keep it the same color. Perhaps a pile (Like mineral resource icon) for resources. a triangle or some other shape for components, a box (what it is now) for tier 3 products and then for services, some sort of Handshake? or whatever is appropriate "Service" icon. Perhaps use a different version of the structure icon. Building of some kind distinct from Corp HQ and Factories. |
5/23/2017
Topic:
In need of a DIFINITIVE answer on mult-accounting.
Doctor DreadAdministrator
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THE OFFICIAL WORD IS: Multi Accounting by itself is NOT illegal. You will not be banned simply for playing with another account on same email or IP address.
Abuse of the game IS illegal.
You can be told to kill/transfer all your extra accounts past the first if it becomes abusive. Refunding money if necessary but we're not obligated to. If you're abusing the game with multi accounting we will warn you and help fix the situation, combine the corps but we have the right to ban them entirely. Make multiple accounts at your own risk.
Examples of abuse: Having multiple accounts where one is simply feeding another is abuse. You and your girlfriend working together is of course not. Making any account to suicide sell or buy the price of a product in a city so you can exploit it is abuse. Making suicide accounts that Overcrowd resources on Earth because of Lulz is Abuse. Dumping free accounts after transferring the tutorial money is abuse. Making an extra account to move military to so you can attack someone else with it is abuse.
Having 2-3 accounts "working together" is not automatically abuse but you are walking into a gray area once you make a second account and do this sort of thing. If I see more than 3 accounts running under one person you may get told to tone it back.
If you are abusing multiple accounts, abusing the game at all actually, you can potentially lose your "main" one as well.
We have the right to ban your account and delete everything without refund if we deem it necessary, That's not option #1 of course and you will be warned first if you we feel you are abusing the game.
I cannot realistically prevent multi accounting |
5/23/2017
Topic:
In need of a DIFINITIVE answer on mult-accounting.
Doctor DreadAdministrator
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I can't stop multi accounts, I really can't. There's no way to tell the difference between you and 3 friends playing one LAN or you playing 4 accounts. I can't even check against multiple forms of payments. Most people can have access to multiple credit cards or PayPal accounts. If you've been playing these games for a while you know there's a dozen ways to hide your multi accounts.
Instead I tried to make the game in a way that makes multi accounts and their abuse a little less viable. Its hard to be annihilated and its easy to recover from it. Big players best position is to be in rulership which means protecting others and being likable. Big players can't easily move their operations to other places so you can just get away from bad areas. There is some player voting that can affect abusive players etc.
But the real issue is, if you're abusing the game with your 12 multi accounts suicide attacking new players all over earth while saying "Lol U MAD BRO?" we will simply shut you down entirely. Even if its one account, even if you are paying on three accounts, it doesn't justify losing 100 other players. |
5/23/2017
Topic:
Buying and Selling Issues improved
Doctor DreadAdministrator
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We made some tweaks to buying and selling in the code that should mitigate a lot of the problems we have been seeing in crowded situations. Also a few tragic bugs. First a quick primer on how overcrowded buyers/sellers at a location worked:
Pretend there is a city with a popular product everyone wants to buy with a volume of 100 , lets say Water
3 ships are there trying to by it at the same a Transport with 4000 cargo available a Ship with 900 cargo available a Scout that has 100
Your units "Buy/Sell Power" is determined by how much available cargo space they have, it's actually however much you are attempting to legally buy. For structures there is actually a listed Buy Sell power based on their level. The volume in the city for water is only 100, thats the most it will sell in one turn, and there is a total of 5000 BS Power trying to buy it. So the 100 is split up by the relative BSPower of all the units
4000 = 80% 900 = 18% 100 = 2%
So they will buy 80,18 and 2 units respectively. The problem is that the scout is barely taking anything and will take 50 turns at this rate. Even worse, as the cargo fills up, especially on that small scout, his BSPower becomes less and less, it's your "Available" cargo space, how much you CAN buy and if that is 4 units then that's your BS power. When its cargo goes to 99 hes goign to get a fraction wich is dropped and will take 1 unit for 50 turns, and as soon as his cargo fills up past that hes going to get a fraction of one unit which is dropped to 0. Once that happens his order is moves to the next one.
On top of this there were a couple bugs where if say a structure was trying to buy 1000 units at this location also, but couldn't afford it, his 1000 BSpower was still being added to the split against everyone else making the total available to buy much less then it was. On top of THAT problem, the cost of your buy was being calculated against your maximum cargo which is probably 5000 even though your only going to get 100 at most this caused the not enough funds messages to popup a lot more often then they should.
A lot of problems that we never saw in 4 months of Beta testing =)
So here are the changes besides the bug fixes:
Your BS power is reduced to your available cargo space already, that can't be changed, but your BS power is now also reduced to the Volume of the product you are trying to buy if its less than that. So in this city example above, everyone would come in at BSPower of 100 at most, that's the max volume of the product, less than that is your available cargo is lower. They will all split on that BSPower and this will make all 3 of those ships all buy evenly at 34 units (Buy fractions are rounded up now) That scout will still get less and less BSPower as its cargo fills up but it will be a much less dramatic falloff until the last few turns, and he will get all 100 in the end. If you were at a huge city with a 5000 volume product then the same 80,18,2 situation will show up again, but that's legitimate. 5000 are trying to buy and you want 10, you will get 0. If you want MORE BSPower at a known crowded location, come in with a bigger unit and don't reduce the amount you want, you will get much more of a share. This fix makes it more evened out in small volume situations which was the majority of the problem and causes all the pile up.
Selling has had similar tweaks and fixes in reverse. Your BSPower is lowered to your available product you are trying to sell. On ships, that is straightforward. On the ground however that gets complicated when you have 6 structures all selling the same 1000 stack of product in the same location. The BSPower of all those structures is reduced to their "share" of the same stack of product. 10 structures selling the same 1000 stack will all have a BS power of 100.
There is a funny situation which we have not addressed yet when it comes to structures selling product. When you have 1 unit of quantity left at location, and there are two of your structures there trying to sell it, neither will sell anything and that unit will remain in place. Cant split a fraction. Any fraction will do this, so 6 structures trying to sell the last 5 qty, the 5 will remain and no one will sell anything. We will fix that in the future but not right now =)
There was also an issue with the UI acting all screwy with the Buy Sell tab and the product dropdown. This should be fixed now also.
If you notice anything funny happening with buy and sells please let me know. edited by DrDread on 5/23/2017 |