4/22/2016
Topic:
Bringing Farms down to 10 products
Doctor DreadAdministrator
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Currently Farms can build 30 different products in 3 categories. We want to bring that down to 10 and bring it in line with Ranch which makes 10 also. The number of products is a little high anyway.
First off, anyone think this is a horrific idea? Secondly, what 10 farming items should we keep?
Farms currently build the following items
Mango, Lettuce, Rice, Wheat, Onions, Melons, Pears, Beans, Oats, Maize, Bananas, Tomatoes, Grapes, Potatoes, Soybeans, Yams, Pineapple, Cucumbers, Broccoli, Oranges, Tobacco, Sugar, Apples, Carrots, Berries, Coffee, Corn, Exotic Vegetables, Cotton, Exotic Fruits
We're thinking: Rice, Wheat, Corn, Tobacco, Coffee, Sugar, Fruits, Vegetables, Cotton, Spices(new because Dune)
That's kind of a melding of all the categories. What do you think? |
4/24/2016
Topic:
We are launching ALPHA v2 today, everyone invited!
Doctor DreadAdministrator
|
We just cleared the current game and uploaded a new version of the game. We're doing another Alpha test and we've invited everyone on the website to join. If you've registered on the website with a verified email address before today, you can hit the Play Now button and be taken to the Tutorial page.
The game is missing some major features, the events system, Artifacts, voting and the galaxy expansion. The Alpha is to work the kinks out of the basic mechanics of the game. The rest will be implemented in a couple of weeks. Until then have fun and report problem in the new Alpha v2 thread under bug reporting. |
4/24/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
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This is the official thread for the second version of the Alpha test which started on 4/24/2016 |
4/25/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Yikes, I didn't even check if the turns were flipping. So Sorry. I'm not sure what happened yet and I'm at work. I'll try to take a look at it in a minute. |
4/25/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
There's an error in the turn flip apparently. I can't see what it is from here (at work). It's probably minor but I might have to wait till this evening before I can get it working |
4/25/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Yes I just fixed the problem. Funny bug. Not even a bug, the Construction Queue from the test game I was running before I reset it was still in there, It was trying to build units from structures and corps that didn't exist. Funny, need to add that table to the game reset script =)
Its run a couple of turns already and so far looks good. Sorry about the snag! |
4/25/2016
Topic:
Production of water ( stucked )
Doctor DreadAdministrator
|
There was a snag in the database that I just cleared. The turns are running now. So sorry, it's been stuck since it launched last night. I wasn't expecting a silly problem like this was. |
4/25/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
I boosted the credits of anyone who went negative because they couldn't get to the "sell" tutorial to 25k. hopefully they'll come back this evening. I might of boosted some of you that were just low on money. Its all good |
4/26/2016
Topic:
Transport target
Doctor DreadAdministrator
|
A units "target" is a tricky thing. He could be going to 3 different places in a loop. I have a unit doing something like that. It currently displays his current order in the last column is all but...
There was an idea of having you able to put in your own notes on every unit and that note would display in the asset column. So you can write something short like "NY Poultry", or "Going to destroy Cyb0rg entire Contraband den" and you would see that in the assets page. Perhaps we'll still put that in.
What most people have been doing is renaming their unit to something that queues you into to where hes going, for example I literally have a transport called "NY Poultry" that does poultry in New York. I used to have a ship called "Mars Candy" that moved Sugar to cities across Mars |
4/26/2016
Topic:
Tutorial
Doctor DreadAdministrator
|
Forlorn wrote:
I think what Kemot is suggesting is that the player is given all of the tutorial money up-front rather than waiting to complete the steps of the tutorial. So there wouldn't be any turns spent there'd just be a button to click saying you don't want to do the tutorial which would give you a lump sum of 1 million (or however much the tutorial gives you) and then the tutorial is marked as complete.
Sorry I misread that. You mean a "Skip Tutorial" button that will just hand you everything? I could hand you the money but the units and structures would be tricky. I'm leery about making it so easy to get a new Corp handed 400,000 credits in a couple of minutes. The exploit potential becomes really high. Have to keep this idea in mind |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Just a question. There is no refund when you cancel a construction ?
No, currently there is no refund for canceling and I apologize that it doesn't even warn you, it should by next update. The option to cancel once the money is taken and construction started might be taken away completely. Moving money in and out of your corp between turns is messy code-wise, the game wasn't built to do it and it opens up possible exploits. However we don't want you to have to wait a turn to cancel a construction queue so we're kind of caught in the middle. A warning when trying to remove something from your queue is all I need to put in |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
CmrdRowen wrote:
Tutorial 10 doesn't complete after deploying a structure outside of HQ city
I just checked and you are right, something is wrong. You have a structure at another location. I can't look at the code till later but I have a feeling it might be something do with having other buildings up before dropping the ACP? You might have done something unexpected with your build order and its confusing the tutorial. Either way it's a bug, if you have a structure outside your CorpHQ it should trigger. I should get to it by this evening and it should magically work for you by then. |
4/26/2016
Topic:
Tutorial
Doctor DreadAdministrator
|
cyb0rg wrote:
Doctor Dread wrote:
Sorry I misread that. You mean a "Skip Tutorial" button that will just hand you everything? I could hand you the money but the units and structures would be tricky. I'm leery about making it so easy to get a new Corp handed 400,000 credits in a couple of minutes. The exploit potential becomes really high. Have to keep this idea in mind
It's bad enough as it is since it's a play for free game and you can make 10000 accounts to easily make millions. edited by cyb0rg on 4/26/2016
I've tried to mitigate this by making it difficult to move money to another account early. You might make 300k through the tutorial but then you can't transfer it to anyone until you upgrade your corp to level 2 which is a million credits. Contracts demand level 2. So you can maybe dump product at a location and have them attack it but, are you buying it at like double price? then it costs money to attack. It's not really worth it, I hope =) |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
ChromaBear wrote:
I built a sports arena in my Corp HQ but I can't seem to find it anywhere once it has been produced. The components have been used though.
Ps: Great game, love it so far
The "Services" type of structures don't actually make a product, They sell directly into the city they are in. you can't load 200 Sports Arenas onto a transport =)
If your Sports Arena is set to sell you should be seeing money coming in. Under Corporate Tab, go to Accounting >> Production. The money should be coming in there. |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
There is a bug with the attack order. When you don't precise the number of turns of attack, you can not edit again the order and it brings you to the error page.
That's a good one, thanks =) |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
CmrdRowen wrote:
Tutorial 10 doesn't complete after deploying a structure outside of HQ city
Hilarious bug is fixed. You're at tutorial Complete now. The code was looking for a structure of yours where the X and Y location was different than the X and Y of your Corp HQ. Problem is that since you made a structure directly to the side of your corp HQ only your X location was different not the Y. Its been changed to "NOT (X and Y of your CorpHQ)" HA I love coding =) |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
I have found something nice : With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money. The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.
Also, there is a typo in ViewScreen / Industry / Civiian Services.
By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine. Otherwise, I can technically build anything and don't care anymore about money x) I haven't been able to upgrade without the funds yet. I just tried, I have to look into what's going on with yours.
If your funds goes negative that exceed half your net worth (I think that's the rule) your corp will be liquidated. All your structures will be salvaged back for 90% of their value and you will have noting but a lump of money to try again with |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
I have found something nice : With only 320 000 on my account I asked for a 400 000 upgrade, to see if it would be delayed until I have enough, but the upgrade was launched the next turn, without enough money. The accounting page indicates that I have - 80 000 credits, but the numbers next to the turn counter indicate + 80 000 credits.
Also, there is a typo in ViewScreen / Industry / Civiian Services.
By the way, shouldn't something happen when the player has a negative amount of credits ? Because even with -80 000, all my industries are working just fine. Otherwise, I can technically build anything and don't care anymore about money x)
I was able to make your bug happen on my test server but I'm still not 100% sure what triggered it. I THINK I fixed it let me know if it happens again. The suspect is that on the LAST turn you just made 80k+ and that might have been leaking into the current turns calculation. |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Me again
I created a Group of Units to attack, and the general HP of the group dropped to 93% after an attack. Then I removed all the units from the group, I checked their HP, it was 100% for all. Looks like there is a reset of the HP when leaving the group.
Well, that's all for today, I'm gonna sleep (4 a.m. in France).
I will be back later with new bugs edited by Baston on 4/26/2016
Units heal slowly (1%) a turn and faster when in the presence of a military base or shipyard depending on its level, up to 10% or so a turn. They don't heal while in combat
Are you sure they didn't heal normally over the next turn or two? |
4/26/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
ChromaBear wrote:
Ok I get it, although I found it was much clearer under "ViewScreen" -> "demand" on the said location. Also, is it normal I got around 9000€ from it eventhough it cost me loads more? If it is, what's the point in producing those structures?
It shouldn't cost you loads more. if you are BUYING everything you need then yes you probably won't be profitable. If you produce everything you need they you should make money, but ideally you contract with another corp or two to deliver the stuff you need at the location at a much better price (they probably have tech to build it cheaper) and then you can make a LOT of profit.
The tier 1 structures like farms, metal, etc. take $1000 to run (without your corp HQ there or any tech) and produce 10 units worth 100 (normally) . the tier 2 structures, also called Components, take 10 units worth of those products ( different kinds but adds up to 10) and another $1000 to run to produce 25 units of the components. You paid twice as much but you got back 2.5x the qty of products. Then the tier 3 structures, also known as end products or services take 10 units worth of components and another $1000 but produce 50 units of goods which is doubling it again.
Its hard to make a lot of profit if you have to bring together several different categories of products because your corporation will generally specialize in one product or category (tech wise) which lowers the cost of those few things. You have to work with other corporation to make the profitable huge end product industries. |