5/30/2017
Topic:
Movement speed Clarification
Doctor DreadAdministrator
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Movement only travels in straight lines, the 8 directions, so most likely your unit has to stop and "turn" along the way. Thats why it takes longer. If you travel between two cities that are directly striahgt or diagonal from eachother and 5 spaces away. You 10 movement unit will get there in a turn. but if they are offset slightly to where the unit will have to travel 2 spaces to get onto the same X or Y coordinate as the city then you can have a movement of 100 and its still going to take you two turns |
5/30/2017
Topic:
Defenses fix and Hangar increases
Doctor DreadAdministrator
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The units are still guarding,the defenses are not, they will come to the defense of any fight the terran feds are in though because of the logic change.
Terran fed units scale with city population. at 5 mill population they are level 10s |
5/30/2017
Topic:
Stuck items
Doctor DreadAdministrator
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You cant even transfer them out? |
5/30/2017
Topic:
Transports picking up more than specified
Doctor DreadAdministrator
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I dont think the quantity should be considered when picking up EVERYTHING because you are trying to pick up 12 different low ball quantities of stuff. It doesn't make any sense to pick up 100 of ANYTHING. But I won't remove it. =) |
5/31/2017
Topic:
If-Goto logic for unit commands
Doctor DreadAdministrator
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Giving the loop command at least two options to go to based on something that can be checked isn't too difficult honestly. But I don't want to get into programming your corporations "AI" to always buy and sell a the best prices. It's like you're botting the gameplay. I would rather make it much easier to actually switch to different products across your chain. For example, select a couple of structures and a couple of transports that are shipping it around and then say "Switch Moscow to Warsaw" and "Poultry to Beef" and it will switch the production and any orders that have those cities or product types to the other ones in one show. It might be a "Mass Change Orders" option from assets |
5/31/2017
Topic:
Defenses fix and Hangar increases
Doctor DreadAdministrator
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Hutton wrote:
Might I also suggest that if your going to increase the Battleship capacity to 20, why don't you increase it to 25 so each level invested in hangers increases capacity to a multiple of 5. Any remainder after 5 can only be filled with level 1 units, which corps capable of funding battle ships will find tedious to deal with and an inefficient use of Military Logistics points, so it would more streamlined and elegant if you set it so that capacity of the battleship will always be divisible by 5.
Hats actually a good point. That might just happen.
Dreadnought might get a firepower increase also, I would have to look at some numbers |
6/1/2017
Topic:
Can't create new corporation
Doctor DreadAdministrator
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I see it. Its a bug that went in yesterday, so sorry I didn't see it until now. I should have it corrected this evening. In a couple of hours. |
6/1/2017
Topic:
Corporation Creation Error
Doctor DreadAdministrator
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I see it. Its a bug that went in yesterday, so sorry I didn't see it until now. I should have it corrected this evening. In a couple of hours. |
6/1/2017
Topic:
Corporation Creation Error
Doctor DreadAdministrator
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jachred wrote:
Can you post when its fixed I'd like to join!
This should be fixed now. So sorry this was a silly bug. I had to wipe out the corps you tried to make |
6/1/2017
Topic:
Can't create new corporation
Doctor DreadAdministrator
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This should be fixed now. Give it a try |
6/2/2017
Topic:
Xenoraptor Image
Doctor DreadAdministrator
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Ah Yes.... the Xenoraptors image, the one hold out image that is in the gray area of "Can I use it?" I might have to get a silly stock image since I haven't been able to find a good artist image yet |
6/3/2017
Topic:
Charter feature for ruling players
Doctor DreadAdministrator
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There is a new Charter feature. You can post a couple of paragraphs worth of a charter for your rulership which can be viewed by everyone. City, Planet and System. you can also tag your charter with up to 3 various icon flags to convey your general ruleship intent. From benign Structure icons to Deathskulls. Charters have no enforced mechanics, it is purely text to convey your rulership politics.
There is a link to all appropriate charters at the top of the viewscreen above the map. Depending on how far you are zoomed in you will see whichever appropriate flag icons from the charters displayed to give players an warning if there are any special rules you have laid out in the charter that they might be interested in. Combat icons with a couple of skulls might mean your charter talks about how you will attack anyone who lands there for example.
Only the appropriate rulers can edit their charters. For example the ruler of Houston will see an Edit Charter button when viewing the charter when zoomed into Houston and clicking the link at the top of the viewsceen. We encourage all leades to go to zoom into thier rulership locations, City or planet and click the "View Rulership Charters" link on top of the viwew screen. From there you can edit your charter
We're still playing around with this feature, any feedback or change ideas are welcome |
6/4/2017
Topic:
Charter feature for ruling players
Doctor DreadAdministrator
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Tahujoe wrote:
Charters show up for governments that either don't exist yet (Io or Jupiter when the only city is Laval or Urabe, respectively) or can't exist at all (SL9685). The first one doesn't seem like much of an issue (and could serve as something to strive towards), but seeing "Charter For The Planet of SL9685" when I've backed out to view the whole Sol system is slightly silly.
Good catch =) |
6/4/2017
Topic:
Pick up excess
Doctor DreadAdministrator
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Puzzlemaker wrote:
It would be nice if there was a way to tell a transport to pick up excess material from a location. Lets say you always want 500 of a material at a location for production, but you produce more raw material then you can use. Picking up any amount above 500 would be useful.
Alternatively, and maybe even better, adding a "wait until" command that waits until a certain amount of a resource is at a location. That would be perfect.
This has come up a couple times, its something I want to implement but its a little tricky to code it. |
6/4/2017
Topic:
Where did you hear about Barons of the Galaxy?
Doctor DreadAdministrator
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alomoes wrote:
I learned of it through bay12 forums.
Bay12 Forums? I think I posted in there 100 years ago =) |
6/4/2017
Topic:
Game turn held up this morning. Its good now.
Doctor DreadAdministrator
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A glitch related to the new charter system and galaxy expansion held up the game this morning for a few hours. It's fixed now.
I have given all paid accounts a 3 day extension for the last few glitches combined this month which probably added up to at least a day of lost play time. |
6/4/2017
Topic:
Balance Suggestion: Research at HQ
Doctor DreadAdministrator
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What really needs to happen is that artifacts need to become a "product" of sorts. You can't sell it or buy it to cities but it stacks like a product called "Artifacts" . The research lab you're using now will take several turns to produce 1 quantity of the stuff. Then you can take your artifacts to your HQ and turn them into any type of item or effect you want. Corp HQ can make actual items using artifacts as ac component like a comp factory.
All this so that artifacts can now be used in small quantities as a form of premium in game currency. I can hand small quantities out as rewards for quests ect. you can even trade them AND... you can also RAID them like any other product. Right now theres no way to steal items or artifacts. If they were made into a product like this, you could. I canalso trickle them into the game like someone mentioned in small amounts.
I plan to switch them to this one day. |
6/4/2017
Topic:
Event tweaks, Kaiju, Geobooster, Supervirus,
Doctor DreadAdministrator
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A few events were tweaked. Mainly the Kaiju Event. The weakness product mechanic is a little too strong when given so much time to prepare for it. It also is anti climactic when it nukes the Kaiju for everything. We don't want to remove it or simply reduce its punch so we made it a softening up mechanic as opposed to the nuclear bomb mechanic it was.
Firstly the Kaiju now only attacks a location for 3 rounds before moving on to the next location 1 space closer to the target. Once on Target city it will fight there for 20 turns then wander off if you don't kill it by then. This gives you far less time to prepare for its arrival with 3 million weakness product waiting in the city. It also gives the cities or industrial zones along its path a chance of surviving a few rounds as opposed to 10. WIth an average distance of 10 spaces it should take 30 turns to get to target then 20 turns there equals 50 turns which is half the time in game as before and a third of the time it took to get to the city then before also.
Secondly, the Weakness Product can only damage the Kaiju by 50% of its remaining hit points per turn if there is more product than half its remaining Hit Points, it won't be used.. That means even if you put 10 million product down in front of a 100k hit point Kaiju it will damage it down 50k, then 25k, then 12.5k in three rounds etc. it will only consume the appropriate amount of product (50k, 25k, 12.5k in this example) and it will only put you on the scoreboard for that much damage also. You can not really kill it with the weakness product, because it keeps cutting his reaming hit points in half at the maximum but you can decimate it in a few rounds and then have military knock out the rest. If Military players want a bigger cut of the Kaiju Bounty, they may want to engage it earlier.
We'll see how this Kiaju event works out and perhaps modify it again in the future. A Kaiju 10 was spawned on Earth to try this out as promised =)
Geo/Gaia/Solar Booster/Scorcher artifacts, all the Geotech ones, have had their population increase/decrease raised to 10%
The Nanite swarm should be doing 25% damage to All Structures and Defenses over 10 turns, if not we need to look at it again.
The AI Supervirus now does what it says. It steals 10% of all profits on the planet for 100 turns. That is 100x stronger than the last time it was used. If this is launched again on earth the user would make about 500-600 million off of it. And also probably get annihilated by by everyone on the planet. |
6/5/2017
Topic:
Transfering Cargo
Doctor DreadAdministrator
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I use less transports but they are on routes that pickup and then sell to a city, then come back and sell to another city ect. for 4-5 cities at a time. Order list is like 25 items long. I use the Load/Save orders option a lot. For example I have a saved route that sells Small Power Cells to like 5 cities back and forth. When I have to many power cells building up I engage it on a free transport and make it loop a few times.; Sometimes I edit the delivery cities based on another tab I have open showing the Max demand for Power cells in the cities on Earth.
You should have less transports, but that are doing 5-10 delevery /pick ups to 5 different cities. Trying to make a single transport run to a single city is a logistic nightmare |
6/5/2017
Topic:
The official Orbital Megastructures thread
Doctor DreadAdministrator
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Warp Gates have to be kept simple, the speed boost for your destination is the most practical implementation. THey take any size ship or fleet, the level up increases boost and cost to use /maintain
As for Grandors Galactic Trade Market structure
A galactic trade station. What you suggest is a little complicated. Instead I would make the trade station lower the BUY amount of products in that city, or planet. Right now its at 2x or +100% to buy product. a Level 1 station would make it 90%, level 2 would make it 80%. at level 10 it could be same money to buy or sell a product. Perhaps planetary one combines with city ones to get it down to 0%. We could have thm go by 5% increaments but stack withe the city ones. So the planetary one at level 10 bring it down to 50% buy price, then the cities can have one that can bring it down another 50% to 0 so buying is same cost as selling. |