9/24/2017
Topic:
Sell Everything and Raiding Improvements
Doctor DreadAdministrator
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This week I got in a "Sell Everything" order which will try to sell all the product types in your cargo bay at the same time. You still cant pick up "everything" all at once but this should make the big freighter seling 6 different crops to a new city a lot easier. As always let me know if you see bug / exploit that I missed using this.
There is also changes to the Raiding mechanic. you need more Military Power than target to raid at full capacity (your power) otherwise ts a percentage of that. If no military present, you will raid for your max cargo capacity. Also, You can now raid for "Anything" or by category to give what you raid priority, then priority by value, quantity.
Also, units that cant fight in space no longer fight in space, they get ignored. The Guide has more information about unit attributes and raiding now.
I was looking at making it possible to Raid For Credits (profits) vs Corp HQs and Sapceports . We might see that next week.
I'm also starting to look at doubling of all the ship stats/cost to scale them up against ground units. That will come with small fixes and balances also.
The next major thing I want to work on is the Ruler implemented Edicts that can punish other corps in their area of influence |
9/25/2017
Topic:
Number of Guild Members
Doctor DreadAdministrator
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CptCommanche wrote:
In the guilds tab on the corporate page, it lists all of the active guilds along with number of members. However when clicking on a specific guild, the number of actual members is less than listed. The Mining Guild says it has 37 members on the main guild page, but when viewing the guild it only shows 18 members.
Am I misunderstanding something about this or is it a bug?
I think this is actually a bug. I have a feeling its counting old corporations, or user accounts that have since stopped playing and been liquidated. I'll have to look into that tonight |
10/2/2017
Topic:
Distribution Centre Request
Doctor DreadAdministrator
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Tunguska wrote:
On the Dist Centre buy/sell page, would it be possible to add the number of products available to be sold in the top table? I know that it is available in the table below, but when you are at your HQ location this list can be quite long.
Or you could highlight the items that are being sold in the long " products at this location" list.
I know it's not a big problem but I'm hoping that the solution is so simple you could knock it out in a few minutes.
That is pretty easy to throw in there |
10/2/2017
Topic:
Facilities with ongoing sales lockup on city death
Doctor DreadAdministrator
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I think your right. Its probably erroring when trying to display sell information but the city is gone. It needs to reset the Buy/Sell on structures when a city vanishes, or at least handle the situation THanks for reporting it. |
10/4/2017
Topic:
Transfering All Items
Doctor DreadAdministrator
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Its seems easy but quite tricky to pull off because you could have 12 other ships trying to pick up "everything" at same location and I would have to split it up somehow then determine how much cargo you can actually hold etc. With items of different cargo spaces its confuses even more, you can be in a situation where you still have cargo space available but not enough to pick up another item. It becomes a mess, not just to code correctly but it becomes a grind of a query. I'm trying to to avoid any complicated logic on the turn flip to keep it running fast.
For picking up everything at once, what I might be able to do to avoid the messy multiple ship situation is simply pick a single unit as "priority" and only that ship picks up anything that turn. If I limit it to one unit then Its a lot easier to pick up everything if it fits in cargo or if it doesn't then I can much more easily determine what it can pick up because I'm dealing with just one unit. It still gets confusing when one ship is trying to pick up a specific item and the other is trying to pick up "everything" but again if I go by "only one unit can "pick up" at a location in a turn" then I can avoid all the conflict and allow that unit to pick up everything at once. |
10/4/2017
Topic:
Facilities with ongoing sales lockup on city death
Doctor DreadAdministrator
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Doctor Dread wrote:
I think your right. Its probably erroring when trying to display sell information but the city is gone. It needs to reset the Buy/Sell on structures when a city vanishes, or at least handle the situation THanks for reporting it.
This should be corrected but I don't think I can check because another city showed up at location. Let me know if something funny happens =) |
10/10/2017
Topic:
I have the feeling buildings are too cheap.
Doctor DreadAdministrator
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Neerio wrote:
Right now i have all my buildings upgrading and still i am drowning in cash. I feel like this game would be so much more fun if you would have to really balance your economy instead of being able to just buy everything you want. Despite this, i really like this game! Its fun and quite easy to learn but i feel it has potentiall for great strategic dept.
I remember when everything was too expensive =)
Once you get going the cost of everything is a little cheap, there isn't much necessary warfare going on so yo don't need big military. There is also the problem of not enough players scrambling to buy and sell which keeps the amount of money you can make from buying and selling lower |
10/11/2017
Topic:
Double Fleetpower Bug
Doctor DreadAdministrator
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nynobernie wrote:
I have a carrier that has loaded gunsuits with power 60K. Now I have put that carrier in a fleet. The power of the fleet is now 120K.
Seems like you are adding the power of the gunsuits (60K) and the power of the carrier carrying the gunsuits (also 60K), basically counting the gunsuits twice. Not sure if it is just a visual glitch or is effecting gameplay (asteroid mining). Let me know if you need more information.
Thats a good catch, I will look into to it thanks! |
10/11/2017
Topic:
I have the feeling buildings are too cheap.
Doctor DreadAdministrator
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Is used to be that components and end products / services were worth less money , not 325, 750 and 1000. They were 250, 500 and 750 I think. So we upped that because everyone complained you can only make money in raw materials. Then there is the spaceports stacking problem I need to fix so all of earth isn't at tech bonus +40. We added orbital megastructures but thats a handful of people. If I add more to cities then mauybe somethign else to spend money on. Or maybe I need more attack events |
10/12/2017
Topic:
Whats going on with Warp Gates ???
Doctor DreadAdministrator
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Bladdes wrote:
No matter what option i chose (Warp 5 / 7 / 9 / 10 i.e.) the speed is setup to (x1)
Is there a bug or something i missing ?
You need to use the gate option on the move FROM the warp gate. Move to the gate first, then another order to move to your destination, that second one needs to declare to use the gate |
10/14/2017
Topic:
Major change to Spaceports
Doctor DreadAdministrator
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Spaceports have been too powerful,not so much by themselves but when they stacked with each other. So I don't want to nerf them per se but make them more competitive with each other instead. It still can be profitable to have more then one in planet but its a lot less practical to have 3-4.
So the first change is that the production cost bonus they gave out no longer stack, it simply goes with the highest level port and give the 1-10 bonus based on their level.
The profits made on sells from the planet are now shared among all the spaceports if there is more than one. Your cut of the total available "trade profits" is based on your spaceports level multiplier (the "X" value). If there are two x10 spaceports they will split the available profits 50/50 but if there is a x10, another x10 and a x80 spaceport they will split the profits 10%/10%/80%, If a planet was generating 10mil a turn before it should still hand out about 10mil a turn but it will be split up amoung the ports and not multiple to become 40mil
I was considering making spaceports have an overcrowding sort of mechanic so a low level port at a high activity planet could only pull so much profit out of it and would need to up its level to pull more of the potential. I'm not sure if I'm going to implement that. Spaceports are difficult to balance because they ended up being something that only costs money and only generates money. It may have been better to make them a purely production cost boosting structure. We'll see how they turn out after this update.
The next things I want to work on are a toss up between Rulership Edicts that allow in game punishment of players, The Political Prestige / Renown (cant decide on a name) stat that increases your logistics cap and is gained from things like being a ruler and owning megastructures, I also am probably going to be scaling up and tweaking all the ships stats which means if you dont' want to suddenly be paying double for your fleets you will need to salvage half of them after that update. |
10/15/2017
Topic:
make a subforum for excel sheets ?
Doctor DreadAdministrator
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greasemonkey scripts I suppose are fine, as long as you're not breaking the game throughthebrow2ser.
The information is all "public" so if you like I can probably make an exportable version of most of your screens or even reports, into CSV format for you , you can dump them into excel and do whatever you like with them Add little Export links near all the appropriate grids or something.
It might be easier to simply come up with good reports that most people find useful and let me implement those |
10/15/2017
Topic:
I have the feeling buildings are too cheap.
Doctor DreadAdministrator
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Neerio wrote:
seriously i have no clue whats being considered a decent military.
There are so many unit types that its really more like, what KIND of military do you have? Early in the game there was a "China" guy who had a LOT of infantry and terminators. I mean like Level 10 corp and way past logistics kind of infantry
Infantry is very cheap so you can have tons and TONS of it. So many he could walk across theplanet and nuke cities and no one has enough firepower to stop him. you can try to counter Infantry with ships but thats a low firepower game where ships hit infantry for not much relative to price and infantry hit ships for almost nothing. Its like you need an armyof BOMBERS or maybe Armored and Artillery to stop all that infantry he had |
10/16/2017
Topic:
Strange things happen
Doctor DreadAdministrator
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I've heard of this before. I think there is a bug out there that I haven't caught when it comes to artifacts. It's been elusive and rare.
Your information is very useful however. you are NOT making any at any research facilities? You ONLY got these from finishing quests? If you can verify if they show up out of nowhere ore you are simply getting more than you should when they DO drop would be helpful.
Also, are you running multiple mysterious quests at the same time? |
10/16/2017
Topic:
Strange things happen
Doctor DreadAdministrator
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nynobernie wrote:
Well as I said... I am 90 % sure I had 25 this morning. After the quest I looked again and had 30 at my hq plus 5 at the quest location. But I cant be 100% sure it happend in exactly the moment the quest finished. I just happend to look at my items right after.
5 at location and another 5 showed up at Corp HQ? Thats where the rest of them are right? |
10/16/2017
Topic:
Strange things happen
Doctor DreadAdministrator
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I think I found the bug and corrected it based on what you said here. Thanks so much for reporting it ! |
10/17/2017
Topic:
I have the feeling buildings are too cheap.
Doctor DreadAdministrator
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.... This weeks update, there is a "MAK Doomstar" unit being added. And eventualy a "MAK Invasion" system wide event. .That's all I'm saying.... |
10/18/2017
Topic:
Strange things happen
Doctor DreadAdministrator
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The bug I corrected had to do with updating your existing stack of whatever artifact you just got by 5, but it would up the quantity by 5 for every stack of that artifact you had at different locations of the same type, not just the units location So if you had 10 at Corp HQ and another 5 on a ship that just got rewarded another 5, they would both go up by 5
The quest, when randomly choosing a unit, can give you a stack of lower tier artifacts. It used to be 3 but it changed to 5 |
10/18/2017
Topic:
I have the feeling buildings are too cheap.
Doctor DreadAdministrator
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Be another event added to System wide events. They are chosen randomly. I don't have a "weighted" system on events which would make some be more common then others. I don't think there are any system wide attack events like Raiders and pirates. Those are planetary one. This would be a system scale event.
Events on System level happen about once every 3 days but it is random and can happen 100 turns after the last one or 5 days later, but those are extreme odds. WHICH event is chosen randomly |
10/20/2017
Topic:
Demand and volume
Doctor DreadAdministrator
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We don't have enough players to support half of the volume present on earth right now and its only at 120 mil thats why is falling in population.
The volume is linked to population to make it easier to raise small cities, and harder to grow them as they get bigger . Its a self balancing mechanic.
One structure can make 1200, or more like 2000 ish raw materials depending on your resource. ANd you can have about 10 of those running before logistics penalty , So, 20,000 product a turn,
If you look at Earth demand it shows total volume for each category. Its about 1.5 million a turn and the population is only 117 million on earth. If you can supply 10% of the volume you can keep all demand stable (until of course pop increases and volumes rise). So we need 150k product a turn spread perfectly to maintain stable demand .
So we would need about 8-10 level 10 corps at maximum with near perfect distribution just to maintain earth as it currently is.. At 100% demand lets say, the population of earth will Double in a week, so now we need nearly 20 max level perfect players to maintain the place. Week after it will be 40 players. ANd the average popualtion in the cities will be 20-30 million each.
Anyway, the general mechanic is that when population is low, the volume is low which means when you sell 1000 units at a volume 100 place, the demand will drop 10 points. When all the demand drops like that , the population will rise faster. As populations go up, it gets harder and harder to keep the demand down. Its like a rubber band mechanic. At the same time. The more populated planets are where you can make more money at higher level because you need to dump 20k worth of product a turn to dump at a reasonable price.
Increasing the volume as the price goes down means the volume goes down as the price goes up. That will cause a train wreck at high demand low population planet with everyone scrambling over 14 volume, even if I double it |