4/25/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
hmm... if the original company still owns the installation (even if it has been lost) do they pay for the repairs it might incurr too? Maybe you have to then separate between ownership and control.
Also... I sorta like the idea of infantry and/or commandos manning the stations - gives some sense to the low hangar values of some of the attack ships - they can use that cargo to bring in a couple of commandos to capture the station. |
4/25/2017
Topic:
Description: Ion Gun
Vulpex
|
*facepalm* too many ions... |
4/26/2017
Topic:
Missing (A1) Geotechnical...
Vulpex
|
Yes, but you should be getting a message (AS an event) that the event has taken place - in fact yes there it is - event ID 1699 - Geo booster deployed in cape town (currently active - ends turn 3530) your other deployment was event ID 1650 so yes you have successfully deployed two geo boosters in your city.
Congrats!
(active events will also be visible in the city overview screen under the viewscreen tab) |
4/26/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
I've been thinking about this and I kinda see a problem with doing this on earth in particular.
Lets say someone builds one of these huge megastructures that can influence or interdict the planet in some way (yeah and DOOM CANNONS!)
The problem which you run into is that many corps will be Earth bound because if they are not paying accounts their HQ will necessarily be on Earth (and probably at least part of their production) the consequence of that seems to be potentially kinda a bit harsh... or am I just seeing this all wrong? |
4/26/2017
Topic:
Mouse over
Vulpex
|
I find this kind of thing absolutely fantastic. But then I am a big fan of QA. |
4/26/2017
Topic:
Targetting NPC corps
Vulpex
|
Not sure how important this is in the overall scheme of things but the latest monster event brought this to mind.
Big Kaiku monster showed up and got blown away - YAY!
But - honestly I was not sure it was actually going to attack the massed forces arrayed against it when it did.
I tries to setup my units to attack mother earth - the NPC corp to which the monsters belong but... no dice. It does not exist unless there are units active in the game.
This is somewhere between a bug and a request - it should be possible to target the NPC corps especially when you know when and where they are going to show up. |
4/26/2017
Topic:
Nice Colours!!!
Vulpex
|
Alright love the new colours on the viewscreen where concentrated military assets are shown as more and more dangerous (both the arrows for moving units and the squares for stationary units), pity I didn't realise the change - I wonder if the massed forces to take on the Kaiku monster would have been a deep deep red...
Thanks! |
4/28/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
Ok about this whole downgrading of units...
I am starting to get worried about it. Some units take thousands and thousands of turns to upgrade. Then you use them in combat and bang... time to spend again thousands of turns to upgrade them. This is not trivial because while they are being upgraded, such units are planet bound (they cannot be transported as you cannot load a unit which is being upgraded into a hangar). If we basically want to have low level units fighting each other now and then ok but ... if you really want to go with the combat results in downgrade mechanic you should reconsider the upgrade times for units. |
4/28/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
Doctor Dread wrote:
Downgrading levels is something that would only happen if you're taking huge hits against it. A level 10 Structure has a lot of hit points and if its taking 20% of it on one turn then yeah it might be downgraded. Whoever is hitting you can destroy it outright in a few turns apparently .
Not necessarily - if you are unlucky with criticals and your enemy has a +100% to damage and your unit runs right into the fire and takes another +100% to damage you can still suffer a lot of damage from a unit which in fact you can destroy.
I am more concerned with ground units than most anything else (ships - even the monolith, upgrades fast, 100 turns per upgrade. Getting my varitek from lvl 7 to lvl 8 is 2400 turns....)
Some industries also take a very huge amount of time to recover too (I'm thinking about the research stations).
Probably the worst situation overall is if you take a lvl loss in a military base or shipyard - I don't even want to think how long it takes to upgrade one of those to lvl 10 - and they are both VERY useful at lvl 10. |
4/29/2017
Topic:
Open a new page? (Not about:blank)
Vulpex
|
Just how many tabs/windows do you guys use while playing this anyhow? I seldom use more than 3, 4 tops. |
4/29/2017
Topic:
mysterious puzzle
Vulpex
|
Seems to be a recurring problem when all three points are on a line. |
4/30/2017
Topic:
Restaurant
Vulpex
|
Restaurants fall under Recreation (built by the recreation centre).
Now there are three "special" kind of economic activity which are different from the rest in that they do not create anything in your inventory these are:
Recreation centers which can build:
- Churches
- Night Clubs
- Move Theaters
- Parks
- Sports Arenas
- Restaurants
Public service centers which can build:
- Schools
- Hospitals
- Police Stations
- Fire Stations
- Banks
- Colleges
Infrastructure centers which can build:
- Roads
- Waste Management
- Housing Structures
- Communication Hubs
- Spaceports
- Business Structures
In all of the above - you do not get a stock of e.g. restaurants to sell - rather the restaurants are build directly into the city and you get paid the going rate for whatever you built but it cannot be shipped out of the city where it is produced.
I am guessing you made and got paid for the restaurants but you were expecting some kind of restaurant to show up in your inventory - it never will. |
4/30/2017
Topic:
About artifacts...
Vulpex
|
Two quick questions.
First - can a single unit get the same artifact bonus three times?
e.g. can a carrier get 3x (AX) Dimensional Hypercube for a 250% increase in base hangar space?
And if so - how does it work? Say I have a maxxed out carrier for hangar space
Base hangar space: 150
1st Hypercube - 375 hangar space
2nd Hypercube - is it 937 hangar space (assuming 375 base hangar space) or is it 600 hangar space (assuming 150 base hangar space)?
I'd try it... but don't have enough time to build all those hypercubes!
One other thing - is there an artifact that increases the HPs of transports? The reason I ask is that with the MAK attacks all over the place having transports which have a chance of surviving the attacks starts to get interesting. |
5/1/2017
Topic:
Restaurant
Vulpex
|
I'm a witch. I will burn you. :P I am not sure why it happens but it does make it kinda hard to read I agree.
Ok did a bit of testing - when a post is marked as "accepted answer" then it goes the evil green-white unreadable colour. edited by Vulpex on 5/1/2017 |
5/1/2017
Topic:
High Tier Product values have been increased
Vulpex
|
Huzzah! I see a viable economy at the end of the tunnel! |
5/1/2017
Topic:
Open a new page? (Not about:blank)
Vulpex
|
Doctor Dread wrote:
Now you need 3 monitors and a second computer with 4 keyboards and update transport orders with both hands and both feet while running 26 accounts. Then take a screenshot like that one WoW player. =)
That's for wimps...
You should see some of the multiboxing rigs the used in EVE online back in the day... I know of people who ran 15 monitors with 40+ clients simultaneously. Scary stuff. |
5/2/2017
Topic:
We are going live on Saturday May 13th!
Vulpex
|
Hurray!!! |
5/2/2017
Topic:
Artifact Research
Vulpex
|
You know we can already trade the items which we get from the research ... e.g. that funky A5 dimensional ...
Being able to trade actual research points.... I dunno the effect will be marginal unless there are some very tightly constrained timed events which require some particular artifact to be researched. |
5/3/2017
Topic:
Artifact Research
Vulpex
|
Doctor Dread wrote:
Well if Artifacts were a product with qty and it took X amount of artifacts to create any of the artifacts types at a research lab then Artifacts as a product would be this premium thing in the game. You can give it out on quest rewards. Players can raid your artifacts for a small quantity. I would also be able to make even more special events or items that are powered by "artifacts" in some way. Since you can't even buy it from cities it has a real value. I might change artifacts to work like this in the future.
Ah I see, you introduce more mechanisms to make it interesting - I like the quest rewards idea etc.
But just thinking of logistics - Please don't make artifacts cost storage space. 750,000 storage gets pricey. Also, I shudder at the fleets of freighters needed to move 750,000 worth of artifacts together... 10 lvl 10 freighters maxxed out for cargo can barely manage a quarter of that. |
5/3/2017
Topic:
Removing the last unit from a group
Vulpex
|
This concerns groups of land units
When removing units from a group all goes well until you get to the last unit - it looks like this for all but the last unit:
You click remove unit - unit list updates without the removed unit. So far so great.
When you get to the last unit though instead the list fails to update (you have no feedback if the unit was really removed). If you click again to remove the unit - you go to the black hole error screen of horrible death.
I don't find this to be game breaking but the black hole error screen of horrible death is kinda scary so wanted to point this out. |