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.
I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again? |
4/26/2016
Topic:
Joining transport
Doctor DreadAdministrator
|
You can make a group and it works, just saying that the game seriously nudges you to make a smaller number of upgraded units as opposed to having a long list of little ones. The Logistics penalty revolves around that also. It's much easier to manage and its also much easier on the system when there is a smaller number of records to deal with |
4/27/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
CmrdRowen wrote:
I have exactly 680 units of water that pop out of nowhere in my stockpile
I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)
It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find. |
4/27/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Radu85 wrote:
I also have a problem with tutorial 10, step 3. It doesnt look like this: I cant see the Qty:All , just the name of the structure.
3 | Deploy a Structure | (ACP) Water Purification - Qty: ALL
|
Is it stopping you from advancing the tutorial or is it just like a typo? Those order examples are hard coded except for the yellow parts so it might not be 100% accurate |
4/27/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Doctor Dread wrote:
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.
I cannot get this to happen do you have a unit that is doing this right now? Does it correct itself if you go back to the assets tab (like click at the top) and then try again?
I managed to get the same bug again. You can check the unit group BugTester. Point is, it also show an error when I precise the number of turns of attack, but I had to wait a few turns in each case after creating the order to bug the edit.
Concerning the HP, my group didn't heal when being at the same location than my HQ, it stayed at 93% according to the notes of the assets page, but when I removed the units from the group they were immediatly at full HP, without waiting even one turn. I will try to make it happens again.
Minor problem with group of units : the cost per turn of my group shows 0, but the total cost of my units is 15.
New one : my transport WaT2 sold 557 units of water with only a 500 units storage capacity, according to my accounting page turn 247. And 259 units the next turn. I didn't produce these ressources. edited by Baston on 4/27/2016 The error on the attack order edit is related to you having selected a Raid option and product. It wont error if you create the order and edit it again unless you leave the Asset tab and come back (click Assets again at the top and refresh the page) then go in and try to edit it again it will error. There is a bug with how the dropdown list is being populated for the raid product. It doesn't happen unless you go into the page fresh but there's no way to recover it once you do. It should be corrected tonight.
I haven't been able to replicate the group heal bug. Healing units is only done in one place in the code and has nothing to do with the group they are in. The units are still separate entities and are healed individually. Let me know if you see it happen again. Cost per turn for the group. This is probably something simple I'll fix. I'm pretty sure its charging you correctly just not displaying it The water problem is difficult to debug. It might be related to you selling and picking up product at the same time from the same location. CmdRowen had a magical appearing water product of 680 which is the same thing you had on a transport around the same time. Very strange bug if they are related. Have to look into this also. |
4/27/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
CmrdRowen wrote:
Doctor Dread wrote:
CmrdRowen wrote:
I have exactly 680 units of water that pop out of nowhere in my stockpile
I cant track exactly where it came from unless I'm there looking at it on the turn that it happened on so it's a little hard to debug. Also you've got a complicated arrangement. You've got a water purification that's force selling on 14 units a round, while the factory is producing like 20+, and a bank in the same location sucking out 6 give or take a transport that's moving stuff from Memphis also(?)
It's suspicious that Baston had a magical water problem on Neptune around the same time, I can't imagine how they are related if they are not in the same location but he did load a transport with 680 water. I have to take a look at that and see what I can find.
Yes, I don't want water surplus so bank production and local sales balances water production (I'm not carrying water with transports though...) edited by CmrdRowen on 4/27/2016
I changed a setting in the database which might alleviate these weird problems. Let me know if you see something like this again. |
4/27/2016
Topic:
Instead of factories selling...
Doctor DreadAdministrator
|
cyb0rg wrote:
How about markets? Maybe we could give them orders like vehicles (e.g. pick up 500 alloys->sell to city)
Could just be a cheaper non-mobile version of a transport.
You mean a "Distribution center" which does nothing but sell products to the local city? That's an idea that has been kicked around. It seems like it's just another building, one that you put everywhere. All you have changed is that the transports can dump everything in a turn and let the center sell it. With the new logistics penalties this idea may be more viable then before though. Its another structure you would have to place. I'll think about it. |
4/28/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Yes the game turn is probably throwing an error. Really wish this would happen in the evening when I'm at home! I'll see if I can get into it today , otherwise we'll have to wait till this evening. That just means bonus money for everyone once its working again |
4/28/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Radu85 wrote:
Let's say my base planet is Neptune and i want to go on Earth and open some factory in a city, it is possible?
From what I have seen so far, there is three ways for it : - You relocate your HQ ( Corporate / Corp HQ / Location ) for 5% of your total Net Worth. - You create a spaceship to transport and deploy ACP on other planets. - You liquidate your Corporation, and start again on another planet.
Making a ship and sending an ACP to another planet is how it is normally done. The ACP item takes 100 cargo. You would need a corvette (pricey) or freighter (1 million) to carry it over OR its actually cheaper an easier to make a scout and upgrade its cargo hold twice which should give it 100 and that becomes your light freighter |
4/28/2016
Topic:
Game is stuck
Doctor DreadAdministrator
|
Its fine to make a new posit about it. I really need to make a stick on "Server Status". It will probably be down till I can get back onto it this evening (6-8pm PAC time) |
4/28/2016
Topic:
Game Server Status
Doctor DreadAdministrator
|
Game is running.
- Game stuck on turn 1755. Found the problem. Game turn moving again
- Game stuck on turn 1763. Base being destroyed while having something in queue wasn't being handled. Is now. Game turn moving again.
- Game stuck at 1770. Bug with what I think is corpHQ being destroyed while something in queue also, need to look at tonight
- Game was stuck on 2950, The cost of Terran Federation Military exceeded 32 bit integer. Funny
- Game was stuck on 5563. Production calculation somewhere exceeded a Int16 integer.
edited by DrDread on 6/19/2016 edited by DrDread on 6/19/2016 edited by DrDread on 6/20/2016 edited by DrDread on 6/20/2016
edited by DrDread on 6/20/2016 edited by DrDread on 6/28/2016 edited by DrDread on 7/17/2016 |
4/28/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
ChromaBear wrote:
I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy
... Wow, are you joiking? That's the most bizarre thing ever. What's the BattleID where it happened? |
4/28/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Kemott wrote:
I report the bug -- I changed avatar and my forum account was reset...
I apologize, The forum is something I bought and not created. It seems to act a little funny with the logins because you're not logging into it directly but instead from the barons website. I might disable the changing of the user name because seemed to freak it out. |
4/28/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
ChromaBear wrote:
Doctor Dread wrote:
ChromaBear wrote:
I lost a structure to fighting, it gave me the $ as if i salvaged it and its still up but belonging to the other guy
... Wow, are you joiking? That's the most bizarre thing ever. What's the BattleID where it happened?
Battle ID is 113 on Neptune 15:9 I have this in accounting
390 | | WAT41 | 122070090:190429484 | Sell | Salvage | Lv.4 | +500,000 |
Also, The upgrade of my HQ stopped with no apparent reason with around 60 turns left, wich is quite... annoying ^^
When Buildings or units are destroyed they auto salvage and give you half their worth back that's normal. I don't understand what you mean it was still up and belonged to the other guy? The structure wasn't destroyed but switched to Machine Logic Corp? He was Raiding on the attack which means he steal products from you but the structure shouldn't switch. I don't see any evidence of that happening |
4/29/2016
Topic:
Generic industrial question
Doctor DreadAdministrator
|
Logistics was added only a week or so ago as a new feature, there is no real info on it yet.
The first number is the Max you can have before a penalty, the second number is how many you currently have, the % in parentheses is the penalty to the cost per turn you are taking on ALL your Structures/Military. If it shows 10% penalty for your military , they are all costing 10% more a turn. On structures it is added to the other bonuses as a penalty much like Overcrowding. If your bonus there is in the negative it makes it cost that much more, if the total bonus is positive it reduces the cost by dividing it by (1.0 + percentage). 100% bonus on a structure reduces the cost by half>
The max should go up when you upgrade your Corp HQ, if it's not (I haven't hit a level 2 corp on the live server yet) it's a bug of some sort that I will look into tonight. edited by DrDread on 4/29/2016 |
4/29/2016
Topic:
Corporation specialization
Doctor DreadAdministrator
|
We could make the tech system more involved maybe not right away but its a good idea. You could drop points into certain kinds of military and they would either build cheaper or fight better or both. Points into "Politics" or even things like Espionage. Maybe even points into the NPC factions in the game like the Commonwealth or even the machine. Some interesting ideas =) |
4/29/2016
Topic:
Generic industrial question
Doctor DreadAdministrator
|
This is working now. And I had it reversed, the first number is how many you have, the second is the max. Structures max is 5 per corp hq level Military Max is 10 per corp Level
However the penalties are different. For every structure over your max you take 5% penalty on cost onto ALL YOUR STRUCTURES. With Military every unit past your max is only 1% added cost to all your military. |
4/29/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Razorix22 wrote:
When I create a group of unit, the group itself count as 1 military unit. I don't know if it's intended ?
... No it's not Ill correct that |
4/29/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
(The previous message is mine, looks like I wasn't connected to the forum anymore.)
My money ! x) I launched the lvl 3 upgrade for my HQ (turn 488), 5M$, and the ongoing upgrade just disappeared without any reason. (I didn't cancel it)
Edit 1 : I'm not sure, but I think that the bug occured when I added something in the construction queue of the HQ. It cancelled the upgrade.
Edit 2 : Other bugs detected : - The HQ relocate cost me nothing. - Leveling my HQ to lvl didn't rise the construction number limit and the army limit on the asset page, but when I asked to relocate, it doubled. - On the Corporate / Overview page, the net worth indicate 16 M $, but if I go on Corporate / Companies, then my pseudo, it indicate only 10 M $, but all other figures are identical.
Edit 3 : I have some upgrade that seem to never launch. I tried to cancel them and ask for the upgrade again, but no succes. The culprits are : - Fortification : Wally - Figther : FIG528 Edit 4 : The culprit is FIG528, when I ask for a upgrade from it, it prevents all my military (not construction) upgrades from happening. Edit 5 : Problem identified : the game says that I don't have enough money, but I do. I need to have something about 2 times the cost of the upgrade to do it.
Otherwise, I reaally enjoy your game, from far the best one I have ever played on a navigator ! And I will continue to hunt the bugs the best I can, to make it even better (I just hope that that I don't give you too much overtime) edited by Baston on 4/29/2016
I'm not sure what is causing the sudden cancelation of corp hq upgrade. There's not much that can cancel it . I've been doing a lot changes in the database but I don't think it would cause that I have to keep an eye out for that, its major.
The net worth anomaly... Definitely a bug I need to look at =)
HQ Relocation cost nothing. I THINK I may have made it cost nothing but gave it a time delay instead. Just didn't change the text, have to double check. The upgrade problem, I recently corrected a problem with that they should be upgrading from cheapest to highest if they can afford it BUT there's another issue that makes it confusing. The upgrades come BEFORE the Selling of products, so what seems to happen is , you CANT afford it but then the money shows from selling which is huge and it looks like you should of been able to. I need to move the upgrading to the end of the turn after the sell. There still might be another bug in there I'll keep an eye out for.
Glad you're having fun! The feedback you and the others are providing is invaluable. This Alpha run has been very constructive Thanks a lot! =) |
4/29/2016
Topic:
Shields VS Fortifications
Doctor DreadAdministrator
|
You're right the shields is way off. The entire military matrix has to be re-worked using a baseline formula of some sort.
I modified the numbers for fortifications and shields. Fortifications take a lot more damage now and shield take less. Also messed with the price. So they cost twice as much but take like 20-30% the damage a fort would from all the ships. They both have 300 hps now also. |