DrDread

all messages by user

1/20/2018
Topic:
Capacity exceeded

Doctor Dread
Doctor Dread
Administrator
scarface wrote:
I received a message that a unit got ejected from a group because there is not enough hangar space. The unit was a cyber assasin that has been upgrading within a group of ground units. The unit was actually removed from the group. Since groups dont have hangars I think this is a bug.



That definitely seems so, Ill look into it
1/31/2018
Topic:
New city and geoboosters

Doctor Dread
Doctor Dread
Administrator
Geo boosters multiply existing growth, not add to it. If there is a fraction of a percent of growth, a geo booster will increase it by 50% of that fraction of a percent. If its at 0 growth booster will do nothing, if the growth is through the roof, booster will be much more effective. When growth is negative, booster reduce the negative but can never make it a positive.

Boosters of different scopes stack. City, Planet and System boosters stack.
1/31/2018
Topic:
Alert Beacon

Doctor Dread
Doctor Dread
Administrator
Wreith42 wrote:
I think it would be nice to have some sort of structure that could be built anywhere, including open space, that would send a comm to the owner if someone entered the structure's range.
This would probably be easier to implement if the other idea to have Ally and Enemy lists was implemented first. This could be another application of that besides auto attacking.



Ya know, this is a great idea. If I made, say, your CorpHQ have to ability to set a beacon for certain types of hostiles entering the planet, it could then "trigger" some of your units to attack or respond or what not. Perhaps we make something like the Star base have this ability. That would keep the numbers way down and make a starbase more useful. Higher level bases can have higher range, level 10 can do the system. With a Starbase you can setup a response to things like, have these groups move and attack whatever units enter the planet range and there could be some conditions set. it could even do something simple like show a list of all units with movement destinations within your range and where they are heading. Information you cant really get anywhere else
1/31/2018
Topic:
Viewscreen Issues

Doctor Dread
Doctor Dread
Administrator
Ok, what I'm going to do when I get to work in it is turn off the list of trades on the demand screen by default and you will have to click a button to generate that list if you want to see it. The list of trades by corp is a ruff query and I think that's the part that is getting stuck on occasion.
1/31/2018
Topic:
Production Changes Not Sticking

Doctor Dread
Doctor Dread
Administrator
I have never seen this, It seems unlikely its reversing itself. I would have to take a look to see where that can even happen. Once its set I think theres only one or two places that set it back in code.
2/14/2018
Topic:
Combat problems

Doctor Dread
Doctor Dread
Administrator
We can adjust the size of the carriers so they aren't taking so much fire but you have to realize what you're trying to do goes against the entire Size mechanic. If the majority of your attacking force is Carriers filled with bombers,then they are going to take the majority of the fire. Its the equivalent of not having any "tanks" on a World of Warcraft Raid because everyone is trying to use mostly mages and thieves because they do the most damage. It wont work, they will get annihilated UNLESS you outnumber the other side dramatically. High fire power low HP units work better when you have them outnumbered and work much worse when you don't in every game.

Don't use so many, balance it against the rest of your attacking force. Bring in mostly Infantry and some bombers or something. Bring in more fodder to draw fire so you can bring in more bombers to actually do damage.
2/21/2018
Topic:
Shipyards

Doctor Dread
Doctor Dread
Administrator
Making defenses against a Kaiju is impractical. You don't have enough time to build up any actually defenses to react to an attack. It might help if you already had some defenses everywhere you have structures though. They are much more "value" than units for the money and you will inevitably get attacked by NPC pirates or raiders and SOME defenses will prevent your structures from taking the brunt of the damage and being destroyed even if you don't kill the attackers. Fortifications are good for that, just to take damage, but some real defenses can actually return real fire. Also the AI on attacking Pirates takes the military defenses into account when choosing a target. High production, no defense locations will get attacked more often.
3/8/2018
Topic:
Transfer Cargo Refinement

Doctor Dread
Doctor Dread
Administrator
Wreith42 wrote:
I don't know how the products are defined in the code, but would it be at all possible to have additional options in the Transfer Cargo command to select by Tiers.
like. Transfer Cargo > End Products > All Products
would get whichever Tier 3 product had the highest quantity at the location. (as opposed to the highest quantity over all which is almost universally raw material)

I feel like this might be a relatively simple change that wold help with the micromanagement currently required.



That might be a relatively simple change, No idea when that will happen but it is on the cool idea list now
3/8/2018
Topic:
Restrict Demand Maximum/growth by population

Doctor Dread
Doctor Dread
Administrator
One of the ideas to keep the Demand burst bubble cycle from happening was to not allow the demand to rise all the way up to 1000 on small cities. The volume is already supposed to help keep that from happening as the low volume meant that while you could make a huge profit on those cities, you would knock the price down very quickly. I can also scale the speed at which the demand increases based on the cities population.

A small city would only be able to get to 300 or so demand before essentially capping out. A large city. say 50mil or maybe as low as 10 mil is required to ever get a demand price to 1000% and that would take a lot longer than usual. A city at somewhere between 10m and 20m would have no real restriction and would rise as fast as it does now.

This would stabilize the prices from getting out of control too fast for players to accommodate but it also makes it a little more confusing on how to calculate "how much can I sell while keeping demand stable"
3/9/2018
Topic:
Spaceport mechanic overhaul

Doctor Dread
Doctor Dread
Administrator
There was an idea a while ago to change spaceports from being a set amount of money based on all trades happening on the planet to instead be an actual port that you sell goods to and then take a profit from that. Making spaceport more interactive and something higher level corps would find useful to use.

The idea is that instead of selling to the individual cities on the planet, you can instead sell to the port. The reason why you would do this is because through the port you can sell mass quantity of goods at once. Probably the volume of the entire planet for that product and scaling up by the level of the port. The port acts like a NPC distribution center that sells to the individual cities. The demand would go down evenly across the cities on the planet by a similar amount to if you had sold them individually.

The Cons of using the port is that you will not get the highest demand price possible for what you are selling. You will be getting an average. Typically the price of the products between cities wouldn't be that wide so getting the average wouldn't much of a loss, and you can still sell to individual cities at the same time . You are also going to end up paying a percentage to the spaceport owner.

The spaceport owner currently receives a cut of profit from all trades happening on the planet, instead they will now receive a cut of all the trades happening at HIS PORT. The only real reason to use one port over another is perhaps location (location location...)

Increasing the level of the port increases the "volume" the port can handle. The volume of the port isn't a set number, it is a percentage of the existing volume on the planet by product. If there is total 10k volume for meats than perhaps a level 1 port has a volume of 10% or 1000 for meats, level 2, 3 port increases that volume to 20%,, 50% scaling with its multiplier somehow and capping at 1000% (10x the volume of the planet) Or maybe level 10 port becomes 100% of the total planet volume essentially allowing you to double to volume of the planet. Having a port would allow you to sell past the normal volume cap, essentially double selling and allowing the demand to fall by 2% a turn if max volume is sold via city and port..

This sort of mechanic makes it so putting a port on a small planet with 1 or 2 cities not viable (which is a good thing). Ports become more useful as the planet scales up. And increasing the port level is based on player demand to move more product, not simply to up the number . You can have multiple ports competing on a planet since one might be closer to a route but the other one might be higher level making it better for bigger corps to dump faster.

Spaceport megastructure would mean a lot more if it was destroyed or captured since there might be a lot of players who have set up routes on it. It also makes larger corps become interested in Spaceports and leaving the selling to individual cities to the smaller players moving smaller amounts.
edited by DrDread on 3/9/2018
3/25/2018
Topic:
Violation by Sore Cogs & Dragons Gear

Doctor Dread
Doctor Dread
Administrator
If you know its Sore Cogs, then pretend Sore Cogs did the attack =)

I can't stop the alts. I will intervene if its really bad but I don't want to go after every person who attacks through an alt especially if its obvious who the main is for all the players already.

What I want to try to do instead is make another outlet for proxy war like this so you don't end up making an alt account. I want to get these pirate factions up and allow players to pay them to attack other players by paying them. The more you pay them the stronger the attack. They would essentially be mercenaries and can they can attack or defend with you temporarily. It might be as simple as paying an upfront cost to have their fleets or ground forces escort a group you select and charge you a large upkeep to hold them. That would be a near infinite money sink available to all players. and allow for a sort of fighting past your logistics on units you didn't spend a month to build up
3/30/2018
Topic:
Raiding

Doctor Dread
Doctor Dread
Administrator
.... Let's hear it =)

Can't raid for a percentage of their wealth,that could be billions. Maybe raid based on Military Power? But any way you slice it, a big corp is just going to squat an infinite attack on a smaller one making their Crop HQ, assuming you have to attack the Corp HQ to raid for credits, a liability building.

Raiding for credits could be really bad idea. Some one can pay for accelerated start then get squatted by a large corp day one, be disastrous. Even the AI Supervirus doesn't attack your wealth, just your INCOME.

I'm not sure how you can pull off a raid for credits without it being abused.
4/4/2018
Topic:
Kaiju Upgrade

Doctor Dread
Doctor Dread
Administrator
I havn't looked closely but from what I gather, most of the damage is done by dropping the weakness resource on it? Or is that not the case. If it is the case then I can reduce the damage done my resource dropping to 1 hit per 10 qty instead of 1 for 1. That would make it not a profitable way to killl it but away to kill it =)

I can also make the Flying Kaiju attack as a Destroyer and not a fighter, that might change the game
edited by DrDread on 4/4/2018
4/8/2018
Topic:
Gameturn looping

Doctor Dread
Doctor Dread
Administrator
metoneca wrote:
Seems there's actually something going wrong. Game Turn 46980 is looping since a while.



luckily I saw this while i was working on an update its fixed for now. Im not sure how it was done yet but there was a contract to buy products but that product vanished between the contract processing and the money trying to change hands in the game turn. The buyer might have been salvaging the stack that already existed at location sort of thing, but that wasn't it.
4/8/2018
Topic:
"Wings" of ships

Doctor Dread
Doctor Dread
Administrator
So Ive gone for a while but Im coming back now. I added "Wings" today. They are a single unit but they count as a stack of 10 ships. i.e. "Corvette Wing". They exist from Scout to Carrier and it takes from level 5 to 10 shipyard to make them. They are 80% cost in credits and logistics of the normal units... times 10. Otherwise all their stats are 10x the unit they represent. You can even put one artifact on them and get the full effect. This should make have forces of smaller (normal) ships a little more viable. The cost advantage and Artifact efficiency should compete with the special ships.
4/9/2018
Topic:
"Wings" of ships

Doctor Dread
Doctor Dread
Administrator
They aren't meant to compete with special units. Its just an easier way to put together stacks of smaller ships. Its not easy to make or mange a dozen destroyers to escort your big ships, its not easy on the database either. Now you can do it with a single unit. There is an advantage putting a single artifact on a single unit representing 10 ships since you're getting 10x the effect now. No one was doing this on smaller ships before because you might as well put your Nova Cannon on a dreadnought and not a corvette. But the 10x stack of corvettes might be worthwhile. This is the only arguable superior advantage of Wings right now, the efficient artifact usage.

Even that should eventually change in the future. I want to make the artifact effects scale with size of the unit it is placed on. making a size 100 unit the baseline that it is now. But if you place a nova cannon on a size 2 ship like a scout, the effect will be 5x normal. If you place it a unit size 200 the effect is half what it is normally.
4/16/2018
Topic:
"Wings" of ships

Doctor Dread
Doctor Dread
Administrator
Their size IS smaller that what a normal 10 stack would be so they will actually take 20% less damage drawn to them in a fight then 10 single ships. The logistics is based on the size of the unit so that's where your 20% logistics savings is.
4/16/2018
Topic:
Generic Contracts

Doctor Dread
Doctor Dread
Administrator
Wow, you were able to Edit an existing contract and it allowed you to blank out the product. I'm surprised that worked without crashing =) I'll have to correct that for now.
4/16/2018
Topic:
Kaiju Upgrade

Doctor Dread
Doctor Dread
Administrator
Their level is based on the population is why you are seeing level 1-4 ones. Its risky to change that. Although I can make it more of a possibility to spawn a bigger one sometimes.
4/16/2018
Topic:
Voyage to the Center of the Milky Way Galaxy

Doctor Dread
Doctor Dread
Administrator
Are you saying I only have like 6 weeks to get Exploration into the game so you might actually find something in the center of the galaxy? =)

I've been working on that lately




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