4/19/2018
Topic:
Voyage to the Center of the Milky Way Galaxy
Doctor DreadAdministrator
|
Not much is going to happen in 2-3 days, although I might be able to push an update this weekend that has **mysterious disruption in comms signal*** ... so maybe I can give you one of those as a reward. |
4/19/2018
Topic:
Tutorial Bug
Doctor DreadAdministrator
|
So do you have tech in Rare woods only? Or is your Corp HQ making Rare Woods? |
4/19/2018
Topic:
Not grasping some concepts
Doctor DreadAdministrator
|
Typically people use a transport of some kind and make them run to another city to buy a missing component and dump it at location where you factory is on a regular basis |
5/2/2018
Topic:
Spaceport mechanic overhaul
Doctor DreadAdministrator
|
Sounds like you're making an NPC Megastructure, like Terran Federation makes a megastructure and responds to it. I can imagine votes for laws that last a week or so which can accomplish the same thing without having to make actual units. Something like "Terran Federation is going to construct a Space Elevator but you can vote on which planet it goes on." |
5/2/2018
Topic:
Ground Unit lvl 2 UI Incorrect Scaling
Doctor DreadAdministrator
|
Hold on there. a Level 2 unit is 5x the size and strength of a level 1 unit. Showing 500% is correct. It's Infantry off of the combat grid in the guide ... x5 |
5/6/2018
Topic:
Ground Unit lvl 2 UI Incorrect Scaling
Doctor DreadAdministrator
|
LunaMoth wrote:
But a level 3 unit shows x10, and a level 10 shows x100. Again, I am talking about the "Effective Attack Multiplier". Perhaps the confusion arose because % is shown for level 2 units but not for other types of units.
One is showing 500% , the other 10x "X" and "%" two different things. ANyting under "10x" displays as a percentage from 100-999% |
5/6/2018
Topic:
Voyage to the Center of the Milky Way Galaxy
Doctor DreadAdministrator
|
LunaMoth wrote:
That's okay, no rush. We can wait until you are ready to release something. The voyage was ultimately meant to be for fun. One thing I later realized is that if you zoom out all the way, there is no visible military so it would be difficult for other corporations to spot the ship.
Your Wasp in the center of the galaxy has found and rescued a until now unheard of class of ship that is even faster than your Zenith Hypercraft. Unfortunately you still have to fly back home with it =) |
5/7/2018
Topic:
Account Liquidation and then some.
Doctor DreadAdministrator
|
Jaddar wrote:
Hello Seren/Dredd,
I come to you for help. On Friday night I was working on my account changing production, queueing up contracts, and sell orders when at 9:30PM CST a contract between Construct Unlimited and my company "Spaced Out" caused a bug/terrible typo/???? and caused my account to be liquidated and left with $200,000. According to my accounting sheet I lost 70 Billion dollars at that time. My company was not worth that much, my company was worth between 9 and 12 Billion. It appears as though Construct Unlimited went up that 70Billion.
Any help restoring/understanding would be appreciated.
Thank you.
Sounds like someone is exploiting a glitch in the contract system, I have to look into it. |
5/22/2018
Topic:
Assets Page Broken...
Doctor DreadAdministrator
|
The assets page had a 6 month old Kaiju level bug found today, it not runs 100x faster as it always should have. |
5/22/2018
Topic:
Assets Page, City expansion, unit balance
Doctor DreadAdministrator
|
The assets page had a 6 month old Kaiju level bug found today, it not runs 100x faster as it always should have. |
5/24/2018
Topic:
Assets Reorganization
Doctor DreadAdministrator
|
Mmmm, They are ordering by the wrong column, their ID in the database as opposed to a explicit "Display Order" column. AN oversight Ill try to correct. |
5/31/2018
Topic:
We are going live on Saturday May 13th!
Doctor DreadAdministrator
|
Yes, One year since launch. And people still play this game! There are AAA titles that cant make that claim! =)
I hope to release a big update in the coming weeks, missed the anniversary =) |
6/6/2018
Topic:
Things we're working on lately
Doctor DreadAdministrator
|
We havn't seen any exciting new features in a long time. Its not that nothing has been worked on, its just that there are a few different things that havn't quite made it out yet or got held up. Some ideas lose steam when problems with it arise but are still lingering around waiting for a good solution. This is a list of some things that are in the works:
Doomstar Event - There is a Doomstar unit in game but it doesn't show up anywhere. The gigantic Machine ship that carries a kajillion fighters. It was meant tobe part of a new Doomstar event that was going to be like a Star System scaled Kaiju Event. THe specifics on how that event will operate just havn't come together. I was getting creative with having it move from city to city while the players put together a doom cannon to hit it really hard but that idea went sideways on implementation so it was pu ton hold. I might just release that event as a Doomstar that shows up near a planet and constantly sends out units to attack until you destroy it.
Planetary Megastructures - There is going to be a Ringworld (Pop growth) and Defense grid (Anti Ship defense) planetary megastructure added to the game. Its not that complicated to add these since the system for these bonuses are already in place. I got stuck on the graphical icons for these for a while. I want the planet to actually have a visible ring or array around it when deployed but they looked terrible at first. Not a good reasonto hold these up so you might see these coming soon. There is also going to be a star system megastructure, the dyson sphere/ring/swarm. That will be a while as it will be a lot of new coding for the mechanics behind how those work.
Email/mobile notifications - There is already some interface screens to setup anemail to forward certain in game notifications to, the atual emailing part isn't set up quite yet. You can most likely "email to your phone as SMS text" using a special email address at your carrier. i.e. 7025551212@vtext.com for Verizon for example. THe back end system to make sure I don't spam phones is taking some time but this will eventually show up. It owuld be for paid accounts only.
Politiacal Prestige - This was an idea to have a political prestige stat that was based on things like you being a ruler of some kind , owning megastructurres and having titles. This stat would increase logistics by a percentage and increase your voting power. A second part to that was to implement player voting against other players such as inflicting War Crimes penalty or ban players from trading at certainplanets etc via vote. Which new star system to open up next would also be soemthing you can vote on. This idea is mostly still on the white board but parts of it, like the stat itself, might creep into the game soon.
Quest system - There are no "quests" in the game and there is no reason to "explore" outside revealed star systems. That will change with a new system I'm working on. There will be visible locations around the star systems you can visit and pick up randomly generated quests to run. There will also be invisible ones out in space that will ocasionaly ping nearby ships. The quests mechanics will generaly be the standard fare, either some sort of delivery/cargo mission, a combat oriented kill quest or a puzzle solving one. The quests will have randomly generated "level", "quest type" and "reward type" which will be apparent in the flavor text and also be geared towards the type of location you are getting the quest from so you can vaguely choose the kind of quest/reward you want to run. "A Desperate Merchant wants you to deliver X qty poultry to some location" would be a simple delivery quest with probably a cash reward vs. "An Intergalactic Crime Lord wants you to rescue a person from a Dark Star base in another sector" is going to be more like a Guild raid against a large force of units that will take days if not week with a reward being something a Crime Lord would offer. Most likely you can only have one quest running for your entire corp at a time. If you want higher level quests you can go out farther into space to find them. The higher level quests simply scale up the distance, steps, combat power of the particular type of quest. The high level non upgradable ships as rewards are already in game and artifact fragments, which will make a great lower denomination of artifact currency as rewards are also coming soon.
Player events - I want to make events that are more player oriented such as the gladiator leagues that have been toyed with already. Something like a "race" around a str system (more like "Death Race") for prizes or even simple things like Military Parades.
Eventually all these things will show up in game, hopefully sooner than later. If theres other good ideas out there I'm always open to hear them. |
6/6/2018
Topic:
Guide: Artifact List
Doctor DreadAdministrator
|
When an intergalactic Crime Lord asks you to rescue his daughter from a Dark Star Base in Sector 7 on a quest... the reward might be A Battlecruiser.... literally coming soon! |
6/8/2018
Topic:
Orders option for orbital guns
Doctor DreadAdministrator
|
I'm considering giving them a "mode" they can be in for , None, Guild, Everyone. Which will make them show up to fights even if your unit isn't there. The "Guard/escort/guild but guild mate is attacking my base, while my fleet is escorting his group which side do the guns go on?" gets a little tricky. I want to do the same thing for Starbases also. Since the logic for the guns following your units seems to be acting correctly I can try to add this other layer to it. The raiders will be PISSED! =) |
6/8/2018
Topic:
Cruise missiles
Doctor DreadAdministrator
|
I don't think there will be Cruise missiles as described added to the game. Although there are superweapons that can target locations from a distance, They are going to be Megastructures of some sort |
6/8/2018
Topic:
Suggestions on Narrative, Inflation and Friction
Doctor DreadAdministrator
|
I like this post, here are my thoughts on everything
Money Sinks - New Megastructures for political prestige stat which translates to logistics, end game progression. This is what big corps end up pushing on to increase thier logistics past level 10. Some megastructures can be High cost/low maintenance ones purely for prestige. Like Civilazation "wonders".
End game raids - Entire planets of infinity scaled unit bases or unique Superbosses that offer special ship rewards. Can be randomly spawned by events. Kind of like Kaijus but they are larger or multi-stage and sit in one place. For example. A Doomstar that warps in more units as the fighters are destroyed scaling up the fight and with different units until it is destroyed. THat way you can initiate an attack on it but be forced to switch out unit types or manuever a bit to take it out.
Planetary Quirks - Give planets Bonuses, negatives and "problems". Original game idea which was never implemented. A lot of foundation for this feature is in place now. The city/Planet/System wide bonsues for example. I need some Combat affecting ones and then these quirks would be easy to implement.
Artifact Diversity. More consumable uses for artifacts is a must I agree. Also, to goive them more flavor, How about making 5 Different Artifact resources instead of one? SO there isn't a generic Artifact site resource. They are one of the 5 types. Geo, Meta, Cyber, Dimensional, Mysterious?
Rulers influencing town. Maybe not tax, but bonus/neg for certain categories of industry. This can be at city/planet/system level
City events requiring a sink of money or military. Money to prosperity sink will probably work better with more megastructres that permanently boost population or industry.
Rulers setting tarrifs vs corps - Edict system should implement this. Rulers will be able to edict other players so they cant trade, or build etc within the scope of that rulers territory. City/Planet/System. Edict system is envisoned more as a player-enforced justice system.
Spy/counterspy - I don't want this kind of mechanic in game where I have spies and everyone has spy defense. It was an original game idea but its feature creep with a lot of new systems and structures etc that need to go in. I do want to implement something similar to Sins of Solar Empire, the pirate bribes. "hidden" players can invest in pirates to attack other corps secretly with fleets or by sabotage. Its kind of the same thing except its a straight money sink that is actually competitive because while you don't know who exactly is paying the pirates to launch an attack 100 turns from now, you can see howmuch money has been invested and who they will currently attack. That corp can throw more money to make them go the other way. The Scale of the inevitable attack grows with the amount of total money being sunk into it. If 2 supercorps go to a price war against the pirates, they might sink billions into it and inevitably one side is going to get hit with a planet sized fleet.
Named planets - Straight typed names, No, Being able to select from several random ones, yes. Problem is that the planets are named after the system they are in for a reason and makes it a little easier to know where they are by name. They are also named immediately upon creation. Perhaps City renaming would work better? When a new city is forming, there is a vote by the industry holders at location as to what the city should be named from a list of a few random names. Thats the name it will use when it is actually formed 100 turns later.
Strategic Resources - This can be handled by the planetary quirks some of them can make certain industries have a bonus. But if you want to "Find a Super Weapon" or "Find an abondoned Super Component Facility" or "Terminator Factory" which is a special Military Base that can pump out Terminators. If I make those things indestructible then I need to get the Capture mechanic in place so you can attack them. This sort of "game theme" can somewhat be covered by making Artifact Resouyrce be split into 5 distinct resources.
Something I want to add - Special features for Moons. Moons are underutilized. I was considering making their resource numbers a bit higher and perhaps making it so it only requires one city ruler on a moon to initiate a planet ruler vote. They can also be the site of Special locations I'm working on. |
6/8/2018
Topic:
Research Mechanic Utilization
Doctor DreadAdministrator
|
I was considering allowing research points to go towards either of your logistics instead of just industry efficiency, Maybe even towards the new political Prestige stat when it comes out. |
6/8/2018
Topic:
Orders option for orbital guns
Doctor DreadAdministrator
|
Thats an example of where it gets a little tricky. I can declare certain NPC corps as Hostile, but then there might be a situation when you'll have those corp on your side in some event.
You already cant attack yourself and there is a lot of checks to make sure you don't do that sort of thing, that's why the orbital guns are linked as a support unit to your existing attacks. You might have a legitimate corp as an enemy you're fighting in one place that gets attacked by someone else, even Raiders, in another location and your guns are set to Defend Everyone and do.
The only full solution is to maintain your own list of who is your friend and who isn't. Not to complicated since your guild is one line and "hostile NPCs" is another. Then a few more for whoever you are at war with, perhaps entire guild. If you had a list like that then it would be much easier to make things like Defending OGuns, Bases and even comm./alarms when enemies enter your area. You can auto attack corps in your location too. Its a little hard on the system to track all this all the time but might be possible. |
6/8/2018
Topic:
Suggestions on Narrative, Inflation and Friction
Doctor DreadAdministrator
|
Theres already a list of Planetary Quirks somewhere in the guide(?), Guide >> The Galaxy there is a list there. But that is kind of obsolete. Most quirks are going to be bonus by category of industry. Bonus/Neg by category of military unit, Persistent problem like indigenous lifeform that attacks often. Im not seeing the free resource drops happening. But I do like you ridea of strategic artifact/location that is permanent and can be fought over. |