4/29/2016
Topic:
Chasing option
Doctor DreadAdministrator
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Razorix22 wrote:
The 10% HP option is about the HP pool from the attacker, but from the defender. I set an attack with 20% HP option, and my division stopped the attack at the moment I damaged a transport to 10% of his HP pool.
... I think that's a bug the threshold is supposed to be for your units not the defenders =) |
4/29/2016
Topic:
Chasing option
Doctor DreadAdministrator
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ChromaBear wrote:
Since there's a way of retreating when you have below 10% HP attacking seem very safe (You even have info on the opponents army before engaging) so why don't we have an option (and maybe a stat bonus) when guarding a structure "if the attacker flees or stop attacking, chase and attack what is left of his army for X tiles"
Also if a unit (like a transport) is in mouvement is it stoped by an attack or does it keep moving?
Making a "Chase" mechanic was proving to be quite complicated especially when one unit is chasing another unit which is chasing another unit. It becomes this recursive loop which quickly gets out of hand. The game isn't run in a way where each corp takes a turn in order, which would of made it easy. It all happens at once so it crazy complicated and we abandoned the idea. We prefer it to be defenders advantage anyway.
Stopping the units, or entire fleet because its under attack also becomes complicated once you ask if a scout can stop a fleet of battleships from moving if its attacked.
However, if you are clever you can still chase down a unit in a way, because the movement is predictable. And also, a little realized secret, all the units only travel in a straight line and then stop at the "turn" they need to make to get to where they are going unless where they are going is a straight line in one of the 8 directions. Even if a scout ship is flying to another city 3 spaces away, it will stop to "turn" at the appropriate spot so it can travel in a straight lien again to land at its destination if the city is one below and two the left of the starting city.
Knowing this you can set units at the point of the "turn" and catch the freighter where its stopping between cities.
We were looking into making a "Move and Attack" order which can execute a move (to chase a unit) and an attack in the same turn. With that you can just order your units to go where you think the other unit is going to be and attack in the same turn. But again, we don't like the chase down idea as it opens up a lot of complications and makes the game a lot more destructive. |
4/30/2016
Topic:
Group of structure
Doctor DreadAdministrator
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I wouldn't group structures like military units but I could "group" the assets page by different things, like location. |
4/30/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Maybe the HQ relocation cost nothing, but there was no delay neither, so there is a problem somewhere. Concerning the upgrade problem, you confirmed'what I thought, that upgrades come before selling. But even in this case, there is still a problem : the game consider in my case the total cost of upgrades + a fixed value (about 800 000) to test if I can afford launching the upgrades. It's as if there is a qhost upgrade that tries to launch each turn and rises the overall value, if that may help. I need : ( Upgrade_Cost + 800 000 < Money - Prod_Cost ) to be able to launch my upgrades.
Edit 1 : I wanna cry x) My HQ lvl 3 upgrade got cancelled again, I have lost in total 10M, and 150 turns for nothing because of this x) But this time I know exactly what I did during the turn : - First I asked for a change in "sell products" on the HQ. - Then the same turn I changed the production pf the HQ. And when the change, the game said : "Currently changing... with 2 turns remaining", instead of the usual one. And I think I did the same two steps the first time it was cancelled. (btw is there a way to get a refund ? Because 10 millions is quite a lot.) (thanks ! )
Edit 2 : The "find location" button on the contract page doesn't work.
Edit 3 : There seems to be some problem with the wait order. I'm often, if not always stuck at X/0 turn spend on the order. edited by Baston on 4/30/2016
Found the Corp HQ upgrade bug. If you change production while Upgrading the corp HQ it cancels the upgrade. Terrible bug and not a simple fix but I'm working on it. Don't change anything on your corp HQ while upgrading for now. You go tbonus 20 mil and Chromo bear got some also |
4/30/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Chromobear that was from me for the HQ problem Patch Update!
I just pushed a bunch of fixes up Hopefully I didn't miss something and causes it to crash, although the turn already flipped
Upgrades take place at the end of the turn after Sells has collected money. It looks like Not if you have the money you can upgrade approrpaitely
The Wait order problem was a bug I added and now removed. It was colliding with something from raids. You need to re-update any orders with wait or attack rounds for it to correct itself.
HQ Relocation costs money as it should now. Shows up under OTHER and is 5% of your Net Worth
Net worth anomaly between Your Corp Overview and Corporation Info page should be the same now. Also the HQ Relocation amount should be reflecting 5% of your worth now.
When attacking units on Guard (Terran Feds) They no longer show up twice.
The Corp upgrade bug was correctly. Hopefully it is safe to Upgrade your corp and then change production without it blowing up.
Started working on Event System and updates new tables in the database, you won't notice any of that yet |
4/30/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Lightbreaker wrote:
I have an admin tab now, next to tutorial.... and at the bottom of the page i can create assets, choose unit category, choose structure to build, initial product, Struct, custom name....is this on purpose? i haven't tried it to see if it works
Well that was close! Had a small disaster and that flag was flipped on accident. Corrected and 50 million for you for saying something =) I assume you're Lighthouse |
5/1/2016
Topic:
Generic industrial question
Doctor DreadAdministrator
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Masdus wrote:
Hmmm is this really fixed? It seemed so when I upgraded to lvl 2, but now that I have upgraded to lvl 3 my limit for structures is still 10.
It wasn't actually, something was missing so it wouldn't wok in certain situations. Its fixed now, your corp is corrected |
5/1/2016
Topic:
Research
Doctor DreadAdministrator
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Youcan change your tech easily just takes some time, fromteh Corp >> Research screen. youcan Unlearn tech and then apply it somewhere else. You can also go into a category instead of a specific product. The numbers were changes so that category boosting is pretty close to specific item. Also when others are playing you might find the price of your "specialization" not be profitable anymore and need to switch from Poultry to Beef, or Basic Mineral to Precious Minerals in some place.
But the real reason you may want to be diversified is that, hopefully, the event system will bring on dramatic changes in demand that will benefit a more diversified or category based guy than a specialized one.
AND ALSO, we might make a lot more tech options in the future for leadership, Politics, Military categories so your points spend almost like An RPG characters points. Right now there is nothing to DO except products |
5/2/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
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CmrdRowen wrote:
Is that normal that a structure cannot sell more than 197 units, regardless the level ?
You might be competing with your other buildings or other units selling into the same city, there is only so much you can sell at once. That's what the Volume is. If the volume for the product is 500 and 3 people are selling 2000 total at once, you're going to all get split up and reduced amounts. |
5/2/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
I have taken 3 attacks in different places, and the terran federation didn't defend me. Does it only defend againt "entire location" attack, and not in case of a "specific corporation" attack ?
I think I keep breaking this with updates. They should defend you but there might be a bug when they attack you instead of the entire location. I have to look at this again. |
5/2/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Naills wrote:
Think i may have found a bug, create a group and add a transport to it, upgrade the transport to lev 2, the max capacity for the group remains at 500 and it will only pickup that many resources.
That may be legitimate. I assume if you pull that unit out and put it back in it corrects itself? |
5/2/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Given that I have been completly wiped out of Neptune surface after the defense bug, is there a way in the game to delete the ressources on this planete from my assets list ? Because having ressources that I won't be able to access before a very long time makes the list of assets kind of messy.
Salvaging, or actually Destroying product isn't a feature yet and I'm not sure it will be. Its a little dangerous to make it just delete or salvage at a whim, no one would ever be able to raid your products before you destroyed them. Looking for a better solution.
When I fix the defense bug, I promise Ill make it up to you with something =) |
5/2/2016
Topic:
Loading troops into hangers?
Doctor DreadAdministrator
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I was able to load one of your commandos into your carrier without a problem. I think you were trying to load all commandos (didn't specify any with the checkbox) and it couldn't load them all. You have like 4-5 of them and each one has a size of like 5-10 each.
The load order is on an All or Nothing mechanic right now. I need to make it try to load the smallest ones first. I'm assuming that's what you did |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
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Masdus wrote:
It would also seem that picking up fixed amounts is broken. I was working about a day ago, but now my transports are loading up to their maximum every time.
Also it appears to me that ships aren't getting their first upgrade when they are constructed, or at least their is no little yellow triangle indication for it.
That's strange, I don't know what was changed to break that. Hopefully Ill get an update in tonight. |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Naills wrote:
Masdus wrote:
Naills wrote:
how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?
Pretty much. The resource node is over used.
Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).
It goes by the amount of production against the resource. After 1000 production total in the location by anyone, the penalty starts to kick in. The other person is either trolling you (in which case maybe you should attack it an, or doesn't realize what he's doing =)
The penalty increases what it costs all the structures that are mining it to run every turn. At 200% its like you are paying TRIPLE to mine the resource. you might as well move to a resource that is half the value!
I say halt production on your buildings and just raid the other guy with like mechanized units and take his product to sell |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Naills wrote:
Doctor Dread wrote:
Naills wrote:
Masdus wrote:
Naills wrote:
how does the overcrowding penalty work? someone has built 10 buildings where I have 1 and im getting -185%? why am I getting penalised I'm guessing for the other player having 10 buildings?
Pretty much. The resource node is over used.
Seems harsh im penalised cause one person has build 10 of the same building. The penalty should be based on the number of players using it, not the number of buildings (although a further penalty if a person has more than one building themselves there could also apply).
It goes by the amount of production against the resource. After 1000 production total in the location by anyone, the penalty starts to kick in. The other person is either trolling you (in which case maybe you should attack it an, or doesn't realize what he's doing =)
The penalty increases what it costs all the structures that are mining it to run every turn. At 200% its like you are paying TRIPLE to mine the resource. you might as well move to a resource that is half the value!
I say halt production on your buildings and just raid the other guy with like mechanized units and take his product to sell
I would raid, but there's lev 10 terran corp units here, not going to be easy The guard mode is bugged right now and isn't working. You have till this evening when I push my update out to deal with it =) |
5/3/2016
Topic:
Universe Expansion in Alpha
Doctor DreadAdministrator
|
We've pushed a bunch of fixes but the biggest one is that we implemented the Universe expansion code. There is another virgin solar system near Sol , just zoom out from the Viewscreen.
Resources outside of Sol system can be a lot higher. There is no Terran Feds out there and there are no cities yet. Cities will appear in location that have a certain amount of industry in them, probably 500 or so, but that is not implemented yet. City creation will come probably in next update. For now, have fun racing to the new system =) |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
We've pushed a bunch of fixes but the biggest one is that we implemented the Universe expansion code. There is another virgin solar system near Sol , just zoom out from the Viewscreen. There is a separate short post about it in this forum.
Bug Fixes: FirstUpgrade on Ships which were built at a shipyard were not going in. This is fixed but the bugged ships are not. Ill try to fix that in an update.
Upgrading units in a group should update the group appropriately, including cost. Accounting screen should be showing correct sums for military costs.
Transports not selling their "Set" amount, if one is declared, should be corrected.
Terran Fed units should now be defending the cities they are guarding again.
Wait turn order shouldn't be sticking anymore
Production costs are allowed to take you into negative now. Nothing else does. If your net worth goes to zero your corp will be liquidated.
Some comms bugs were corrected. |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Baston wrote:
Given that I have been completly wiped out of Neptune surface after the defense bug, is there a way in the game to delete the ressources on this planete from my assets list ? Because having ressources that I won't be able to access before a very long time makes the list of assets kind of messy.
You've been given some money and more importantly, the upgrade time on your corp HQ was reduced to 1 turn. |
5/3/2016
Topic:
Alpha Testing week 3
Doctor DreadAdministrator
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Several updates were made during the Alpha. Some features that weren't quite complete were fleshed out. We've tried to eliminate all the game fracturing bugs before we move on to the Event system. hopefully they are all gone.
The back end of the event system is already starting to form in the database. And we just implemented the galaxy expansion code which opens up new solar systems sectors zones when needed. The next thing we plan to implement is the city creation, when industry in an area becomes large, and then the first event will go into the system which will be a vote for City ruler. |