5/7/2017
Topic:
Changes
Vulpex
|
badmaw wrote:
Ok, so let's work with your numbers. Or better, let's say that the best player earns $10M/tick. That means 4 Monoliths and some ships. With 4 Shipyards you make the monoliths in two weeks. Then you have a fight of one hour and start over.
Keep it up and one day you'll get it.
You're not quite there yet though. |
5/7/2017
Topic:
More info - units vs fleets / groups
Vulpex
|
I noticed a discrepancy and was wondering about it.
When I look at the more info on an individual unit - I see the damage that unit does to everything up to and including a shipyard.
When I look at the more info on a group or a fleet - I see the damage that unit does to everything including the shipyard but then I get extra information on the damage the group or fleet does to structures.
I guess my question is - why don't we see the damage individual units do to structures? |
5/8/2017
Topic:
More info - units vs fleets / groups
Vulpex
|
Hurray! |
5/8/2017
Topic:
Planet Names
Vulpex
|
I would most certainly support this. There are several ways of doing it but ultimately it's the end result which would be nice... rather than system x planet IV would be nice for the planets at least to have names. |
5/9/2017
Topic:
Contracts
Vulpex
|
This reminds me - along with the how to grow and city and how to open a new planet guides, we could use with a contract guides - contracts do work but they are not always intuitive. (I've used virtually all of them at this point). |
5/9/2017
Topic:
Earth Alliance
Vulpex
|
badmaw wrote:
We have a perpetrator named A with 7k power. We have innocent tax paying citizens named B1, B2 ... B20 with 5k power each. A attacks B1, he wins (7k > 5k). A attacks B2, he wins (7k > 5k). ... A attacks B20, he wins (7k > 5k).
What are your thoughts?
It doesn't work that way. I think you need more experience with combat to understand how nuanced it really is but here are some things to bear into account.
Though relatively low powered - defenses (missiles, railguns and ion guns) are brutal - you need to overpower them significantly as an attacker or they will destroy you. I have barely managed to overcome situations where I had a nominal 3:1 power advantage because of that.
Secondly - attacking somewhere where a player has a lot of industry also handicaps the attacker - in practice what happens is that some of your firepower is being absorbed by the industrial buildings not the enemy units. As such you again need more power to overcome the defenses. Depending on the relative strength of the defenses and the size of the industry this can be more or less of an issue (just think of industrial buildings as some kind of fortification, in practice they work in the same way in combat).
Finally - yeah the terran federation does make a difference at times because it's unpredictable. If you are pounding a position with bombers and suddenly a lvl 8 terran varitek shows up (which happens) you are in for a very very nasty surprise.
However all of these details of combat nonwithstanding - yeah sure. It is always best to defend together. I just wish I could set defensive buildings (i.e. ion guns, shields etc) to defend either my guild or an entire location but they refuse to defend anyone but me!
This gives me some ideas... thanks for sharing your thoughts I need to think more on this whole thing. |
5/9/2017
Topic:
Contracts
Vulpex
|
Yes you can do it. But you need to deliver the phone to Cairo. Here is the thing iirc it doesn't simply transfer the phones from one corp to another - you have to go with a transport to Cairo to pick them up. They don't "just" change hands. I forget if it was the seller or the buyer but iirc without the materials being actually picked up the contract does not complete. |
5/9/2017
Topic:
Cargo or Hangar Display
Vulpex
|
Not a bad idea but it would get messy with units which have both a cargo hold and a hangar. It might be more practical to express it simply as a percentage (takes up wayyyyyyy less space - yes I have some BIG cargo ships and groups of ships - e.g. 158463/200000) |
5/9/2017
Topic:
Contracts
Vulpex
|
badmaw wrote:
Vulpex, my man, did you actually read my post?
Disclaimer: I don't want you to feel pressured to read my post or responding to it, but if you feel like helping please try to understand the problem first. Don't be like others.
Maybe I got confused.
I had the impression that you had to pickup the contract which you yourself made. But it really should be the buyer who does the pickup of the contract that's probably what threw me off.
I understand that you would like the goods to just change hands without anyone needing to pick them up and that makes sense too especially when it's a direct sale of a pile of stuff. (If the buyer wants to move it afterwards they can do it anyhow). |
5/9/2017
Topic:
Healing bonus for units
Vulpex
|
Maybe it's not a bug just an undocumented feature...
So normally shipyards and bases give a bonus to unit repair +0.1% per turn and level of the shipyard/base ok so far so good.
However this bonus is not applied to "special" units which are obtained from artifacts or artifact missions - feature or bug? |
5/9/2017
Topic:
Healing bonus for units
Vulpex
|
Yup - took some big battles to figure it out but they take much longer to heal that normal units...
I had a unit (Battlesuit) down to 1% health but my Gunsuit which was at around 20% health took longer to recover - both units were together all the time, the one difference would be the bonus from the shipyard/base.
I suspect it might be related to the fact that they don't show up on the overview like normal units too maybe? |
5/11/2017
Topic:
Dist. Center mass deletion and Order Phasing
Vulpex
|
Hmm.... George you do realize that there is (supposedly) an 8 turn lag period every time you change production? So it would be - Turn 1 Poultry. Turns 2-9 wait. Turn 10 Beef, turns 11-18 wait...
Or are we getting completely rid of this? (iirc it was not implemented during beta to help test the economy) |
5/12/2017
Topic:
Cancel Upgrade
Vulpex
|
I support this. 100%. It's a bit better now with shorter upgrade times but seriously crimps logistics. |
5/12/2017
Topic:
Dist. Center mass deletion and Order Phasing
Vulpex
|
I'm not sure it will be implemented - right now when you change production it does tell you it takes 8 turns to do the switch - then changes production the next turn. |
5/12/2017
Topic:
Cancel Upgrade
Vulpex
|
Doctor Dread wrote:
Upgrading in hangars and then stalling it at the last turn if it would make it not fit is just a little tricky and I haven't gotten to it yet is all.
I agree that this is tricky - but is there some way to simply cancel an upgrade? With total or partial loss of the upgrade cost but sometimes in war you really need to get your assets rolling... |
5/13/2017
Topic:
Interception?
Vulpex
|
It's possible and I've done it. But it's far from trivial. Also you get a single turn of combat in an interception so make sure you bring enough firepower to kill whatever it is you are hunting. Finally you can only intercept by leaving an open attack order to a corporation or guild. This leaves you open to that corp or guild bringing a bigger fleet to that location, which you will attack automatically and boom... your interception fleet just turned into a pile of smoke. |
5/13/2017
Topic:
Net Worth of Products?
Vulpex
|
I actually think you are right Hutton - stacks of products in storage do not contribute to your net worth.
What does add to your net worth are:
1) Your cash 2) Your production facilities 2) Your units 3) Your HQ (though it probably really should not)
What does not add to your net worth:
1) Your stacks of products 2) Your units in production - yeah you paid 250 million to build that monolith but for the next 1000 turns it's value just gone from the balance sheets. Though this actually makes sense because if your shipyard is destroyed during production - that unit is lost forever (and no compensation given). 3) Your items - this includes artifacts and APCs
Also worth noting - if you have put up a unit for sale in a contract, that unit is still counted in your net worth until the contract is completed at which point it is gone. For the contracts to buy or sell products the net worth changes with your cash balance.
I might have missed something but that's how I believe it works. edited by Vulpex on 5/13/2017 edited by Vulpex on 5/13/2017 |
5/13/2017
Topic:
Water
Vulpex
|
Oh... actually I did notice this before the launch but thought it was deliberate... when you increased the demand it also increased the volume isn't that how it's supposed to work?
You know how it goes... water is life... spice is life ... he who controls the spice controls the universe... |
5/14/2017
Topic:
Tutorial
Vulpex
|
I think i can replicate the problem Zip444 had.
I started to upgrade a facility before receiving the cash from step 8 - hey I needed to get some sleep last night.
I came back to the following:
1) My facility had upgraded 2) Step 8 had been cleared (after 10 turns of upgrade) 3) I had now received the money 4) The next upgrade on my facility only took one turn.
So... quirky yes, but you do get all of the bonuses and advantages of step 8 even if you've upgraded a facility before. |
5/14/2017
Topic:
Tutorial
Vulpex
|
Doctor Dread wrote:
Are you saying you started upgrading your structure before the tutorial got to the point where it tells you to upgrade your structure? That would make sense, it only reduces the turns to 1 if you're upgrading when the tutorial stage is at that certain point. . Before the money boosts in tutorial you couldn't pull that off easily. The tutorial is going to have to reduce your current upgrade to the current turn if its already upgrading.
Yes. I start the upgrade before the tutorial got to that stage. Go figure - anyhow the result was that I got a 1 turn upgrade for my next upgrade and I did get the cash too.
So it does work - but is a bit quirky if you start the upgrade before you get to that point in the tutorial.
It seems though at times the tutorial needs a tick to decide that it has advanced a stage, that is why it might be misleading at times for some. |