5/4/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Matrix wrote:
I upgraded my HQ to level 4 and only the building slots are increased to 20 vehicle slots are still 30 .
Jeez, its like the bug that comes back from the dead! This should correct itself after this evening. |
5/4/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
CmrdRowen wrote:
I made recently a few order loops, they're stucked at the "loop" order.
Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely. |
5/5/2016
Topic:
playing the,pirate
Doctor DreadAdministrator
|
Naills wrote:
The,ability to hide who a ship or unit belongs too. any unit or ship set like this would be attacked by everyone as would be seen as being a pirate or bandit Hiding the names of the units unless you're the attacker wouldn't be too hard but in the end they can see your ships leave and watch where they go. There is even going to be a report in the reporting section to bring up any corps asset list.
It was decided early on that "stealth" for units in any form wouldn't be a part of the game. Firstly, it's difficult to implement something that can be seen by some people but everyone else can't, everyone has to track everything that they can and cant see. The game is played "openly" like an RTS with no fog of war, or that new game "Offworld Trading Company" (good game, 20+ minute trading war game similar theme to Barons of the Galaxy)". But also with the internet its not realistic to keep any secrets in the game. It's not like I can make a hidden planets that are discovered by people and that can be kept a secret for very long. It's a lot of complicated work to implement for a feature that has little payoff and is gotten around very easily.
That being said, there will probably be some form of hidden locations and units that have to be found through events, but stealthing your own corp or units will probably never happen.
If you want to become a "Pirate Corp" let me tell you that the idea of having asteroids and rogue planets close to but not necessarily inside the solar systems is already in place and those would be a great place to move your corp HQ to, with your guild of pirate buddies of course, and raid from that base. There are going to be NPC faction pirate that will, probably through event, set up a base nearby and raid players from until there base is destroyed. The idea of having voting power to make them your allies temporarily is something we want to try to do. |
5/5/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
CmrdRowen wrote:
Doctor Dread wrote:
CmrdRowen wrote:
I made recently a few order loops, they're stucked at the "loop" order.
Do you have two loop orders right next to each other? The system will only execute one loop order in a turn, advancing to the next loop order and waiting till next turn before executing it. Otherwise it can death spiral into an infinite loop if setup strangely.
Nope, one loop order, but it's set to repeat the orders only twice. EDIT: it seems to be solved now, but I didn't change anything. edited by CmrdRowen on 5/5/2016
Fixed it yesterday =) |
5/5/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Masdus wrote:
When you raid with no cargo capacity, you end up with 0 of that good listed as being carried by the unit/group. If it is a group and you remove all units from the group, you will end up with a asset entry for zero goods that has no location. edited by Masdus on 5/5/2016
Wow, that's a serious bug that would definitely cause some weirdness. I don't understand why it never came up before. This might be related to the other bug I saw long time ago where product was magically appearing. The system is not expecting a product entry for a zero amount..
I already fixed it. and you will get a sexy ship |
5/5/2016
Topic:
playing the,pirate
Doctor DreadAdministrator
|
Masdus wrote:
Simply not being omnipotent and able to see all military units would be a massive boost to the game. Being able to scout without risk your opponents defenses before attacking gives the attacker a massive advantage.
Sending in a level 1 Infantry before you attack will just become the norm. Stealth play in a game like this doesn't work. It's just a like a board game. you can see everything and plan accordingly. If you go all in one someone everyone else will jump on you also. Its more of a political game. I have this idea to allow units to be set to "react" when a fight happens, like guard mode but with an optional range stat. They would come to the scene of a fight if one happens against you, or your guild, or anyone etc within a range you set.. |
5/6/2016
Topic:
Distribution center
Doctor DreadAdministrator
|
I have an idea for that. I'm trying to work on it this week. On the Assets list you will be able to click something like "Mass Update" and it will add a check box column and another dropdown or two depending on the asset type. you'll be able to one shot select everything if you like and tell them all to upgrade, or set there buy sell, production etc. Might be a "Mass Upgrade" and "Mass Production" .button that will render the list differently depending on what you are trying to "Mass" do. This solves a lot of problems at once. I also want to make it so when youupgrade a building or unit, you can ttell it to what level you want to upgrade it to and it will keep issuing a new upgrade till you get there..
ALSO I want to make the shipyard and military base be able to construct units starting at higher levels, with the max level being the level of the Base. So a level 5 base can build level 5 units. It would be a little faster than upgrading them normally and a lot less tedious |
5/6/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
Cainon wrote:
I have been away for about a week to let you know that my Transports were carrying about 6000 Items when the cargo capacity was 500 and had to empty them over time to use them again. I also found that I had negative number of - 1002 water on one of my transports which I had to pick up water to fix the problem.
A lot has changed in a week. I'm curious if you can make that happen again. I'm keeping an eye out for it |
5/7/2016
Topic:
The Alpha Test v2 reporting thread
Doctor DreadAdministrator
|
vadio123 wrote:
I guess base multiplier in Communications Hub is wrong I think right 50 like others services but its 10 atm
It was wrongly set to 10, I changed it to 50. Good catch. |
5/7/2016
Topic:
I would like to know
Doctor DreadAdministrator
|
Cainon wrote:
Can you build structures in other cities without your HQ being there?
Yes. You have to build an Item ACP(whatever) from your Corp HQ, the you can have a unit pick it up go to another place, city or otherwise and deploy it. |
5/8/2016
Topic:
MilitaryUpdates
Doctor DreadAdministrator
|
There's were some changes to Military units today. Please bear in mind these aren't final and the changes are usually dramatic and blunt. The big one is that cost of all the ground units, from variteks on down were doubled. This was easier than bringing down the cost of ships. Also military units in relation to the scale of money being moved around were way to small. Everyone is happily pumping out a bunch of units without the worry of their cost because they didn't cost much.
Many of the attack values of the units were tweaked also, again not a final change but more towards appropriate values.
The carrier costs only 8 mil not 12mil and can carry 40 hangar instead of 20. The bigger ships hit ground targets harder now. Structures (Factories etc) have only 500 hit points base instead of 1000. All units can now be loaded onto carriers UNLESS they have cargo. The units must drop their product or they won't be picked up. Also the carriers still pick up on an all or nothing mechanic when it comes to hangar space. Hopefully we can work a "pickup as many as you can" mechanic in soon. Infantry has 20 cargo space now. You shouldn't' be able to upgrade hangar on units with no hangar to begin with anymore. the bugged units will be fixed eventually Transports should drop their specific amount of product when set to. The combat matrix on the websites Guide Page >> Combat was updated to show everything on the units now Also, if you haven't noticed, there is a "Mass Asset Upgrade" Button on the assets page about the Create Group/Fleet buttons. They allow you to upgrade everyone at once if you like. The City Creation procedure was added to the Galaxy expansion code. If a location out in Olegard Ssytem gets 500 industry going it will spawn a new city! |
5/8/2016
Topic:
Warning of changes
Doctor DreadAdministrator
|
Masdus wrote:
If you are going to do something like adjust unit cost, some advanced warning would be appreciated so people can make adjustments before they suffer from it.
I apologize, it came as a last minute thing. Ill try to post ahead of time before pulling the trigger on it.
Since you're mentioning it though: The Upgrade cost of units and structures is going to become less of a bonus also, instead of costing half as much as buying new units it will cost 80-90% of what new units will cost. Salvaging might get turned down to 25% of the value of whatever is being salvaged/Destroyed. The rate at which demand goes up might be lowered. It was originally 100 points a week and was turned up to be 500 points a week before Alpha. It might go back down. The military units cost might go up again, again Ill try to post at least the day before it happens. |
5/8/2016
Topic:
Ships VS Ground forces
Doctor DreadAdministrator
|
Masdus wrote:
In my opinion making ground forces more expensive relative to ships does nothing to address the issues. Right now for naval battles it is decided not by whom has the bigger navy, but by whom can bring the most troops in hangers. Again logistics is just too simple a mechanic, treatig a corvette the same as a monolith and the same as a fully upgraded Armoured. The fix really would have been to make naval vessels more effective in their own domain. For an example look to battle 614.
There is a massive disconnect between how ground troopps function with their exponential growth in size and power, and how ships work. Sure it might "balance" with on going cost, but it certainly doesn't make a lot of sense that a fully upgraded "bomber and fighter defender" can't even go toe to toe with a single level 8 veritech. I think its just that the levels are shown prominent and not the size of the units Upgraded ground units are just more of them. A level 10 ground unit is 100 of them, a level 8 is like only 50. Upgrading a single unit instead of making 300 individual ones was a mechanic to help take burden off the system and the players. The upgrade scale goes up sharply, its like 1,2,5,8,10,15,25,50,75,100. I think you sent 50 variteks against 100 fighters and 100 bombers. Perhaps the levels should be more evened out or it should be more prominently displayed how "many" are in the unit. Sending a level 8 counter against two level 10 units sounds like you should be whomping them but is misleading because numbers wise you're like 50 against 200.
Hey, battle 614 is your 50 variteks going up against like half adozen corvettes a c couple of destroyers and ac cruiser, that's like a counter against your variteks =) edited by DrDread on 5/8/2016 |
5/9/2016
Topic:
Ships VS Ground forces
Doctor DreadAdministrator
|
On the site under the GUIDE page there is a sub section for Combat, it has a matrix that shows how much damage every unit type inflicts against every other unit type. It also tries to explain how your attacks gets directed by the size of the defending units. Bigger units draw more of the fire.
I hear you when you say that the current logistics is unfair. Making a battleship cost the same logistics as a unit of mechanized whether that mechanized is a 1x or a 100x. Its not like you can easily 100x stack a destroyer. We could count the size of ships and perhaps the level of ground units instead of just the unit itself for logistics. that would make a 100x stack level 10 unit count like 10 and a battleship count as 4. I didn't want to get to complicated with logistics, it was put in to be a nudge against making 100s of small units and clogging up the system.
The real "logistics" penalty was supposed to be the upkeep cost of the units. It wasn't supposed to be difficult to make a large army but it would be impossible to maintain it. a 100x stack of variteks is like 150 million dollar investment (now) . That's the cost of 3 battleships with a similar upkeep. That many should be able to take on 4-5 corvettes and destroyers and break even, even though they counter variteks Maybe we should even make "repair" cost money so even though a huge varitek stack might win a fight like that they would take a lot of damage and cost a lot more to repair back to full. The construction time on ships vs ground: Probably a good point, the construction times on grounds units might have to double like the price did. There are too many ground units being made to quickly. I can't "stack" the ships so I have to make the ground units less numerous. having a level 10 100x stack of something was supposed to be a big deal, like you're nto supposed to shoot for max level because its "too many" unless you're massing for something huge |
5/9/2016
Topic:
Ships VS Ground forces
Doctor DreadAdministrator
|
Masdus wrote:
Yes I have read the guide. I had assumed the matrix was in % of damage dealt. I understand it better now.
Just FYI, I know the matrix probably isn't balanced in certain matchups. A lot of stuff has been changed especially when doubling the cost of half the units. This will probably be tweaked over time, it's already gotten a couple of dramatic changes. I'm probably going to split the matrix into two grids, one that shows just the combat values and another that shows all the other information,costs, construction time, size, level up cost % and maybe even the brief description of the unit and what it is supposed to be good for so we can tweak the combat scores more objectively |
5/10/2016
Topic:
Storge
Doctor DreadAdministrator
|
The price is paid on all product regardless of where it is. I SUPPOSE we can make it not charge you for product on ships but REALLY how much money are we talking about? =)
The cost was put in to nudge you to keep the galaxy clean and not let everything pile up in 20 places |
5/10/2016
Topic:
Intercepting Moving Troops
Doctor DreadAdministrator
|
You have to be in the location already, and have an attack order running on the turn the other guy moves into the same location. If you both move to the same location on the same turn, he'll be gone on the next turn when your attack order activates.
I can't see exactly how you're doing it but I'm assuming you're a turn behind. You can watch the other guys units moving and see where they stop to "turn" and change direction when going back and forth between two locations. Go to that spot and set your units to attack for several rounds. Use the attack for turns box or at least issue an attack order for a few turns. |
5/10/2016
Topic:
Contracts
Doctor DreadAdministrator
|
It is a matter of profits. I think the buying cost double what the demand is right now? Or am I wrong? Not at home right now. Anyway the buy price should be substantial, at least double the current demand. You can still diversify everything it just costs more. How much more is something we can always adjust |
5/10/2016
Topic:
Intercepting Moving Troops
Doctor DreadAdministrator
|
Are you attacking the entire area or a specific corporation? What are you two doing differently that makes one work and one not?
Units in SPAAAaaaaacee..... I know this was a possibility, it happens when ships carrying units in space are destroyed automatically, I didn't prevent carriers from deliberately dropping them off in space either. They shouldn't be able to move out there and they are supposed to be taking damage while out in space like that, just not added yet. There are some loose ends when it comes to carriers when they explode in space especially in a group that can no longer hangar them all |
5/10/2016
Topic:
Contracts
Doctor DreadAdministrator
|
When you buy, the price goes up at the same rate as when you sell. The problem in Sol right now is that the limiters I put on the demand are pretty blunt and simple, they are maxing out at about 150 so you never really get the penalty for buying as the price will cap out there.
I need to loosen the limiter but I also need to cut all the resources plots and cities by at least HALF to make prices at any one particular city a problem. I should also put back the much slower demand increase rate so once you sell down a city, it won't come back up 500 points in a week.. |