4/29/2016
Topic:
Sell amount over X
Masdus
|
Very much yes. |
5/1/2016
Topic:
Military and logistic contracts
Masdus
|
Well you SORT of can already, by sending the Merc cheap contracts to feed whatever industry they are running. Not quite a solution for a 100% dedicated Merc force though. |
5/1/2016
Topic:
Research
Masdus
|
The problem with specialisation is that it is TOO specialised. I suggest that we should have another tier as an option, so for example you can pick to specialise in Basic Metal, or choose to specialise in metal production in general. The later would of course be less of a boost then the more specialised option, but would allow for a slightly more versatile corporation. |
5/1/2016
Topic:
Generic industrial question
Masdus
|
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. |
5/2/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
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.
Can't you pick them up with a freighter? |
5/2/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
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. |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
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. |
5/3/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
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
In other words a single lvl 10 harvester will hit the limit and cause overcrowding. Perhaps the limit is too low. |
5/5/2016
Topic:
playing the,pirate
Masdus
|
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. |
5/5/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
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 |
5/6/2016
Topic:
playing the,pirate
Masdus
|
Yes, that is why games like Ikariam don't provide you a battle report unless your force survives the combat round, to avoid using cheap units for perfect scouting. These are issues that have long been solved or mitigated. |
5/8/2016
Topic:
Warning of changes
Masdus
|
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. |
5/8/2016
Topic:
Ships VS Ground forces
Masdus
|
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. |
5/9/2016
Topic:
Ships VS Ground forces
Masdus
|
No it is his 50 Varitechs, mostly holding their own, against a fleet that represents a fairly lengthy build time and investment of cash. I get the size factor, but when you do the sums, it just doesn't make sense to spend on a navy in most cases. You simply can't produce enough navy to counter troops,and since troops can fight in naval battles they will dominate. It doesn't help that we have no indication of base attack strengths. We know the percentage multiplier due to level, and the adjustment for troops types, but not the actual base number. |
5/9/2016
Topic:
Warning of changes
Masdus
|
I would keep the high salvage for destroyed units. If those are high level units we are talking days of upgrade time lost. The cash in hand gives them some possibility of rebuilding. |
5/9/2016
Topic:
Ships VS Ground forces
Masdus
|
Yes I have read the guide. I had assumed the matrix was in % of damage dealt. I understand it better now. |
5/9/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
It would appear the penality for having more units then your HQ limit is not being correctly applied. Recently my excess unit was reduced by almost 20 units, but the change in cost for my military barely changed. Given that my military cost is 1.2 million I should have noticed something. |
5/9/2016
Topic:
Storge
Masdus
|
Am I supposed to be paying storage on goods I am currently moving around? It not like I am renting warehouse space within my own transports. |
5/9/2016
Topic:
Contracts
Masdus
|
Why is there such a lack of contracts and trading going on? Is everyone diversifying completely? |
5/9/2016
Topic:
The Alpha Test v2 reporting thread
Masdus
|
Movement also appears to be somewhat intermittent. Several times I have watched a unit with movement of 5 begin a long journey, and the first turn it only moves 1 space diagonally. After that though it appears to travel at the correct speed. |