Masdus

all messages by user

5/10/2016
Topic:
Intercepting Moving Troops

Masdus
Masdus
During the current skirmish, my opponent has been able to intercept troops with movement orders several times, by placing his troops upon the square they will end their turn and using the Attack Entire Location action. I have successfully positioned my troops and given the orders on numerous occasions, only never is a battle the result.
5/10/2016
Topic:
Intercepting Moving Troops

Masdus
Masdus
Yes, I know. I have done the same thing numerous times. The attack must be launched before your opponent enters the location is a given. See the bit where I mentioned having your troops on the grid location I am going to enter. So no, that is not the issue.
5/10/2016
Topic:
Contracts

Masdus
Masdus
150 is the demand with nothing happening. If you purchase items I am sure I have seen it rise above that, and then you pay 120% on top of that. If you go through your buy/sell reports and calculate the costs for production like that, its a substantial profit you are forgoing.

Though I think being able to buy any resource from a city is a bad idea to start with.
5/10/2016
Topic:
Products and Materials

Masdus
Masdus
They are mostly grouped as per their product category. So if you look at the Industry or Demand tab on the view screen, and drill down in "by category mode" which is the default mode, you can see what products are linked together. For instance all Meat is produced in a ranch.
5/10/2016
Topic:
Intercepting Moving Troops

Masdus
Masdus
I used a loop afterwards every time, to no avail. The only real difference is I was forgetting freighters. Dr Dread in one case I was there running an attack loop for 5 turns before he arrived.
5/10/2016
Topic:
The Alpha Test v2 reporting thread

Masdus
Masdus
I still have my industry on the city that appeared on Neptune, yet the city is gone. Then again I wasn't selling anything to it.
5/10/2016
Topic:
Intercepting Moving Troops

Masdus
Masdus
I have tried both attack entire area and specific corporation. I have tried as a raid and not as a raid. I have tried setting attack x turns, and using loops.

I can confirm that troops in space can't move.
5/11/2016
Topic:
The Alpha Test v2 reporting thread

Masdus
Masdus
Doctor Dread wrote:
Masdus wrote:
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.


Units only move in a straight line in a single turn, one of the 8 directions. So often they will stop and "turn" somewhere along the way to line them up with there destination If you're traveling to another spot that is one square higher but 10 squares to the side, any unit even a fast moving ship will move diagonally one space to line itself up horizontally and stop there, then travel in a straight line next turn as far as it can go. You can usually predict where any units are going to "stop" between two cities. I believe the code will try to resolve a units vertical location first, then the horizontal. This also means that a unit traveling in a loop between two cities doesn't take the same path to and from, it kind of makes a circle or ellipse. It might go up and then to the right to get to a city then goes down and to the left to get back



That does not explain a unit with a move of 5 moving a single diagonal location, which should only require 2 moves
5/11/2016
Topic:
The Alpha Test v2 reporting thread

Masdus
Masdus
Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.
5/12/2016
Topic:
The Alpha Test v2 reporting thread

Masdus
Masdus
Doctor Dread wrote:
Masdus wrote:
Turns out logistic penalty is active, but does not match the percent calculation shown on the asset page.


This bug keeps lingering, its a timing problem that I'm missing somewhere, Military needs to be recalculated before the whole logistics thing happens.


It is going to kill me when you find it.
5/14/2016
Topic:
The Alpha Test v2 reporting thread

Masdus
Masdus
Yeah my issue was when deleting units, it didn't appear like the total military spend was adjusting properly.
5/15/2016
Topic:
Alpha Testing week 3

Masdus
Masdus
.
edited by Masdus on 5/15/2016
5/19/2016
Topic:
Guard Location with Defenses

Masdus
Masdus
Is there a reason I can not guard location with my rail guns? When building up a city with other players, the ability to use structures to defend each other is sort of essential.
5/20/2016
Topic:
Planet city population

Masdus
Masdus
Having all four product categories under 100 demand I think.
5/20/2016
Topic:
Moving HQ to the New System

Masdus
Masdus
Part of the guide talks about how important it is to base your industry around your HQ. Yet right now if we try to move our HQ to the new system, we are told it must be placed within Sol.
5/20/2016
Topic:
Planet city population

Masdus
Masdus
Two things, firstly with the insanely low volume it doesn't make economic sense to tie up freighters transporting goods to sell, even with the price markups. Secondly it is trivial if you have industry in the new systems to push demand down to 1.

Will population continue to drop if I push two of the four categories to less then 200?
5/21/2016
Topic:
Chaos Bomb heading for Sol System! (Updates Inc)

Masdus
Masdus
Untenable. How many players are even still logging in? The majority seem to be on auto pilot. With a large vibrant community such low structure limits would work and encourage trading. With a small player base it simple means that most will be stuck producing raw materials and components as it will be impossible to trade for the other components you need.

Logistic changes are I think a step in the right direction, though with the Ship VS Ground troops is has in my experiance been the maintenance cost of ships that makes them 2nd class citizens to troops. Besides with the reduction in our earning capacity, logistics pretty much becomes irrelevant anyway.
edited by Masdus on 5/21/2016
5/21/2016
Topic:
Planet city population

Masdus
Masdus
That is going to make it even more impossible then it currently is to grow a city. I realise it is an alpha, but already it is almost impossible to get anyone to trade or cooperate on anything. Even with the old structure limit it realistically needed 5 or more players to make it work. If you really think you need to reduce the structure limit, do it in stages. Reduce the a bit and actually observe what it effects in the game.

The dropping population seems to have some odd effects. I obviously can't have buildings or units in large enough quantities to sell everything every turn, but even when I have a Transport selling 3 items at maximum volume continuously, so sale for each item every 3 turns (plus a rounder every now and then when I need to reload the cargo hold), demand is slowly increasing. The only resources I appear to be able to sell fast enough to bring down demand are those I produce in the city.
edited by Masdus on 5/21/2016
5/22/2016
Topic:
Planet city population

Masdus
Masdus
Lowering the structure count won't make contract trading worse. The low population and low inclination to co-operation will simply mean that contract trading, which should plug the whole in the supply chain, simply won't.
5/23/2016
Topic:
Chaos Bomb heading for Sol System! (Updates Inc)

Masdus
Masdus
Darn, I never really got to test out my Monoliths.




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