DrDread

all messages by user

4/10/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
I just tried again too and it didn't work. I guess I will try to reproduce it.


I found the bug and corrected it.
It seems that when whatever was in your queue completed, the next item in your queue wouldn't "Start" because you didn't have the funds but it was getting a "Finish Construction Turn" by accident. So even thought didn't look like it started and you didn't pay for it yet, it would be constructed 2-5 turns later.

You could of put a dreadnaught behind a transport in your queue and you would have the dreadnaught "building" after the transport was created.

Cyb0rg gets to keep what he stole (yeah I said STOLE!) from this and I'll probably give everyone else a money boost =)
4/10/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
In viewscreen under "resources" city names are not properly displayed. I am only seeing coordinates for most of them.


It only shows the Top 10, it's like that on every screen. It won't scroll but you can reverse it do be low to high. There is a dropdown above the list that lets you narrow it to specific resources or choose things like total amount,Count (how many different ones are there) etc.
4/10/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
HQ queue is not building anything now. It shows in the main asset list as building something but the build time is not going down (and I have enough money to build it).


*edit* I cleared all my other queues and it started building. Perhaps we need some sort of unified building queue that shows a list of what we are trying to build, rather than having to check every single unit we own.
edited by cyb0rg on 4/10/2016


Not a bad idea. On the assets page the last column tries to show you what's building and how many turns are left. It actuallt starts at (for example) 5 and then when it starts building it shows 1/5 2/5 etic until its done. Hopefully big corporations won't get so big they are scrolling through their assets page. The game was designed for you to upgrade highly into a small number of structures to get a lot more production as opposed to having 300 different structures running.

As for why it's not building anything, I haven't looked but you have to have enough credits to start ALL your construction projects or NONE of them will fire. If you are trying to start a 100k structure when you have 500k in the bank but you are also trying to start a 4 million dollar ship at the same time. Nothing will start. The system won't pick and choose what to build in that situation. Its coded for simplicity right now. Something we might expand on if we see it run smoothly though. Perhaps it loops through and tries to build the cheapest projects first.
4/10/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
How much cargo is needed for APC? I have a scout with 50 cargo and I can't pick one up.


Its at 200 cargo. You need to send it via a ground transport. If you want to ship it to another planet you'll need a least a corvette or a freighter.

OR

Upgrade your scout and push Cargo upgrade about 5-6 times. 50% increase per upgrade starting at 50 cargo.

Maybe I should change the cargo space of those items to be 100 instead. That way you can do it with a scout with 2 cargo upgrades, seems fair. That might happen in a few minutes...
4/10/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
In-game messages are still marked as new even after they have been read.


I think it resets when you log in again. It doesn't track every message read.
4/10/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Valhalla wrote:
Got a whopper of a bug for you, seems structures that require materials to produce goods don't actually require the materials. Explains why cyborg is making bank on his spaceport, and why my churches makes 5x as much money as my mining facilities. Also when upgrading a factory requiring materials to produce goods, the amount of goods shown to be required does not increase.

PS: Also for the love of me, I can't figure out how to build non-ACP structures in other cities. (Such as churches) as they seem to only be buildable via the headquarters.
edited by Valhalla on 4/10/2016


Man who built tis shitty game! =)

I threw in a half fix for the component problem, It requires the comp now but the "sell" of the goods is a turn delay. Fix it tomorrow maybe.

I don't think there are ACP for the services like Churches. This is an oversight.
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
pet1100 wrote:
Sorry if someone already said this.
This is probably not a bug, but getting tossed out of the game if I am inactive for +20 min.


That's typical timeout. use the Save Login checkbox when you login and it wont happen. itll immediately log you in and go right back to where you were even if you leave it for hours
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Kemott wrote:
It looks like orders for one of my transports sometimes take 2 turns each (or more?). For example "Move To Location" has changed into the loop stage after 2 turns, whereas in a case of another transport (from different location) it did after 1 turn.
0
edited by Kemott on 4/11/2016


Are you saying that the order is stuck for a couple of turns right before the loop order then moves back to the top? Or is the transport taking a couple of turns to move from one place to another? It has a movement of 3 but units only move in straight lines (of the 8 directions) in a turn so if you re moving to a city that is 2 spaces away but isn't directly diagonal or to the side, like its one down and two the left, the Transport will take two turns to get there. It stops at the "turn".
4/11/2016
Topic:
Construction

Doctor Dread
Doctor Dread
Administrator
You're right about the list of "what components are needed". Something I want to put in this week. The only work around for that right now is to try to build that "thing" from your Corp HQ and see what the components are, then switch to those components to see what those take. The Corp HQ can make anything. I hope to make a list or grid that shows all the components of something going back to the resources themselves.

Shipyards and Bases will act as "healers" for repairing units in the same area, multiplying their repair rate. Corp HQ does not. That's new idea not displayed anywhere yet. You will want to build ships away from your Corp HQ when your CorpHQ is stuck in Sol and your operations happen to be 3 sectors away. Also, Bases and shipyards can create defenses also, so can y our corp.
The "per" is upkeep per turn
4/11/2016
Topic:
List of upgrades/constructions

Doctor Dread
Doctor Dread
Administrator
The all or nothing construction was due to it being tricky in the code and will hopefully switch to something like you mention.

Doing construction in "the order it was placed" is a great idea actually. It might be a lot easier code wise to at least try to construct your "top" thing (or perhaps your cheapest thing would work even better as that would guarantee some progression f possible) if you can't afford to build everything and if you can't afford that then it will all fail as before. Looping through your choices and trying to figure out what to build was complicated is why it isn't in place yet.

The last column in your assets page shows "notes" about that unit. I think it is missing the Upgrades text but the construction text is there. Or actually it kicks in on the next turn which might be the problem. We can put anything in that column just need to expand on it.
4/11/2016
Topic:
Location accessability

Doctor Dread
Doctor Dread
Administrator
Lookup "overcrowding" in the guide. If its there... =)

When production against a resource hits 1000 units. There is an Overcrowding penalty that starts to kick in. Its a percentage. That percentage is the increased cost it takes for everyone in the spot to product against that resource. so if it's 20% than its going tocost both of you 20% more to mine it.. At 2000 units the OCrowd penalty will be at 100% effectively doubling the cost of your farming. In that example, if you were on a farm resource that normally pumps 14 a turn, you would better off going to another farm that did at least half of that (like 8-9 or better) and be more profitable, give or take the small bonus you lose from your CorpHQ. The OCrowd penalty is displayed when you're on the viewscren and go to "resources" and zoom allthe way into a city. it shows the penalty if any at the top.

The Ocrowd penalty only applies to resources not factories. that make other things. It's what makes all the lower value resources viable once enough people are crowding the highest ones.
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Naills wrote:
I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.


You might have been "timed out" and when you hit rename it logged you back in but lost what you just did.
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
It would be really nice to be able to "drop all" cargo at once rather than one order for each type.


Hey man save the "It would be really nice if" stuff for sometime later than 3 days into an Alpha =)
Again its a little trickier then you think to drop several items at once onto a spot which might already have some of those in one shot. When I say one shot you have to remember that it is dropping ALL cargo EVERYWHERE from every ship with a drop order at the same time in "one shot" for performance reasons. Most games everyone's cargo would be dropping at different times even if it was several in a second using the same simple code. This game isn't working that way. Anything that has to start "looping" through and making decisions on occasion complicates it greatly, not just code wise but the database can grind against that stuff when it scales up.

Having blabbed all that, I will say that I will try =)
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Naills wrote:
When someone replies to a message I sent, I get no notification, it also sits in my sent folder, I would have expected it to be in my incoming messages


The comms system is dirt simple right now. Your send and incoming messages is just another "forum post" like the others which is strange I know. Something else to work on when things calm down =)
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Valhalla wrote:
Naills wrote:
I renamed a transport, I then renamed it again about 30mins later and it didnt rename. It has started working again now though, just thought I'd mention it.


I know what causes that one, it happens when you try to rename something after the turn timer has ended, instead of renaming it, it reloads the page for the new turn and undoes your name change.


YES that is probably what is happening and that is exactly what it does when the turn flips, it detect your not on the same turn you started on and it reloads the page no matter what. This prevents a lot "hacking" of the pages like keeping a certain window up, lets say Salvage, past when that unit has been destroyed in combat and trying to get salvage again. That particular example wouldn't actually work but you get the idea.
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Valhalla wrote:
I assume this is already known and just isn't implemented yet, but research bonuses and corporate headquarter bonuses don't actually affect anything yet.
edited by Valhalla on 4/11/2016


... It takes $1000 a turn to run a level 1 structure with no bonuses, My corp HQ is running at a cost of $625 a turn right now. My level 3 farms that produce 5x rate only cost $3125 a turn to run.

The bonus is a reduction in cost not a bonus to production. Your cost is dividied by (1 + your bonus as a fraction) so like bonus 50% is cost of (1000 / 1.5) which is $666 (Evil laugh) . 100% bonus divided the cost in half at 200% it would divide by 3
4/11/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Valhalla wrote:
Got another significant bug for you, transports always load as many resources as they can carry. They ignore the amount specified to load.


... That happen on drop off as well? Have to look into that.
4/11/2016
Topic:
ALPHA v0.1 Testing Bug List

Doctor Dread
Doctor Dread
Administrator
This is a locked thread just to show what the official bugs are and what's being worked on:

Need to display component formulas for products somewhere so you know what you need to build higher tier products

Revisit giving funds or cheaper construction for tutorial items. Maybe just hand cash but not allow contracts till level 2 corp.

Services products like Churches Sell before they are produced causing a one turn delay. Need to straighten that out

Make ACP a single item and give orders and choose what to build as part of deploy order. Fixes Services also.

Contracts Find on map buttons aren't working
edited by DrDread on 4/11/2016
4/12/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
Kemott wrote:
I upgraded my HQ to level 2, however when upgrading I selected a different resource because I want to be able to produce two different resources but I do not see any information that my HQ is capable of producing the two resources (tobacco and water in my case). At the top of the main tab Corporate HQ I can just see Tobacco and water is not mentioned anywhere.. or can I produce different resources without upgrading my hq?

You can produce whatever you want. you don't need to level your Corp HQ. Your HQ can switch Water if you like or make a water purification planet and 12 other things if you want. Leveling up your Corp HQ lets you spend another point on tech that makes that product build cheaper across your whole game. You usually level up and spend points on the things you're making or focusing on Spending points on an entire category (A structure type really) is a smaller bonus but applies to everything those structures can make. The bonus also gets smaller as you put more points into the same thing. It starts off at 25% for the first 2 points then 20 for the next two etc. in the same product

You can look under the Corporate Tab >> Research and it will show where your points have been spent and what kind of bonus its giving you . you can also remove them and spend them elsewhere but you can only remove a point once every 100 turns (almost a day)
4/12/2016
Topic:
The ALPHA TEST Reporting thread

Doctor Dread
Doctor Dread
Administrator
cyb0rg wrote:
Can't build with HQ, Base and Shipyard at the same time (even if I have enough money). Apparently the queue is shared and can only build one at a time still.


The queue is still shared. If you can't afford to start both at the same time it wont start any, You need to stagger them for now. A fix for that will be in place eventually.




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