THE OBSIDIAN CHURCH

all messages by user

3/15/2016
Topic:
Where did you hear about Barons of the Galaxy?

John
John
Heard of it from a friend, who in turn heard of it from the old Astro Empires, which we both used to play years ago, apparently he still hangs around the forums.
3/28/2016
Topic:
Any update on the timetable for alpha/beta/launch?

John
John
Since your front page still says it's expected to launch in march, and march is over, I was wondering if there was a new plan for when the game will be playable?
3/28/2016
Topic:
Any update on the timetable for alpha/beta/launch?

John
John
Sounds good, hopefully we can collectively help you find the bugs quicker.
3/30/2016
Topic:
Website "bugs"

John
John


Error I get every time I log in to my account. It still logs in, but requires a webpage refresh to work.
3/30/2016
Topic:
Game speed, aka how long are turns expected to be?

John
John
One of the only major concerns I still have about the game is how long "turns" will last, too slow and it's a casual game you can only play a few hours a day at most. Too fast and you have only the hardcores (like myself) able to put in the time. (Unless parts of the game can be automated while offline.)

So the question is, what kind of pacing is the game expected to have? How long is each turn?
3/31/2016
Topic:
Website "bugs"

John
John
Yes, that appears to have solved the login issues. smile
edited by Valhalla on 3/31/2016
3/31/2016
Topic:
Game speed, aka how long are turns expected to be?

John
John
That sound fantastic actually, best of both worlds. I just keep getting increasingly optimistic about this game.
4/9/2016
Topic:
The ALPHA TEST Reporting thread

John
John
I'm producing my first product to sell "Precious Minerals" however no matter how deep I dig into sub-menus on any of the tabs, I can't find what these sell for "value wise" unless I actually sell them first. Only the unhelpful demand % is shown. Have I not delved into the menus deep enough yet? Or is the value of items simply not shown?
4/9/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Doctor Dread wrote:
Valhalla wrote:
I'm producing my first product to sell "Precious Minerals" however no matter how deep I dig into sub-menus on any of the tabs, I can't find what these sell for "value wise" unless I actually sell them first. Only the unhelpful demand % is shown. Have I not delved into the menus deep enough yet? Or is the value of items simply not shown?


I'm realizing that this is hard to find because it doesn't show up as links nor does it make it obvious you can drill down. On the viewscreen tab go to "demand" and then click on "Raw materials" on the list of categories, Then "Minerals" then "Precious Minerals". You will see the demand for Precious Minerals. As you narrow down to Preciouos Minerals the grid shows you averages whatever category your looking at HOWEVER, you need to also zoom all the way down to the city you are interested in. If you are zoomed out looking at a planet, the demand (which is the sell price) will be an AVERAGE for the whole planet


I found that page earlier, however I still don't see a clear value on that page. Here is what I see.



The "Demand" is just a colored bar. The only numbers of this page are under "%" and "AVG" So I'm taking a wild guess that the numbers under "AVG" are the price per unit. I'm not even sure about that, because all the numbers are the same, everywhere, and for every product, it's always 112. This is very very confusing to try and make sense of.
edited by Valhalla on 4/9/2016

PS: I strongly recommend a mouse-over tool-tip system here explaining what each of these things means. I mean the Volume row is also unexplained, is that how much is bought at that location? How much is stored? How much is used?

edited by Valhalla on 4/9/2016
edited by Valhalla on 4/9/2016
4/9/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Ok, I see. Yeah a $ sign or something other than a % would definitely alleviate much of the confusion there. Also what is the Vol representing? Volume obviously, but what does it represent in this context?
edited by Valhalla on 4/9/2016
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Found a bug/typo in the tutorial.



The fourth and fifth steps are reversed. It should be Select Mineral Quarry, then select Precious minerals as the initial Product.
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
cyb0rg wrote:
Here is a bug for you... I am able to build 100k buildings for nothing. Looks like upgrades don't charge me either. Bug or just for alpha?
edited by cyb0rg on 4/10/2016


You sure it's free? You can add it to queue for free, but it shouldn't build till you have the money. I'm testing it myself now, I'll know in a turn or two.
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
cyb0rg wrote:
Yeah I just built a chemical factory and I only had $10k. It didn't even charge me.
edited by cyb0rg on 4/10/2016


Didn't work for me, tried building a Mineral Quarry and got the message "Turn 41 Not enough funds to start construction"

So it seems only certain structures/upgrades are broken.
edited by Valhalla on 4/10/2016
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Wow cyborg, your already worth over 600k, how many exploits did you find already? :P
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Doctor Dread wrote:
Valhalla wrote:
Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)


Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now


Hmm, fair point. I have a proposal that could work. Since the tutorial is just there to show you how things work, you could have the tutorial tell you to build special "tutorial" buildings and units that cost nothing and give nothing and are removed after the tutorial. Or you could make the tutorial seperate from the game propper, in an instanced sort of area, and once completed you move into the real game. This way people can go through the tutorial in less than an hour, yet learn everything, and you have no exploiting of the freebies. Though let's face it, your going to have a lot of people who cheat and use a dozen+ accounts who funnel it all into a main account anyway. Always happens in this sort of game. (Though I'd love for you to be the first to come up with a solution for that.)
edited by Valhalla on 4/10/2016

PS: Oh and cyborg has clearly managed to reproduce whatever exploit/bug allowed him to build free buildings, as he has 7+ of them now and over 600k net value while everyone else is still 30-60k value.

edited by Valhalla on 4/10/2016
4/10/2016
Topic:
The ALPHA TEST Reporting thread

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

John
John
Doctor Dread wrote:
I don't think there are ACP for the services like Churches. This is an oversight.


Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P

PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything.
edited by Valhalla on 4/10/2016
4/10/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Doctor Dread wrote:
Valhalla wrote:
Doctor Dread wrote:
I don't think there are ACP for the services like Churches. This is an oversight.


Well than how am I supposed to start my insane religious doom cult corporation that forcibly spreads it's religious indoctrination across the stars, if I can only build "one" church? :P

PS: Also found that if you cancel a construction project while it's in-progress you lose both the building and the entire cost spent on it. Not sure this is a bug, but you should get "something" back. Or at least a warning that you'll lose everything.
edited by Valhalla on 4/10/2016


The workaround is too relocate your Corp HQ and build from there until I put them in =)

No warning on cancel construction something I need to look into.


According to the relocate section, it says I can only relocate the HQ once per week.
4/11/2016
Topic:
The ALPHA TEST Reporting thread

John
John
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.




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