THE OBSIDIAN CHURCH

all messages by user

4/11/2016
Topic:
The ALPHA TEST Reporting thread

John
John
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
4/11/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Got another significant bug for you, transports always load as many resources as they can carry. They ignore the amount specified to load.
4/11/2016
Topic:
The ALPHA TEST Reporting thread

John
John
Doctor Dread wrote:
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


Oh, well the bonus is in +% so it's very confusing as to what it does. Everything about it seems to hint that it increases yield, rather than reduces cost.

Also I'm not sure about unloading cargo, as I haven't done that yet, just sold it. I'm guessing you fixed this already though, as my trucks started carrying the correct values, or at least most of them. (Saw one carrying 550 instead of 500, but it may have been before the fix.)
4/9/2017
Topic:
Group Buildings?

John
John
Agreed, anything that helps to de-clutter the assets tab is a godsend to me, especially when we'll eventually have hundreds of structures to sort through. At the momment naming them helps, but names are too short to really help long-term with that. Being able to assign buildings to groups of some sort would help immensely.
4/15/2017
Topic:
Minimum stockpile

John
John
Hutton wrote:
You could tell the transport to just load 1000. Or, if this is for a looped order, you could tell it to load all and then drop 500 before departing.


That doesn't quite work though, as each action takes 1 turn, so after you "load all" you would have a turn with no resources before it unloads the ammount needed, therefore leaving you with without production materials half the time, also this makes your transports take eons to do things as they need two turns for every stop.

I get where he is comming from, the game is simple when your just selling basic resources, but once you move into end products, it becomes micromanagement hell, on top of micromanagement superhell. This feature would help immensely. In every other game this isn't needed, as you just keep a stockpile, but in barons your actively penalized for stockpiling even just a little.
edited by Valhalla on 4/15/2017
4/19/2017
Topic:
Well, that was fun....

John
John
Personally I think the npcs are just about right atm (Though they shouldn't be this tough right at the start of the game.) they should be major events and forces of nature that require everyone to drop their petty rivalries for a time to come together and defeat like we did for the alien mothership and latest raider spawn. If they weren't so destructive, they wouldn't require teamwork to defeat.
4/19/2017
Topic:
Payment System Is Being Tested

John
John
Doctor Dread wrote:
Vulpex wrote:
One thing - I'm fine with the fact that founders simply get the great advantage that a lvl 10 HQ provides (that was always the dea!) but you might want to tone down NPC attacks early on - even with what amounts to essentially limitless cash it's not easy handling some of the threats that are being generated in this beta, without the cash we'd all be wacked to death and back by the machines at this point.

Final thought - it actually makes sense to simply not include the value of the corp HQ at all in any net worth calculations as this is something that is always always stable once accrued and can never be directly monitized or salvaged. Even if you liquidate the whole corp you still keep your HQ level whatever it might be.

The Hostile events needs to scale lower with lower populations. Like less ships.


Agreed, but even just a single level 1 machine mothership alone would turn earth into a wasteland if we didn't have our bajillions of credits early-on. Even with every single player helping with perfect teamwork, I highly doubt a bunch of infantry/commandos/armored along with supporting corvettes and destroyers are going to win the day. (Raiders we might be able to handle since they don't spawn in with a super monolith base unit every time.)

PS: Now that I think about it, the mothership doesn't actually attack, so I suppose if the machines just used drones and maybe a single cruiser... we could hold out 500 turns for the mothership to despawn.
edited by Valhalla on 4/19/2017
4/19/2017
Topic:
Machine ships - military overview

John
John
I don't know, given that the mothership is 5 times as powerful as a fully upgraded player monolith, it really kinda fits more into the "Death Star" category we can't see. :P
4/19/2017
Topic:
Well, that was fun....

John
John
Zip555 wrote:
The game is advertised as PvP, not everyone working together to defeat NPCs.
Monsters represent bad-luck events which destroy players through no fault of their own, which will drive them from the game.
Raiding unescorted transports is fine, destroying everything at a location is crazy.


"Barons of the Galaxy is a loosely cooperative strategy game of commerce, industry, politics and warfare played online with thousands of players at the same time in a self-expanding galaxy. It is played through your regular internet browser, iPad or Mobile Phone with nothing to install. Barons of the Galaxy is free to play with few limitations and no pay to win microtransactions."

That's the first line on the front page of the website. The game is more co-op vs enemy npcs than it is pvp, pvp exists sure, but pvp isn't a profitable activity under most conditions. Artifact resources are in fact the only thing I see leading to any pvp during the first month or so.
edited by Valhalla on 4/19/2017
4/23/2017
Topic:
UI rework and account management

John
John
Make sure you change the infantry/commando images before launch (Even if just to another generic image) as you'd be in serious copyright infringement with halo and crysis art in your game, even temporarily, once you start charging players in live. (Not to mention it also makes the game look like a ripoff game to new players.)

Looking forward to launch, and the softlaunch sounds like it could work for giving you more time to finish the art as well as hunting down any more minor bugs we have missed so far. I can help with some free advertisement across gaming circles and websites once you feel it's ready for a larger playerbase.
4/23/2017
Topic:
Units construction

John
John
Vulpex wrote:
(And yes, I have the funds to build 10 monoliths).


4/23/2017
Topic:
A Couple Of Things About The Raiders

John
John
No panty raids? Fixing this must be top priority! XD
4/24/2017
Topic:
Units construction

John
John
Oh, I know it. I have only a little less upkeep than you if your at 1mil, I'm at 700+ and soon to add another 125k with another dread finishing today.
edited by Valhalla on 4/24/2017
4/24/2017
Topic:
Attack aftermath

John
John
Just ask other players like me in-game for assistance if your getting your bases raided, we're all-to-happy to drop some capital ships on whatever poor bastard is doing you harm. smile
4/25/2017
Topic:
New bug: Spontanious unit unloading.

John
John
I've now had my fleet with 140 hanger (using 90ish hanger) unload 5 of my 9 units three times now all on it's own. There is no rhyme or reason as to how or why this is happening, I have PLENTY of leftover hanger space, no ships or units were lost, and it's the same 5 bugged units being unloaded each time. I can't even give you a place to start looking for this bug to be honest, as it's TOTALLY RANDOM as to when it happens. (However the same 5 units are unloaded.)
4/25/2017
Topic:
New bug: Spontanious unit unloading.

John
John
UPDATE: It's even worse now, now I have units being unloaded while a load unit order is being issued to the fleet. Something is horribly terribly broken with the game currently.
4/26/2017
Topic:
Previously: Science! Now it's about space stations

John
John
I'll just leave this here...

"DOOM CANNONS" -Doctor Dread
4/26/2017
Topic:
Missing (A1) Geotechnical...

John
John
I am unable to deploy A1 Geotechnicals "AT ALL" tried 12 different ways on Rio, they fail every time, are not consumed, are not deployed, do not give a bonus. 100% broken for me.
4/26/2017
Topic:
Vote inviting

John
John
I think they need to send you a message once per day that your a dirty little leech. :P Honestly though, there is almost no reason to get a subscription currently unless you really want to vote on stuff.
4/26/2017
Topic:
Prepare to be enslaved

John
John
Ah! Necromancers! Run!




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