4/25/2016
Topic:
Production of water ( stucked )
Skratti
|
Took me a few minutes to figure out that it was not me doing something wrong, nor that the tutorial was faulty, but that the turn summary does not take place. I think it would be good if new players would get an message telling them that the turns are evaluated starting at XX:XX, or that they are delayed for a few days or something like that... |
12/10/2016
Topic:
Assets - Transporter - Notes: Buy order is missing
Skratti
|
My transporters do not show that they are buying stuff in the notes column.
The move and sell order are shown the correct way. The missing buy order note leads to the assumption, that the transport is idle. |
12/10/2016
Topic:
Welcome to the Barons of the Galaxy Forum
Skratti
|
Barons of the Galaxy is quite unique. Congratulations! |
12/12/2016
Topic:
Smaller Profit margin for Buying/Sell stuff
Skratti
|
The events create situations where one can buy stuff for 10 credits per unit, and sell it for 3000, leading to an enormous profit. Even after a day of trading, I still get a profit of 80%.
Proposal: Let prices not drop further than to 50%, and make it harder for prices to go up.
I'd even be happy with a 30% profit margin - that would be enough incentive to create traders.
The profit margin is dropping due my trading activities, which is rather nice. It could drop a bit faster, and I'd still be OK with it.
Perhaps the global price level (average of all cities) could be used : the further one city is away from that global price level, the faster it does recover (both directions). |
12/12/2016
Topic:
Executing saved order list buggy
Skratti
|
I created a profitable trader/freighter: 1) Move to city 2) Buy, 3) Move to other city, 4) Sell, 5) Loop to 1
Saved that order list, and put it into three other freighters. Now the other freighters get sometime the message: "Land unit trying to cross into space." The unit is not on the direct path between both cities anymore. It then moves to the next order step, and tries to buy from the spot it is standing on (but there is actually no city there). It remains on that order, giving each turn the message:"No city at location"
I think that when restoring a saved order list, the steps are not duplicated, but only referenced.
Another strange behaviour was when I used the restored order list, but only changed the type of good in the "Buy goods" statement: The freighter was happily travelling to both cities, but did never actually buy stuff. No error is shown whatsover in this case. |
12/18/2016
Topic:
Can't select HQ anymore
Skratti
|
The only thing that comes to my mind which was other than the daily stuff is that I salvaged two Structures on the same spot as the HQ recently. Now the HQ and two other structures can't be selected anymore. The third structure on the spot can be selected.
Centaurus Corp at
Alpha | | | Orion | | | Sector 1 | | | Sirius | | | Sirius IV | | | Antink |
|
1/4/2017
Topic:
Calculation of City Demand
Skratti
|
How is the demand percentage calculated? Sirius IV | Antink has a Base Metal volume of 584. I'm selling 50 per turn, Demand dropped to 16%, and has now risen to 18%, I think due to the population growth. The ViewScreen states that supplied 100 per turn. I suppose that means that I supplied 100% of the needed goods per turn, leading to the price drop.
I have now stopped selling stuff to see if the demand grows, but it would be perfect if I could just sell each turn the minimum required amount, without having the price fall to such low values... |
1/4/2017
Topic:
Calculation of City Demand
Skratti
|
10% of the volume is ok for me, but I think I'll also trade with other cities in the system. Since I'm the only one doing that atm in Sirius, the distribution center comes in very handy. Good that so much can be done alone, but I fear that the rising demand of high end / tier 2 goods will lead to big problems on that new colony. If the population drops heavily due to that, does that decrease the influence of the tier 2 goods on population growth? |
1/18/2017
Topic:
Safegaurd system for computer bots
Skratti
|
The game galaxy might be big enough to house some bots beside the human players, without making them a nuisance. If they are detected (for example because they don't reply to messages or do not mind being attacked) they are easy meat. If the coder still looks into the messages of the bot, and does reply etc - then we will have a very strong human player, who plays computer aided. One can assume that all viable trade routes are cared for by this bot, as well as having the bot sell at best price-distance relation. That financial power might create problems, since this player/bot may invest more into his military. But the cap on ship number means that a few good human players working together might win against the human/bot.
I'd say that we have to live with the possibility that this happens. It does not seem so likely, since as far as I know the scripters do like more the systems that do have exponential growth of resources and building levels. |
1/19/2017
Topic:
Trial (reparations) occurs when fighting pirats
Skratti
|
On Sirius IV, I attacked the pirate base (Raiders was set as target player during attack order). Now the Terran federation wants to have my head
Also, I can't choose "nobody" as guilty corporation - it's the choice between me and abstaining. Since I have an absolute majority of voting power, I'd have liked the "nobody" choice. |
1/22/2017
Topic:
ACP Structure Buildings Bug (costing me a lot)
Skratti
|
Thanks, I now have two extra monolith class star ships But I think I'll scrap both soon, since they just cost too much upkeep, and since I'm not in a war with anyone... |
1/27/2017
Topic:
Reduce impact of high demand on population growth
Skratti
|
An example with raw materials: Basic Minerals 36.1 36 803 Exotic Minerals 589.6 589 803 Precious Minerals 53.6 53 800
Although I'm providing quite a lot of stuff and even selling without much profit, the very high demand of Exotic Minerals does negate all my efforts regarding population growth.
Regarding population growth, I'd like to have Max(DemandDiff, 200) per good. Or at least Max(DemandDiff, 400). That way, the very high demand of one single product does not have such a big impact.
I think that the summed up view (all minerals)in the viewscreen should show keep the absolute value - the main reason to look at these values is to detect profitable trades/production. But for growth calcuation, I'd like a lessend impact of missing goods.
Another way to reach that goal would be to reduce maximum demand to 600%. Reduce demand growth - just like the reduced growth of population (-1% per million) - would also solve it. That way, it will take much longer to reach 1000%, giving other players time to seize the oppurtunity and make a good profit at the location. |
1/30/2017
Topic:
Apostrophes in messages are missing
Skratti
|
Seen in the Local Channel message. Removed perhaps to prevent SQL injection. I had written: I'm not on good ol' earth anymore... and this appeared:
Im not on good ol earth anymore... edited by Skratti on 1/30/2017 |
2/6/2017
Topic:
Events do not affect population growth
Skratti
|
Sirius IV : Antink has an event that gives 5% growth over the course of 100 turns.
before turn evaluation: 4,901,147 inhabitants, -2942 growth after turn evaluation: 4,898,209 inhabitants
I assume that the event should have given about +2500 growth, resulting in a loss of only 500 inhabitants.
(5,000,000 * 5%) / 100 turns = ~2500 per turn edited by Skratti on 2/6/2017 |
2/7/2017
Topic:
Events do not affect population growth
Skratti
|
Very strange: The bug seems to have disappeard. In the last 9 turns, the city lost about ~3000 in overall. That's about 350 per turn, which is the expected amount : -2640 per turn is shown in the overview, but quite some people are gained through the event...
So everything looks good.
Keep up the good work
|
2/18/2017
Topic:
Assets - Transporter - Notes: Buy order is missing
Skratti
|
I'm also missing informations for Contract Transfers and the loop command. I have several ships based over a city to fulfill contracts with other players - ships named "Contract 1" , "Contract 2" etc. If a player need 400 of a good per turn, it's 60,000 per day, So I load my saved "Contract order"-command, and adjust the steps: 1) Pick up 2) Transfer using contract 3) Loop (5 times, sometimes even 10 times or 15 times) None of those commands are shown in the notes. Since as mentionsed I have several freighters, it would be nice to see directly which of those do already have commands. |
9/4/2018
Topic:
City grows even though its demand isn't fulfilled
Skratti
|
Rigil I - Hulett is atm growing. There might be a bug regarding the event that was triggered a few turns back - although that event should have let to an even higher decrease of the population. I'm asking because I waited a few days for the cities to disapper, so that the planet can be settled again ( with a proper starting city)... edited by Skratti on 9/4/2018 |
9/4/2018
Topic:
City grows even though its demand isn't fulfilled
Skratti
|
You're right. The display was correct the last few days - it might be that the event let to the miscalculation... |
9/18/2018
Topic:
Goods Exchange Contracts/System
Skratti
|
Can you elaborate how the exchange can be setup in the interface? Should I click on a goods asset (for example basic metal), and then choose "Trade 1:1 for basic rare woods"? Everyone then could accept this? What if I want to select multiple things that I would accept in exchange? I think it would be much easier if my teammate transferres his stuff down on the same spot and marks it as "for sale" (perhaps "for everyone" or "my guild"), and then just buys my stuff. That way, I can choose what kind of resource and in what amount I want to buy goods myself. There is a possible downside to this that I didn't realize until now: this new feature would create a very simple way of trading goods, and might make the contract trading obsolet. And it's not always good to add features to a game that simplify the game. |