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Darkmyre

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Everything posted by Darkmyre

  1. To clarify, do you mean the widget on the dashboard, or somewhere else?
  2. Changed Status to Fixed
  3. Updates All regions now have an Appeal rating, which influences where NPC's will choose to move. Appeal defaults to zero for all regions, can be negative, and has no set limits as it is evaluated as a relative score. When an NPC decides to move, they will only consider regions with higher appeal than their current region. Added an Appeal modifier to all climate zones, which will establish the base appeal for a region. Climate zones are assigned to regions when they're added to the game and are based on an average of the equivalent real-world location's typical climate. Added an Appeal modifier to all Infrastructure which is applied to the region when the Infrastructure is completed (modifiers for existing Infra have been manually applied). Appeal modifier ratings will be made available along with other Infra details in the new documentation module as time allows. Damage added to battles by Defence Systems should now be correctly identified instead of appearing as 'mystery damage'. The display of this information will be further tweaked over the next few days as NPC Uprisings take place. Company messages are now shown on the dashboard work widget, making them useful/visible to workers again. Bug Fixes Fixed a database issue preventing Average Production Costs above $9.99 from being saved. Fixed a bug preventing Tier 5 goods from having an Average Production Cost. Fixed several bugs with NPC combat. Fixed 'Total Weekly Profit' never actually being calculated on CEO page. Fixed some resources never being highlighted on Resource Marketplace, even if companies require them (eg Chocolate for T3 Food). Power companies no longer require/use power. CEOs of power companies that have already purchased power may request a refund by raising a ticket. Please note due to my current real-world commitments, these requests may take time to be processed. Fixed only the first six results on any marketplace being visible.
  4. Updates All regions now have an Appeal rating, which influences where NPC's will choose to move. Appeal defaults to zero for all regions, can be negative, and has no set limits as it is evaluated as a relative score. When an NPC decides to move, they will only consider regions with higher appeal than their current region. Added an Appeal modifier to all climate zones, which will establish the base appeal for a region. Climate zones are assigned to regions when they're added to the game and are based on an average of the equivalent real-world location's typical climate. Added an Appeal modifier to all Infrastructure which is applied to the region when the Infrastructure is completed (modifiers for existing Infra have been manually applied). Appeal modifier ratings will be made available along with other Infra details in the new documentation module as time allows. Damage added to battles by Defence Systems should now be correctly identified instead of appearing as 'mystery damage'. The display of this information will be further tweaked over the next few days as NPC Uprisings take place. Company messages are now shown on the dashboard work widget, making them useful/visible to workers again. Bug Fixes Fixed a database issue preventing Average Production Costs above $9.99 from being saved. Fixed a bug preventing Tier 5 goods from having an Average Production Cost. Fixed several bugs with NPC combat. Fixed 'Total Weekly Profit' never actually being calculated on CEO page. Fixed some resources never being highlighted on Resource Marketplace, even if companies require them (eg Chocolate for T3 Food). Power companies no longer require/use power. CEOs of power companies that have already purchased power may request a refund by raising a ticket. Please note due to my current real-world commitments, these requests may take time to be processed. Fixed only the first six results on any marketplace being visible. View full release
  5. Changed Status to Completed
  6. Defence Systems are affected by their integrity (so at 50%, they're providing 500k for example). This damage will now be logged as a new 'Defence System' battle action, so it should be more identifiable both in the battlefield events log, and in the after-battle stats page. I'll need to tweak the display as we get live battles involving Defence Systems, so it probably wont look great right away.
  7. Construction widget should show resources (including if they're available). 'Help With Construction' should simply do that, instead of just loading the infra page. Progress should be indicated somehow (probably a progress-bar).
  8. Doesn't moving only use 1 ticket per trip?
  9. Nah this time its 100% me not speaking my only language properly lol I understood that was what you meant darki, I just totally failed to communicate that I'd understood
  10. I think I get you darki. The easiest way would be to change how the raws are structured to make these higher pp raws also at higher tiers. Just as a purely "off the top of my head" example, grain/spice/chocolate could be merged into say a Farmland industry, with T1=grain, T2=spice, T3=chocolate. I'm not sure though if this would make things more complicated for players to know what industry does what. I'll need to give this one some more thought.
  11. This would be due to Defence Systems in the region. However, that should be displayed in the battlefield stats page
  12. Absolutely, just need to work out some upgrades to have
  13. While I love the idea of the company upgrade in general, I was planning on an auto-buy power feature for all companies. I feel like this better simulates how a power grid would work, so shouldn't really need an extra cost.
  14. Average Production Cost is the average cost to produce 1 unit. So essentially, the total costs incurred to make it, divided by the total productivity output.
  15. I like the idea, but I'm not sure how well it'd work as a tooltip. Maybe we could redo the UI here a bit further: Replace the buttons with either a drop-down or tabs Have a div where the buttons current are, let's call it 'action-area' When you click a tab / pick from the drop-down, use ajax to populate 'action-area' with more details relevant to that action The action-area content could include not only FA needed, but other contextual things: options to buy additional tank/jet hits without having to leave battlefield Weapon/Armour tier selection for infantry Medicine tier selection for medics possibly with popup widgets to buy ammo/meds similar to the new RM buying from CEO? I think it's also worth translating "available actions" directly to "AP to spend" to unify things a bit more.
  16. This is probably related, and also hilarious
  17. Changed Status to Accepted
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