Author Topic: TLF Version 1.027 Released (Dispatched And Funded)  (Read 5146 times)

Offline Poulpe

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #15 on: July 01, 2014, 06:15:54 pm »
in the patch note  there is :
Code: [Select]
New And Revised Dispatches

## The Property Development dispatch now earns you considerably more credit per day.
But in game the gain is 23-38 per month (920-1520 for a 40 months building)

Offline x4000

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #16 on: July 01, 2014, 07:36:17 pm »
Yep. Worked on this end too.

Awesome!

Side note: When did fastforwarding from the solar map when not on a dispatch mission go away?

Hmm, I think it was before alpha even really started.  Maybe January?  December?  It's a super bad idea to ever fast forward while accomplishing nothing, so we've never allowed that while players are actually playing.  In observer mode you can fast forward any time, though, which is probably what you're thinking of.

Any plans for more big game changing events in the near future?  Things like those I suggested in the, "Is the solar system a boring place" thread?

It's hard to say, I have a few other things to take care of and I'm not sure how long they will take.  I'm also kind of mulling exactly what I want to do in the vein of that sort of thing, basically to have the least amount of dev hours for the quickest turnaround on the first wave of stuff, and see if we're barking up the right tree at all.  It's always possible to go more in depth, but I like to start with something simple if possible.

in the patch note  there is :
Code: [Select]
New And Revised Dispatches

## The Property Development dispatch now earns you considerably more credit per day.
But in game the gain is 23-38 per month (920-1520 for a 40 months building)

Believe it or not, it was 2-3 per month before, and now it's up to that.  But it is still low in light of further changes I made, so now it's 83-108 for the next version.
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Offline NickAragua

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #17 on: July 01, 2014, 09:01:26 pm »
Black screen on startup issue is fixed by the manual patch. New art looks pretty sweet, I'll dive into another round of it once I clear my current queue.

Offline nas1m

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #18 on: July 07, 2014, 04:59:22 pm »
Not sure whether this is caused by the recent ground combat related changes, but...
In my newest, 1.027 game the Burlust and the Thoraxians are finally mopping up the solar system among themselves how (it should be) expected from the two menaces to the solar system!

Imagine my surprise :D!
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Offline Misery

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #19 on: July 15, 2014, 08:31:38 am »
Ok, I'm late to the party here, hadnt played in awhile, but this RCI change looks like it might fix the core problem I had with the game (which is why I hadnt messed with it in awhile).

A couple of things:

1.  Not being able to set the number of months for a dispatch makes things REALLY confusing.  I cannot tell how much something-or-other I'll gain/lose or whatever for how many months.  This means I'm frequently going to be saving before doing one every single time, and possibly reloading frequently when the numbers dont go in a way that makes sense.  It doesnt help that some of these are listing changes per DAY....   This one needs fixing badly.

2.  The severity of various things seems to have been changed, but I had a 'plague of locusts" happen which made all of the RCI values go totally berserk.   Aside from being utterly unfixable or having any way of doing anything about it, it also doesnt make a whole lot of sense.... I like to think that a spacefaring race could maybe possibly defend themselves at least a little better from insects of all things...

3.  Gaining credits from non-pirate-related activities can be.... hard.  If you're not mining materials that you may or may not have something resembling a use for, you're probably not getting much credit.  This feels really grindy (particularly because it tends not to have a purpose that isnt JUST the credits) and seems to seriously be the only viable way to get credits as all.  Allowing a given race to colonize all of their moons is a very bad idea right now.  The only other source is rescuing pilots and doing exchanges, but of course this doesnt work with races that loathe you.

There's also missions, I know, but those arent really constant options, they're decided on and brought up entirely by the game engine, so I'm not listing them as a viable source.

4.  This had been bugging me for awhile before, but the "smuggle spacefaring tech" missions need a rework.   Beating these is purely a matter of the RNG.   Either there will be a possible route, or there wont be, and there's nothing that can be done about this.   And even when there is, many times it's only visible to those players that know EXACTLY where the hit radius is around those scanner ships.  *I* can do it easily, when a route is available, but it's likely frustrating or seemingly insurmountable for some as it'll usually appear to be an impenetrable wall.   The nasty bit is that you really rather need the credits from doing a couple of these to get you started. After two races are spacefaring, these become unbeatable.  Or at least they're unbeatable on Misery, I'm not sure about the lower difficulties.  On Misery if you hit the scan radius of just one of those things you ARE dead within a couple more turns no matter how fast or how shielded you are.


Beyond that, need more time with it.  Balance is clearly going to be very different here.  Aside from the Planet Wrecking Locusts of Doom, it's got a good start so far.


Also I just found a pirate ship with the very intimidating name of "Bathtub".    What. 
« Last Edit: July 15, 2014, 08:42:53 am by Misery »

Offline ptarth

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #20 on: July 15, 2014, 05:10:32 pm »
Ditto.
It's been up on the Mantis for a while now, but I'd really appreciate a solid ring boundary around the spy satellites that indicates the exact detection range.
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Offline steelstiletto

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #21 on: August 07, 2014, 11:35:31 pm »
This patch has made me feel like I don't have a firm grasp on how this game is supposed to be played. With income from the dispatch missions altered to be a cost instead, I have no clue how I should gain credits anymore. There are never any pirate bases, and I don't see any other significant income available. Am I missing something obvious here?

Offline Eternaly_Lost

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Re: TLF Version 1.027 Released (Dispatched And Funded)
« Reply #22 on: August 09, 2014, 12:13:35 pm »
This patch has made me feel like I don't have a firm grasp on how this game is supposed to be played. With income from the dispatch missions altered to be a cost instead, I have no clue how I should gain credits anymore. There are never any pirate bases, and I don't see any other significant income available. Am I missing something obvious here?

Cooperative research and Cooperative Development are how I get my credits. You might need a seed of a few goons or a few Manufacturing Outposts or Science outposts, but once you get them, you can make more credits then you know what to do with.

To get that seed, I attack those that declare to be the 'bad guys' and just destroy their fleets.