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Dev Team

Joined: Sun Dec 02, 2007 10:37 pm
Post Now on test: Changes to colony trading and targeting
Greetings, SS community; I am HAL's twin sister :wink: . The following updates are now available for testing on the test server:

The code for trade between user bases and colonies has been improved, with the following visible changes:
1. Colonies will now buy arbitrary numbers of commods; they are no longer limited to multiples of 100.
2. Colonies will only buy/sell if the base has a lower/higher price than the colony, not if the prices are equal.
3. The number of peasants bought by a colony now depends on the base's sell price. The maximum number of peasants a colony can buy is larger than before, but potential profits from peasant pumping will be much lower.

Changes to the code that determines when to fire weapons. This should improve the performance of slaves and drones as well as for AI.


Mon Dec 03, 2007 1:26 am
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Joined: Tue Nov 14, 2006 3:13 am
Post 
A female admin? cool :D
the changes look good too :roll:


Mon Dec 03, 2007 2:35 am
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Joined: Wed Mar 14, 2007 10:10 pm
Post 
could really use a termite nerf in there somwhere......and welcome to SS :)


Mon Dec 03, 2007 2:46 am
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Team: Nibbles
Main: mrwoo
Level: 1626
Class: Engineer

Joined: Sun Feb 12, 2006 8:39 am
Location: south of old blighty (england)
Post 
dunno who is gonna spend the time testing a col but seems ok if cols will buy more commods as i never understand why a 7 bill pop only buys like 20k of mets etc


Mon Dec 03, 2007 3:03 am
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
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Post 
I don't use colonies, and the idea of AI improved performance scares me a little, but welcome to SS anyway. :D


Mon Dec 03, 2007 6:46 am
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Team: Aidelon
Main: Yurble
Level: 1967
Class: Engineer

Joined: Sun Apr 10, 2005 11:06 am
Location: Somewere deep in your mind.
Post 
Good changes.. Good changes..
to the dev team.. and the game.. yeah the game

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Mon Dec 03, 2007 9:31 am
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Joined: Sun Dec 02, 2007 10:37 pm
Post 
To facilitate testing of colonies, test is currently running with 1 colony year every minute.


Mon Dec 03, 2007 11:36 am
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Team: Traders
Main: ERMAN
Level: 3306
Class: Speed Demon

Joined: Fri Jun 24, 2005 1:27 am
Location: Chicago, USA
Post 
SAL 9000 wrote:
To facilitate testing of colonies, test is currently running with 1 colony year every minute.


thats going to be very hard to keep the needed rats on the base then.

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Mon Dec 03, 2007 3:40 pm
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Post 
Ive made a colony on test. Its buying and selling peasants fine, at "odd" numbers.

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Mon Dec 03, 2007 5:34 pm
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Team: Resident Evil
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Joined: Tue Nov 22, 2005 4:06 pm
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can i be your twin brother to?

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Mon Dec 03, 2007 8:19 pm
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Team: Strawberry Pancakes
Main: Trevor50
Level: 4503
Class: Shield Monkey

Joined: Wed Jul 12, 2006 10:01 pm
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Post 
why nerf Peasent Pumping more, u already rapped it

Trev

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Mon Dec 03, 2007 8:53 pm
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Team: Admins
Main: Jeff_L
Level: 1028
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Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post 
In theory, this will allow people to get their colonies to grow faster than before, just at less of a profit. In my opinion, pumping peasants should be more of a loss-leader to prepare for exploiting a bigger colony later.

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Tue Dec 04, 2007 4:46 am
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Joined: Sat Dec 24, 2005 8:19 am
Post 
JeffL wrote:
In theory, this will allow people to get their colonies to grow faster than before, just at less of a profit. In my opinion, pumping peasants should be more of a loss-leader to prepare for exploiting a bigger colony later.


This only works if the universe is more than FOUR months long. There just aren't enough Peasants in the AI stations to pump all of the planets that need them when the uni starts.


Tue Dec 04, 2007 5:26 am
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Team: Strawberry Pancakes
Main: Abbara
Level: 1394
Class: Seer

Joined: Mon Oct 18, 2004 11:13 am
Post 
I can see their strategy on this one to be fair.

Making so much money, nice as it is, shouldn't be so easy as pumping a colony with millions of peasents at a huge profit.

By allowing you to sell more for less to grow the colony to 7bil+ quicker, they reduce the initial investement in this huge colony. If you want to invest less then you can sell fewer for higher, but take longer to grow the colony to a huge size.

As soon as you have a huge colony you can gather the resources and now sell more commods to the colony at a higher overall value than you could have sold peasents to it in the previous setup.

So in fact, you can now make more cash from colonies (I think, theoretically) however it will just be a harder and more laborious task.

I think this also adds a new variable to the search for an ideal galaxy... the ability to extract and combine commods on huge quantities to sell to your pumped colonies.

I'm not sure, this is just my take on it.



Tue Dec 04, 2007 5:28 am
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Team: Aidelon
Main: goldstar-stations
Level: 2020
Class: Engineer

Joined: Sun Nov 13, 2005 12:54 pm
Post 
it sounds like a good idea to me. any chance that this might effect the ammounts colonys buy of certain items? i find that a 1bil pop colony buys as much as a 12bil pop.. population should define how much of what is bought and change the needs of the colony.

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Tue Dec 04, 2007 11:04 am
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