NiteShdw Posted June 5, 2006 Share Posted June 5, 2006 After a short beta-testing period, Blacknova Traders is now up an running as of June 4, 2006. Please make any comments about the game or taunt other players in this thread. Register here: http://deadzone.co.nr Link to comment Share on other sites More sharing options...
NiteShdw Posted June 5, 2006 Author Share Posted June 5, 2006 At the very start of the game, I noticed a bug and fixed it. The bug is this: Colonists consume Organics to live. Previously, the game calculated how many Organics the colonists were producing, then subtracted the amount they 'eat' from that amount, before adding it to your main Organics storage on the planet. The bug was that if you weren't producing enough for them to eat (say, 0), they wouldn't consume the organics in the store. Now, if you are not producing enough Organics, your colonists will consume what they need from the stores, until it runs out. If your store runs out of organics, your colonists will begin to die at a rate of about 2% (about the same as the reproduction rate). I haven't yet devised a way of letting you know if your colonists are dying. The net effect is that your population will die as fast as they reproduce, so your population will remain steady. I've added an "Estimated Production:" row on the planet menu to help show how much you will be producing every 3 minutes. The Organics cell shows total production minus consumption (will show a negative number if you don't produce enough). The Credits cell shows credit production plus interest. The Colonists cell shows colonist reproduction. I emphasize that no game settings were changed! This was only a bug fix. Link to comment Share on other sites More sharing options...
TetsuoShima Posted June 5, 2006 Share Posted June 5, 2006 Ah, I noticed that they weren't eating anything in the previous game (I had production at 0% for organics then), but I read somewhere else that they would, I only briefly read through the text that said they would, so I thought it might have been a setting or something... I kept a small supply of organics on most of my planets to see if it would change but it didn't (didn't realise it was a bug myself)... Anyway, this seems more realistic. The estimated production row is also pretty neat. :) Link to comment Share on other sites More sharing options...
Amnot Borg Posted June 5, 2006 Share Posted June 5, 2006 Does that mean colonists can't produce food in non-Organic sectors? For example, if the port sells energy? I'd have to start shifting food supplies as well as energy and things between colonies. Link to comment Share on other sites More sharing options...
Tablet Posted June 5, 2006 Share Posted June 5, 2006 LOL!! I have a bounty on my head, by the feds, whoops Link to comment Share on other sites More sharing options...
NiteShdw Posted June 6, 2006 Author Share Posted June 6, 2006 Does that mean colonists can't produce food in non-Organic sectors? For example' date=' if the port sells energy? I'd have to start shifting food supplies as well as energy and things between colonies.[/quote'] If you set your Organics production to 5%, that should be sufficient for your population. You can use the other 95% as you wish. Of course, you don't have to set Organics to 5%, you could just buy Organics and dump them on the planet for them to consume. Whichever you prefer. On a side note, I think there might still be a bug with how the population reacts when there isn't enough food, so watch for a note about that later. Link to comment Share on other sites More sharing options...
NiteShdw Posted June 6, 2006 Author Share Posted June 6, 2006 Quick tips for new players: * Trade between Ore and Goods ports for the best money. To find ports, click the "[scan]" link next to the sectors in the WARP LINKs area. It will tell you what kind of port there is. When you move into a sector, that gets recorded in your MAP (link on the left). Try to stay close to sector 0 at first, even if you trade between other ports (don't be picky with Ore/Goods at first). Upgrades cost 2x the cost of the previous upgrade, starting at 1000 credits. So, once you make your first 1000 credits, go back to sector 0 and upgrade your hull. After you make 2000 credits, go back and upgrade your hull, again at 4000 credits, 8000, 16000, etc. As soon as you hit the amount you need to upgrade your hull, do it. Once you get about hull level 12+, start upgrading your engines slowly. This time, trade enough to upgrade your hull, then trade 1 or 2 more times. Spend the extra credits upgrading your engines, and other stats (since low levels are cheap). Keep upgrading your hull until at least level 16-20. By this time you'll need to start finding other ports to trade between. Just use warp links to trade around. Write down good ports (Ore/Goods). If your engines have upgraded to at least level 14, you can start traveling between any two sectors in one turn, even without a link. YOu can then use Real Space jumps to move back to a Special port to continue upgrading. Link to comment Share on other sites More sharing options...
Amnot Borg Posted June 6, 2006 Share Posted June 6, 2006 Great advice and find a planet with colonists as soon as possible or join an alliance where planets are shared. Link to comment Share on other sites More sharing options...
Tenebrae Posted June 6, 2006 Share Posted June 6, 2006 Well, I've started playing. I have precisely no idea what to do... Still, got a few planets... got a decent upgrade to my ship... started building up my stuff. Out of turns for now though. Link to comment Share on other sites More sharing options...
Megalith Posted June 6, 2006 Share Posted June 6, 2006 Oh from such humble beginnings do mighty emporers rise! Finally worked out trade routes at last :blushes: Link to comment Share on other sites More sharing options...
Tenebrae Posted June 6, 2006 Share Posted June 6, 2006 Can you get trade routes to shift things between planets (IE. colonists) without jumping in your rocketship? Link to comment Share on other sites More sharing options...
TetsuoShima Posted June 7, 2006 Share Posted June 7, 2006 Nope, traderoutes require movement and storage space... So you allways need your spaceship for moving stuff... Or did I misinterpret your question? Link to comment Share on other sites More sharing options...
Tenebrae Posted June 7, 2006 Share Posted June 7, 2006 No... I just read something in the FAQs that seemed to suggest that excess pop from full planets could magically be transported places but that was clearly just poor wording. Link to comment Share on other sites More sharing options...
NiteShdw Posted June 7, 2006 Author Share Posted June 7, 2006 No... I just read something in the FAQs that seemed to suggest that excess pop from full planets could magically be transported places but that was clearly just poor wording. I believe that you can use the Banking terminals to move CREDITS between planets without using turns, but you can't move colonists or supplies. Link to comment Share on other sites More sharing options...
Tenebrae Posted June 7, 2006 Share Posted June 7, 2006 Ok, I suppose it lessens the amount of micromanagement. Link to comment Share on other sites More sharing options...
Tenebrae Posted June 7, 2006 Share Posted June 7, 2006 Ace, I'm part of the mighty Dominion - thanks Nite. Link to comment Share on other sites More sharing options...
Amnot Borg Posted June 7, 2006 Share Posted June 7, 2006 No... I just read something in the FAQs that seemed to suggest that excess pop from full planets could magically be transported places but that was clearly just poor wording. I believe that you can use the Banking terminals to move CREDITS between planets without using turns, but you can't move colonists or supplies. It does use a few turns but less than actual travel to collect the money. One trick I learned during the practice universe. Link to comment Share on other sites More sharing options...
Hilander72 Posted June 7, 2006 Share Posted June 7, 2006 I'm quite sure others have suffered this accident... I wasted 100 turns (90 there and 10 back) by clicking on real-space to sector 0 (preset) by accident... :( Would it be possible to add a "always confirm/engage for real-space jumps which uses more than 3-5 turns"? Link to comment Share on other sites More sharing options...
Tenebrae Posted June 7, 2006 Share Posted June 7, 2006 I've done that... but by engine 14, it's only 1 turn... And the game already has LOTS of confirmation screens. Link to comment Share on other sites More sharing options...
Amnot Borg Posted June 8, 2006 Share Posted June 8, 2006 I like to use the map along with warping. The map warns you of really long realspace jumps. Link to comment Share on other sites More sharing options...
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