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Fury

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Everything posted by Fury

  1. Fury

    3.3.7

    Our 3.3.7 update is small, but definitely overdue and probably beneficial to many players. This update will offer the ability for players to link accounts and post as other accounts, without having to log out and log in. Let's be clear up front - this feature is intended for those who run secret planets, secretly manage other organizations, have separate accounts to manage multiple planets (when authorized), and manage fleets or personalities (when authorized). This is NOT so you can share your password with other players and post on their behalf. All activity with this feature is logged, so it won't take much effort for us to identify abuse. So here goes... You will now notice a link icon at the top right of the site. This is where you can add/remove/manage linked accounts. It's simple and intuitive. If you add an account, you will be required to login as that account to add it. You can remove accounts as well that you don't want to use anymore. The link icon looks like this. After you have linked an account, you can always use that link to manage the linked accounts you may or may not have. This link will be available for all user groups except for Guests, Members, and Banned members. The idea is you will only need it as a player or an admin or moderator (however Admins already have this functionality). When you want to make a post, you will see a screen like below, and a drop down box that will allow you to select which account is making the post. The drop down box displays below the text area for what you are posting The idea here is that this should make some of your lives easier and less annoying by giving you this functionality, and speed up your own gameplay and require less time and effort to jump between authorized multi-accounts. As always, if there are bugs with this, please use the bug tracker. If you need help, please ask.
  2. What was your old username on the old site? Welcome back. As noted above - we're on a pause right now. We had a good start with good activity levels and interest. Just ironing out processes so we can make sure actions process faster and keep the activity level going and sustainable.
  3. Shadows has personally handled a lot of the cool storylines we've given you this round. I personally love it, and think he's absolutely a valued member of this team.
  4. You had me fooled. I would have thought this was your first round.
  5. More info to follow.
  6. I'll work on expanding the intel tutorial I made. I think I want to establish either one LONG tutorial, or a two-part. Basics of Intel, and Advanced Intelligence Operations. We'll see. I'm always open to folks contributing tutorials as I need to focus elsewhere at most times on other things in the game.
  7. The community had a rash of early rounds where players would commit to round-ending actions VERY quickly. It happens I guess when you get a bunch of kids around on a game like this.
  8. Out of curiosity with our player base - when did you join SWDiplomacy? Do you remember a month and year? I'm working on a sort of project - would love to see who joined when. I'll begin: I began working on this community in March 2006. So I guess I joined in March 2006.
  9. Further - items that would be considered a bug should be filed under the Bug Tracker: https://forum.swdiplomacy.com/index.php?/gamesupport/bugs/ Bug - Functionality issue with existing game engine or forum components Suggestion - Request for new function, tool, game engine component, or forum capability. The bug tracker was fixed several weeks ago.
  10. This was remedied prior to opening up budgets.
  11. Game Clock and Military Orders I've seen it asked a few times how military orders will be affected with a game clock pause. So here goes - it won't be. The clock may provide you with a date of estimated completion. This is a date that was projected with the assumption the clock won't pause. But the production system DOES NOT operate on a real world time schedule. It works off of UNIX timestamp and calculates off the game clock. If when the game clock was paused you had an order that was supposed to complete in 10 days (game time), when the clock unpauses, it will still complete in ten days after the clock runs. Let me reiterate, it DOES NOT work off or calculate off of real time. That real time estimate was just a cosmetic design added in that would give you an idea of when to expect it in the real world. I wish we could design a way to adjust that, and we could - however it is not really a priority development item at this time, especially as we are working on a conceptual redesign of the production system at-large.
  12. 1. I do have a long term goal of doing this. I plan to additionally separate shipyards from ground-unit factories. I think this would help us tremendously. You would have a Ground TPC, Aerospace TPC, and Training Capacity. 2. I have plans for a notebook. I am considering a few options right now. Just gotta work through the ease-of-use, functionality, interface, and how well it fits into our system.
  13. This looks to be a display issue. I tested out the support system (which is the core of the action system). When you use it to submit a trouble ticket (not an action), and I close/hold/cancel/in progress update the status on the ACP - it displays properly. It doesn't for the actions/applications/budgets. I'm assuming that it's just a simple missing element in our custom coding, and can easily be rectified to display the statuses for you guys.
  14. 1. I know I have envisioned a system with three separate TPC pools. Ground/Aerospace/Civil. It would essentially work off a system of Factories and Shipyards. You would use your civil TPC to build shipyards and factories, through an automated system, and it wouldn't tie up production availability from your existing shipyards/factories. Where at the most basic level...1 factory/shipyard would be 5000 TPC for instance. You would then build more through automated means, and they would cost X amount. Similarly you could expand that to Small/Medium/Large, and each tier has a different TPC gain from it. I think it's very feasible, I would just really need to dig into writing up a development proposal with a LOT of detail. 2. We did have an old system for capital ships. It was interesting and I would need to find the old code for it. I think we can do better though than how it used to be. I do want an integrated OB system though where you can assign to different named units, create subordinate elements (adding personnel to a ship for instance), and basically make fleets. So in your action, you just identify that X fleet is moving to X planet. We could potentially add a 'note' option editable by admins or mods that would show up in your private OB page and it would just display where it is.
  15. If you are able to find this, I am interested. I'd like to go check it out. This sounds interesting.
  16. This topic is now open. Here are a few conversation starters: Should TPC be replaced, if so, with what, and how? Should production be overhauled, possibly splitting ground production and aerospace into TWO different TPCs? Factories and Shipyards? How do we want to improve or automate economics in the game? What other automation would be helpful to do two key things - improve player experience, and reduce game moderator workload?
  17. Migs Mayfeld is up there for me. https://starwars.fandom.com/wiki/Migs_Mayfeld
  18. I send praise to @Sheriden for running a wonderful game round.
  19. Action Limit We are going to officially institute a limit on actions. All players are now limited to five actions total in the queue at any given time. However you decide to slice that up with which action categories, is in you. Additionally, if you have actions listed as 'On Hold', they will not count towards this limit. If you currently have over five actions, they are grandfathered in and will be allowed to remain - however you will be unable to submit actions until you have less than five actions in your queue. All new submissions will be deleted by the moderator staff. Finally, if you wish to cancel actions on your own in order and prioritize a new action, you may do that. When you open up the action in your planet management page, you have a dropdown that allows you to select a status for the action and cancel it.
  20. The old formula was being calculated wrong. When multiplying your upkeep rate (100) by the upkeep cost, it was multiplying the cost by 100, instead of 1.0 (a percentage expressed as a decimal). This caused the surpluses to all go into deficit. This has been fixed.
  21. Military Production Orders I want to address something about how production orders work. I've been approached multiple times about this, with people thinking it is broken. It's a fair idea. However, the production system runs a task every hour to complete orders. This is done to save CPU usage and not have tasks running on the back-end every minute. So if an order completes, and it has not been 60 min since it was supposed to complete...wait. If you are a few hours after the completion time and you don't see the units populate in your inventory or see the credits deducted, let us know. I am able to force-execute the task - however I don't want to do this every time.
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