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NiteShdw

News: Blacknova Traders

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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.

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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. :)

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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.

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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.

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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.

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Great advice and find a planet with colonists as soon as possible or join an alliance where planets are shared.

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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.

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Oh from such humble beginnings do mighty emporers rise!

 

Finally worked out trade routes at last :blushes:

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Can you get trade routes to shift things between planets (IE. colonists) without jumping in your rocketship?

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Nope, traderoutes require movement and storage space...

 

So you allways need your spaceship for moving stuff...

 

Or did I misinterpret your question?

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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.

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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.

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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.

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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"?

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I've done that... but by engine 14, it's only 1 turn... And the game already has LOTS of confirmation screens.

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I wish it shopped planets and territory.

 

Also - corporate planets, what are they for?

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I think corporate planets are shared by your alliance. You donate resources to your partners there even if you own the planet.

 

Could be something else. Anybody really know?

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In an alliance, all members are expected to make their planets "Corporate planets", which allows all members access to them, as if they were their own. You can do everything to the planet that you could with a privately owned one, such as change production, add colonists, take/place credits, etc.

 

The idea is to allow members of the alliance to take on different tasks. Some members will just trade and drop credits at the planet. Others will focus on adding/moving colonists using credits placed by other members. Still others can spent turns scouting around and relaying information back to the rest of the alliance.

 

So, forming an alliance allows specialization and removes the need for every player to 'fend for themselves'.

 

So, if you are in an alliance, you should really start really working together. The alliance planets are the basis for that cooperation.

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BUT, if you share all your planets and money, does having one members ship at level so and so or higher make all members corporate planets protected at that level? Or does it combine all members levels?

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your corp. planets defences are still calculated from YOUR tech level stats. Say my average tech level is at 3, and NiteShdw is at 25. You attack one of my planets, with your average tech level of 10, - you're gonna win. Unless Niteshdw happens to be in the sector, at that exact moment, then I imagine he'd ship to ship attack you.

 

So anyways, yeah, your planet defences are all based on your own tech level. The point of alliances is to share information, credits, resources, and the security of knowing that people in the same alliance as you arn't going to attack you.

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