I would like to see some means of selling or otherwise deleting useless artifacts. Science is not useful, nor is remove obstacle and remove obstacle+ once there are no more obstacles.
Such a button would become obsolete after a while. You will be able to place vendors, which automatically sell your products. Products sold through vendors can make a much higher revenue based on the vendor gain multiplier. You would miss a lot of revenue when you do it yourself, so most players don't do it and that's why there isn't such a button.
I would be in favor of a system to keep rolling for a bonus you want automatically consuming SP until the bonus(es) you want appear. It's damn tedious clicking for a minimum of around 200+ times on every piece of new gear for the bonuses you want.
A possible suggestion for you to consider. When looking at a single production unit that has vendors, A way to see what your money per cycle is for that unit would be nice. This makes comparing cost effectiveness much easier when deciding to either sell more of what you already have or push for the next production unit.
There was a bug with the tooltip positions, so maybe the positions weren't the intended ones. Nevertheless I've added a tooltip toggle in the settings menu. I hope this solves the problem.
Re: Ads not working
The pop up appears like normal and the ad plays as normal. When the video completes, the message at the top of the pop up window does not change. It reads “Watch this short video and earn 1 Reward!”. I have tried replaying the video, waiting up to an additional five minutes after watching, and finally, when neither of those two work I close the ad and receive a message from the game “Ad Stopped. You didn’t watch the ad until the end. You have to watch them completely to earn sardines!” The only option from there is a button that says “ok”.
The problem is on Kongregate's side then. They tell the game whether an ad has been completed or not, and the message in the popup should change. We'll probably have to contact them, see if they have any idea what might be going on.
I'm getting some issues where I watch the ads to earn sardines and bonus points but I'm not getting anything even after I watch the ad and wait for a long time after the had has finished playing.
@TheGeniusSavant I would certainly think an easy badge would be completing the tutorial, the medium badge however should be defeating the astrox commander and the hard badge would be as you said getting all the in-game medals.
If you are using an old save file you may need to regenerate your galaxy under the options menu to get access to all of the newer features and modules SwordPaladin
Right as there was an update literally minutes ago. this seems a good time to mention something that I do believe a lot of people would want to see. Some means of organizing your modules in the garage. This way we can easily compare and contrast the various drops from pirates to see which ones we want to keep and which we don't with relative ease. Or swap between a mining or fighting build.
As a previous comment of mine about this is probably buried I'll mention it again, especially in light of all the new modulators continue to get expanded upon. In the Garage menu. There needs to be some means of sorting or organizing your modules that aren't equipped.
Don't rightly know if anybody else has noticed this, but spending module space on a fuel module is almost a waste, especially towards the end game. Two energy Modules provides enough energy regen that traveling without an afterburner on gets you more energy back than is spent on moving. In addition, two energy slots gives you additional power to spend on those energy intensive shield boosters for fighting pirates. Even for manual travel between systems you don't really need the extra fuel.
@astice assume manual control of your ship and orient yourself in the general direction of the target system then turn on the engines and afterburner to max. As you get closer to the target system you may have to adjust your aim.
Don't rightly know if this was intentional or not but I've found that it is possible to lure the super aggressive pirate boss of Kolekax Oasis 10k plus km from the nearest anything. I would think that there should be some sort of upper bound on how far pirates are willing to chase you before giving up. Otherwise there is nothing stopping you from luring the pirates tens of thousands of km away so you don't have to worry about them and can mine in peace.
If I might make a small suggestion that would greatly improve things, then I would suggest some means of organizing your modules in the garage. Once you've gotten to the end game and have plenty of cash and pirate drops, it gets kind of tedious hunting and pecking for the modules you want to keep versus the ones you want to throw away. Being able to sort them into active versus passive modules, or launchers versus lasers versus cannons.
Aside from this, this has easily become one of my favorite games on Kongregate, especially because of the vast strides that have been made to improve this game since build one.
I am unsure if I'm doing something wrong, but no matter what I do I cannot get the last two pirate officers to appear. Every time I kill all the pirates in the system between two and five more pirates randomly appear. I have killed all of the pirate officers everywhere else but the last two won't appear.
Such a button would become obsolete after a while. You will be able to place vendors, which automatically sell your products. Products sold through vendors can make a much higher revenue based on the vendor gain multiplier. You would miss a lot of revenue when you do it yourself, so most players don't do it and that's why there isn't such a button.