This is part of the game. The kings "stop time" in order to reconcile offline work. If there are a bunch of short range goals, they stop time a lot. If the goals are short-range enough, the UI doesn't tell you that's what is happening. I've make the GUI more sensitive but, more importantly, I've limited how many times they can "stop time" in a given interval. If you're still having this problem in 204, please email me (games@hexsw.com) your export so I can reproduce this.
Not sure if this is just me and my current build set up but Systems seems a little off compared to the rest of the game. For example, the amount of force I have is measured in millions but the gains are measured in ones of thousands. (Same with trade and same with wealth). The small increase for science barely registers most likely because the vision requirement to get each system is so high that the returns make it less and less worth it. (The only worthwhile benefit is the landmass). The high vision requirement for each system means that as soon as I get enough the system is already connected atleast. In summary, at the moment, the system gains are small in comparison to the main game and the vision requirements are so high that these gains are even further reduced.
Hello! Can you please let us know more about this? Some players experiencing lagging, so can you please tell us more about what you're lag? Contact us at onfo@gamzas.com, on facebook or simply throw kongregate message. Thank you!
Maybe it's a change too far, but would it be possible to add a feature in the future that indicates what % of a resource output each tier is currently producing?
To those complaining about the rapid changes - at least the dev is trying to listen to the players AND this game is actively advertised as an alpha so there will be many many changes before things settle.
I'd also like to remind everyone that, to play on the active leader boards when we go to the next phase of release, you'll have to give up everything but your achievements anyway.
Questions for the dev: Is it correct that included places do not contribute towards culture? They currently make no impact. Secondly is it correct that although they contibute to trade it does not pass on to the next zone (it's just your actual original amount minus a bit).
Yes. Included systems do not contribute to culture. They contribute to your trade and that does affect the next system but your trade potential is always the lesser of (a) your military and (b) the opportunity you provide at any given point. In other words, what it says is your trade potential after a system is your actual trade potential at that distance, after that system, but you need a strongish military to support it.
Really enjoying the game so far. It feels much slower than other incremental games but I think thats due to the increased complexity of the varying different 'resources' that one can collect. I am not 100% sure that the change to no pre-requisites has made any difference to my gameplay as I'm still tending to compare cost/output that does end up with some of the cheaper builds being picked. So far so good. :) Will have to see if the game picks up pace after I have included more than the first two areas.
My intent was that the game would start off slow and get faster as you prestige more times. My expectation was that people would enjoy that (because _I_ would enjoy it). When I have a more scientific way of collecting feedback than these comment threads, I'll try to figure out what I can do about pace. One thought I had was "projects" - essentially a way for people to boost the speed of the game by clicking.
Rating unfortunately dropped to 1/5 because of the continued trait tree problem of the buffs not continuing onward. Really have enjoyed the game up to this point but now I've almost completed the extended tree it feels like little point in continuing until the buffs are fixed.
Game is completely laggy. Scripts keep being thrown up as being unresponsive. It looks pretty but the lag makes it impossible to play as the timers reduce quicker than the lag allows the user to click. Much potential but unfortunately 1 star.
And before the flames about my system not being up to scratch - other idle games are fine (as well as other games) this one seems leaky.
Enjoying the game so far. Only criticisms are the moving map. Please can you make it static because its really annoying when clicking on monsters. It would be nice to have some sort of randomised boss with special drops. Unlockable class skills or skill trees might be nice. Would be nice to have some sort of sort raiders by type etc or a buy all button to buy all raiders you can afford / buy all cheapest xp upgrades at once.
Good game so far though considering its early stages!
Really enjoyed the game but I find that the xp required to level becomes very cumbersome compared to the relative amount of xp from enemies as time goes on, which is a bit of a shame.
This is part of the game. The kings "stop time" in order to reconcile offline work. If there are a bunch of short range goals, they stop time a lot. If the goals are short-range enough, the UI doesn't tell you that's what is happening. I've make the GUI more sensitive but, more importantly, I've limited how many times they can "stop time" in a given interval. If you're still having this problem in 204, please email me (games@hexsw.com) your export so I can reproduce this.