tbh, this is not really machine learning, it's beam search in disguise. I'd say from the developer's point of view this is probably a decent attempt of implementing a genetic algorithm, though the main problem is the lack of "cross-breeding". The mutation exists, but since it's only done on the single elite genome it behaves more similar to a simple beam search algorithm.
Not sure how others got problem with it not improving, I'd say that it's mostly due to changes in the environment. if the speed or steering changes the properties of the motorcycle changes and has to be re-learnt, max speed is more problematic in that regard, so basically max out steering and minimize speed and then leave it alone
Another bug: Going to Character tab (or any of the first 4 tabs (tested so far)) and pressing “A” moves the focus to the text box for XXX adding/removing from +/- buttons. Since “A” is the button to destroy items holding it down fills the text box with multiple a:s, resetting the value back to 1.
Bug: Sorting items doesn't work. It is only possible to sort by rarity, sorting by "Item" or "Equipment" does nothing but squash the items to be consecutive.
Minor bug: When you upgrade an extraction or production which starts to require a new resource that resource is not shown until you refresh the list by clicking on that tab. Example: assume that mining plant only requires Iron (which it does during the lower levels). then on, let's say level 30, it starts to require steel as well as iron. The steel requirement is visible on the information to the right, but not on the information in the middle.
Continuation (part 3): The suggestion of having request/provide of resources is because I've noticed that most of the time spent is in the fleets tab, and setting up those routes is most troublesome. You could compare the suggested system with settlers, the workers deliver resources from the "main base" or a storage out to where it is needed, and each storage can request or provide resources. The number of cargo ships needed for doing the deliveries can easily be calculated by checking the maximum cargo size delivered between two planets. The fast and slow cargo ships could also be separated during the deliveries, since the speed of a fleet is the slowest ship of the fleet.
Other than the fleet routes and cargo I think this idle game have huge potential. I would like to see some auto-market where you sell and buy items from the other colonies, though I suppose in the end the idea is to steal all of the other planets.
Continuation of previous comment:
In the end what you do is to have cargo ships go between each planet, not longer distances, and if a resource is produced in, let's say A, and want to get to C via B, what you do (or at least I do) is to make the route between A and B include that cargo, and then the route between B and C continue to deliver it, there's also an overflow of cargo ships for some routes, since you don't want to exceed the limit.
I feel like the system for sending products between different planets could need a remake.
It is already "possible" to construct networks of deliveries between the planets, although it's not that convenient. Instead of manually adding and removing cargo ships to routes between planets it would be more convenient to allow each planet to request resources, as well as provide resources, and then the cargo ships distribute themselves as needed, same goes for the market.
To Dev: After asking in chat it is now clear what a "ghost" is, or rather, what it is not. Having that "Hits 1 !", "Hits 2 !" on the top right part of the view when you hit a boost makes you assume that the boost is the "ghost". If it is like that, make it more obvious in the challenge what a "ghost" is, or at least when you first time can find a ghost.
Ghost Couples challenge is just silly.
It states: Hit 5 different ghosts without missing
Although the accurate challenge is: Do not click on anything except a ghost 5 times in a row.
You're not allowed to enter lab/challenges or anything, nor click on the screen to gain focus, nor buy any upgrade/level up of particle. Any of these break the hit combo.
You could at least have two different checks;
1: the click is done inside of the circle
2: A ghost actually exists
It is silly to lose the combo when you enter the challenges tab to see all the challenges, or click anywhere at all.
The new improved crossover of leafs encourage you to specialize certain features in clovers to fill the museum with all permutations. Although the sloppy selling functionality for single clovers remove this possibility.
I have 2 fully colored clovers of the next tier, but doesn't have any free breeder to insert them (without removing a breeder finding the missing permutations of another lower tier). That puts me in a position to either wait for random permutations with 1 full next tier and 1 previous tier, or to specialize the clovers to match the missing permutations.
The second alternative is not possible (it's possible, but timeconsuming) because of the selling mechanism in the game. When you get a few clovers per tick then selling all these unwanted clovers, while keeping some of them, is a hell.
Add a modifier to sell clovers instead of picking them up by holding down ctrl.
Thanks
ezuli, in the first game ppl suggested adding a pause button for breeders. Just skip to use it if you feel that you don't want to, though it is useful when moving clovers between breeders, and when trying to get specific mutations to match the rest of the clover
I don't know how people can assume that you're a genious or that this is a huge twist in the "tic tac toe" game. This is not unique, this is "Ultimate Tic Tac Toe", which not many people seems to have heard about, and have already existed for over three years.
@SaoNicolauP: You missed something.
Gold Miners increase the production of gold by 2%. 2% more of 0 is 0.
In the Building tab you have a building called "Foundry", I think (it's in column 2, row 2 of the resources field).
In the Spell tab you have a permanent spell called "Alchemy", unlocked at some level in the cave, not sure when.
@pppasolini, export the save code if you want to clear the cookies. Your comment is the same as saying "If only I could load my game from the save file I just deleted"
Okay... The amount of outsourced farms you can do is ridiculous. I'm about to gain another 32.5 billion farms from West. My original farms provide 1.2 billions of food while, after this country, the outsourced farms will provide 50 billions of food. The amount of unemployed workers will be 25 billion out of 26 billion workers.
The challenge can be completed in 20 seconds, no need so much logic stuff :s