For some reason, half the hover UI keeps flashing for a frame every second or two, like this - http://prntscr.com/h05pq6 - that's the best screenshot i could grab of it.
Commander, breaking my precious simulation with sheer mental power is astonishing. I checked on all my systems but it seems just your presense is enough to break the system. While I think you can work with this and still conquer, I fear for your minions. So I wrote a PM to you to find out more about the problem so that you minions still can work. Sincerely Corporal Tutnix.
So far it seems like the end of a given world boils down to juggling your engineers to build up a resource ramp to supply more universities to build up a science ramp and more nests to travel with. Once you can get that going, your actual amount of a given resource barely matters compared to your income acceleration.
Found a bug. When changing notation, tickspeed doesn't change notation with the rest of the numbers until you upgrade it or refresh the page. http://prntscr.com/glcq0u
Aaaaand the comment box broke and didn't finish the comment. razzin frazzin no edit button. That's a probably not useful screenshot of the empty news ticker, and this https://pastebin.com/6LPX2m7p is an export of the save.
And now i'm close enough to lose a bit, can confirm the double-save also happens when you lose. Again when the enemy despawns, and when the new one spawns. The hang-up isn't as bad though, perhaps because it isn't trying to animate the experience and gold gains at the time? Don't know.
I think I've figured out why the game hangs up slightly after each fight. When you win a fight, the game autosaves twice (watch the auto save time carefully after each fight) - once when the defeated opponent despawns, and again when the next opponent spawns. I'm not sure if it does the same when you lose, haven't watched closely and at the time of writing I'm a good few tens of training levels away from where I lose reliably, but it's one reason it hangs so badly when you win.
so, if zero deaths means infinity without soft resets, doesn't that mean it can only be gotten after a hard reset? Not saying it is, but that'd be a reason to feel a need to reset the game
So, what exactly does Zero Deaths entail? getting to infinity with no soft resets? or is there some layer of reset that allows you to attack that one later in with a little more oomf behind you at least?
perhaps more a future title request than a current title request, or commentary on app demos on websites in general... some simple easter egg pointer or text code to move your progress over to the app (in the context of this game, so you wouldn't need to re-play the first 6 levels and re-find all the texts) could be a nice QoL consideration. Could be as simple as Learn 2 Fly's content unlocking when you click the penguin's beak on the title screen, or one of a small number of short words that each map to which notes the player is missing (since the word would only appear with the ad to download the app anyway)
Anyhow, nice puzzle game overall. Downloading the app as I write this. Thank you.
@oktorok Looking at it closely, and opening up more of the skill grid, there are 4 auto-collect nodes on the grid, and each gives 25% efficiency. Read: with only the first node, you'll only get 1 if you have 4 or less, up to 25 at a full grid of 100.
I think I've run into an odd bug. Shown here is a valid and successful method for completing Level 18 with only $360, but it isn't awarding me the Economic achievement: http://prntscr.com/eo71yx
Personally, given that the Museum has to cover for every possible iteration of the clover leaf colors, I think it's pretty clever to count up the leaves in binary (leaf 1, leaf 2, 1+2, 3, 1+3, 2+3, 1+2+3, 4, etc.) While it makes it slightly cumbersome to shop for particular clovers to breed, it has one job and it does that job well - to keep 256 items organized -somehow-
@Awesome9uy9999xb - You can do 3 things to fend off obstacles - 1) use a heavier ship. It's harder to lift off and get to higher speeds with a heavy ship, but they shrug off all but the heaviest obstacles without being thrown off coarse. 2) Repellers. These utility modules reduce how badly your ship is thrown off coarse by obstacles, and can be stacked to multiply the effect. They do have a fairly limited effect if you plow in to it straight-on, though. 3) though it does need to be unlocked, the Shields module is an actual solution - bulky, and each level up makes it bulkier, but when you hit an obstacle you spend Shield fuel instead of being thrown off course or slowing down. Bigger obstacles = more fuel to ignore.
Ok, I'm not getting enough numbers to work out how the math in the undead fights works out. Facing 2.19e5 enemies at t=0s, so my handful of kills-per-second units aren't a factor, and I have 1e5 ghosts + 25,685 abomination limbs should = 1.25e5 units killed in a fight, then the rest would go to the skeletons, for a loss of about 94,000 units. Instead it estimates ~15k units lost. Even if I add in my after-battle skeleton production of ~9,144, I shouldn't be close to 15k. If I turn abominations to Attach mode, the numbers make sense (read: ghosts are contributing what they say they should) I'm just really confused how the abominations are making such a significantly larger impact than I thought they would on the numbers.
How many abominations do you have? All building abilities are multiplied by the number of buildings you have: so if you have 3 abominations set to 'Consume', each limb will kill 3 enemies in battle.
Despite the triple post (razzin frazzin no edit button) here is a related screenshot: http://prntscr.com/chrcwg <-- note the Conclave is unlocked, and I have Acolytes, yet my maximum enemy army size is 1500.
Thanks, I finally figured out that bug! It happens the first time you open the game after resetting. It will be fixed when the next update comes out. (Which might not be until the weekend, as I've been quite busy this week.)
actually, come to look again... it's not just the enemy types that got lost when i updated, it reverted to max enemy count 320. Having to work my way back up from there, where the other races even a new game doesn't seem to clear the max enemy count.
Hmm... Just had to re-unlock Undead enemies again. Don't know if it had to do with an update or not. Unrelated, I don't think the Conclave ability was always called "Pray for Rain"
Commander, breaking my precious simulation with sheer mental power is astonishing. I checked on all my systems but it seems just your presense is enough to break the system. While I think you can work with this and still conquer, I fear for your minions. So I wrote a PM to you to find out more about the problem so that you minions still can work. Sincerely Corporal Tutnix.