@vthrenee: you are wrong, while the first phase is performed at those times: gathering the data for the save, the second phase: storing the date, isn't performed until a page-refresh/page-close is performed. This is what makes the auto-save practically useless for people that want to run the game for long periods of time. Next time, please make sure you know more than just the preparatory phase. PS A proper save-routine should be safe from even an artificially induced crash (it's a simple bench-mark test for an auto-save routine)... a criteria 90% of most recent flash-games (including this one (at the moment of writing)) fail to meet
major problem: (auto)-save is not crash-proof. no matter when you try to save, due to the way it is set-up, it isn't actually performed until flash gets a close/refresh-message... preventing the save from being performed if flash crashes. (which is the main reason for an auto-save in the first place)
suggestion: instead of having 'gold :###,wood :###, stone :###,...' on each line of the buildings-table, could you turn it into a multi-column table with the resource names above it? It will reduce the risk of one of the requirement being cut off. (I'm already experiencing it with the house and market buildings)
minor suggestion: change the '+ X/s' of the resources to '+ X/t'.
the amount shown is what is obtained every time the (hidden) production-timer reaches zero (X per 'turn'), not what is obtained per second (though it's indistinguishable during the early game).
Yep...I was thinking that would solve it too...but in 0.7 there's going to be progress bars and such....so I could fix it for 0.6 for everyone, or I can keep plugging away at 0.7, If this gets uprated high enough I'll fix it immediately. EDIT: All righty everyone. This has been done. Enjoy!!
A: clicking on an element to sell it can result in the object floating behind it being selected as well (EG: jumps to star while user tells it to sell phosphor)
B: clicking on an upgrade while star/planet/moon floats behind results in it being selected instead of the upgrade being bought.
A. Could you add a column showing total bonus? it would make it easier to detect errors.
B. Research bonus is not being applied in the actual resource gathering.
EG:
20 g/s.
lord = 30, build=15, research=7.
production=52 = 30.04 gross
applied = 29 gross
noted...but its okay for now...im working on a system where research levels in a tech pertaining to output of any kind will equal a smaller delay between production cycles.
could you add the ability to ignore specific loots? I'm currently short on territory and the few increases I get are immediately wasted by loots I don't need.
the recurring decimals might point to the value being calculated in the wrong order. when calculating a value you must first multiply and then divide. divide and then multiply causes round-off errors in-between
EG: 10*7/9 = 70/9=7.77778... 10/9*7 = 1.11111*7=7.777777...
the difference might be small but it can easily cascade into a major deviation.
could you please change the precise shade of the green text?
the current shade doesn't have enough contrast to allow for easy reading. the black and red texts don't have this problem.
can't you make it so that the knight is always drawn at the middle of the screen and everything else is drawn relative to him? It would fix both the knight-outside-frame issue and the can't-reverse-bug.
I've done a quick comparison between the various base-productions and the end-results and have discovered that the result for farming doesn't match up with the rest.
farming= base*(2+buildbonus+lordbonus).
others = base*(1+buildbonus+lordbonus).
however I concede that this is most likely to allow one to do other things than farming in the early stages of the game.
A good auto-save saves directly not on exit.
many of the other flash-games I play that autosave can recover even from the last autosave, not just the last full exit.
Please, PLEASE, PM me and let me know how to fix this. I would be VERY grateful.