Dear Dev, I really, really would like to give you 5 stars, because I enjoy your game and the different mechanics (skills, inventory, etc.) BUT I must keep it down to 3/5 for now because the autosave system still doesn't work (I'm on Firefox, no problem with other games I recently played). Please fix it!
I would like to get rid of this building queue thing. The building cost tooltips don't update, and in general it comes with more fuss than actual use (for me at least). Ches, could you please make an opt-out from the queuing system (e.g. under settings?)
Also, minor thing but Seal of War gives x2 bonus to Engine production - which would be cool if there were any way to produce engines on volcanic planets.
Perseus's special ability is a nice idea BUT wrong numbers imho. Please see my detailed reasoning and calculations under the request and suggestions thread. The bottom line is that although the ability is fun and in principle makes sense, there are very few instances if any where it can actually prove useful. I would recommend vastly increasing its activation limit (to as high as 33 to 50% of fleet HP) or redesigning the entire berserk so that it would activate under different, more realistic conditions.
Btw Karan Art of War or not, Perseus ships are not worth their price and the extreme sluggishness they bring about. You could spend the same resources on Alkantaras, Sibers, and ARK-55's (or add some circuits and then frigates) and get way better results - and retain a lot of armor, engine, and U-ammo. I assume you plan to strengthen and/or add some special ability to the capital ships, but right now it feels bittersweet to have these huge bad guys in the roster.
What's wrong with the version? According to the sidebar it should be v33 but when I reload it is still v32. I have Firefox and tried to reload multiple times and even delete cookies.
Just putting this on the top because several of us expressed a need for it.
"An idea by @lemsv that I wholly second: "I would like to be able to set a percentage of a production in an autoroute. For example, set to 100%, it would mean that the ships take everything at each passing. That way, I wouldn't have to micro manage my autoroute every time I spend research points (Ammunition is a fine example of that case)." Transport route micromanagement is a pain in the neck. This would solve it really well!"
I saw it both here and on the forum and I even answered that in the chat (though I'm not sure it was you) so be sure that i'm taking it into consideration
When will devs learn that making sure saves are wel...safe is THE most important thing EVER? I'm really sorry, because it looks like a nice concept and good design, but until the saves are fixed 1/5.
Why are undefined, infinity, etc. coming after NN? You could simply go on with centillion, uncentillion, etc. SI is good because even a trained monkey can use it (no offense meant, just to emphasize how simple and logical it is). :)
An idea by @lemsv that I wholly second:
"I would like to be able to set a percentage of a production in an autoroute. For example, set to 100%, it would mean that the ships take everything at each passing. That way, I wouldn't have to micro manage my autoroute every time I spend research points (Ammunition is a fine example of that case)."
Transport route micromanagement is a pain in the neck. This would solve it really well!
Ches, if you change the distance of a planet, PLEASE write it in the changelog. As a side note, I don't know why Mermorra had to be changed. Hot Jupiter/hot Neptune is a valid astronomical category and it was pretty neat to have the solar panel bonus on an otherwise useless gas planet with no Tc/AM bonuses or any significant amount of hydrogen. Anyway, if you have to screw up our established strategies and supply chains from time to time, at least take the time and effort to inform us properly.
Terrestrial planets should be given some real purpose in the game, because right now they are the only type that doesn't have any.
Gas and ocean planets have unique buildings.
Metallic and desert planets have rhodium.
Ice planets have osmium (mostly) and cryo lab (always).
The four terrestrial planets have:
Promision, Solidad - nothing.
Tataridu - x2 circuit. Good but meaningless in the long run where you'd have 30+ electronic factories on ALL planets.
Traumland - x2 silicon. Nice in the beginning but becomes useless as soon as rhodium is unlocked.
I could imagine something food and water-related on terrestrial planets, like a powerful research building that consumes a lot of these but gives a ton of RP, or some factory that does the same (high consumption, insane production).
Ches, something is not right with the TP calculation.
I started this prestige run with ca. 9,300 TP.
My influence is 1,878. Total RP produced ca. 450B.
This would mean 2*1,878*log5(5.5), which is approximately 4,000 TP, totaling to ca. 13,200. Yet the time machine wants to give me ca. 11,500. It looks like the x2 multiplier in the formula doesn't work or there is some other major glitch.
What if we could build cryogenic labs on any solid planet? Since halean labs and bioengineering centers are available on all planets, I really don't see a reason for cryogenics to be otherwise. This change would also transform the bland XT II into a pretty neat planet that is worth conquering. :)
A concurrent increase of base production might be in order to offset the decrease, but that shouldn't be too difficult for you to model after introducing and balancing so many resources. :)
I think steel poduction is way off the scale. 50% bonus per level becomes far too much when you have 20+ levels in Material science, not even to mention second and subsequent playthroughs with TP. I suggest you decrease it to +25%/lvl to make it scale similar to the majority of cheap materials like iron, food, etc.
I'm not sure if it's a bug but I just noticed that Bioengineering center doesn't scale with Environmental sciences, despite being a food-based building. Also, the x1.50 TP multiplier of the research suggests that it should have an effect on bioeng. center, too (if I get your logic right.) :)
I will set an option for it