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In the water idle mini game concerning the last top upgrade: the overall production rate upgrade. When you do that is it one time only on present balance of water, or does it multiply continuously? If it's one time only it makes more sense why you put it at the end.
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bug - tried to battle for a planet, the boss took a hit and his health bar went to 0, but the battle continues and doesn't end. a couple of major bugs keep this game from being 5-stars... well done
That bug should be fixed in v1.20, I made a checker so when the enemy health is NaN it sets to 0, because it only seems to happen once the enemy health is completely depleted.
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I've got the NaN bug on enemy health. I also experienced what I believe to be a bug right before that. What I did was I sent a fleet of a few tier 1 ships to conquer a planet in my home solar system, but at the start of the battle, it immediately said "-99%" and some sort of an image was displayed behind it. Then the enemy killed me in one shot. So, I made a fleet of tier 2 ships, went back to that planet, tried to conquer it again, and I got the NaN health bug on the last enemy there. The -99% thing was still there as well, but it didn't one shot me like last time. As a temporary fix, could you add something to the game that checks if something is NaN, and if so, set it to be more of a reasonable value?
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Hey. There's some glitch with the collect all (global) button. I have an income of 800K research points per minute but when I constantly click the button I get less and less with each click (at the same time interval). Also you get less energy than you should while using the button.
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I would love having "seperate" Achievevements per save file, which the achievements in the main menu are displayed by the last used save.
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An option for larger icons to click on for the planets would be nice, currently when zoomed out some planets are microdots. Even still, so addicting!!!
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v1.18 Bugs:
1) Battle timer for defence decrease is not reset after the battle.
2) Metal added to ship building is remove from inventory but if you close the ship building window it is destroyed not moved back to inventory.
3) liquids same type of problem as metal.
4) Going into the water idle game and back gives a black screen.
5) I can't stop playing, help!
Issues 1 and 4 are fixed in the newest version (I hope), and issues 2 and 3 are another bug I'm well aware of, but I'm setting my priority on those NaN resources first. Issue 5, I don't know how I would proceed to fix that. Sorry!
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Unless gems are used for something else an auto sell when you get them would be nice. Otherwise a "set priority" for inventory. Right now I'm getting energy balls I can't use or sell, but they are filling my inventory leaving no room for gems.
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It sucks that we pay fuel/fleet strength and not fuel/ship. If I make a weak first ship and then send it I use 1k fuel. If I upgrade the technologies and make a stronger first tier ship, it will use 100k fuel.
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LordBucket: Feature Request: please read the Instructions, Faq and play for a hiwle before requesting many things which are already present in the game. So far, you have made 20 feature requests in a row, 17 of which are already present in the game if you just followed the (new) tutorial or read the Instructions and or FAQ. 2 of your requests are already being worked on and were already announced clearly they are coming and 1 request which is a good idea but is more for individual player tastes than a real improvement.
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It's a great game, but you really need to do a lot of bug hunting, here are a few I found bothersome:
Enemies can have 'NaN' health (ie immortality)
The timer on armour reduction doesn't reset at the beginning of every battle, only when reloading the game.
After the last update, when you get out of the H2O idle you get a black screen, until reloading.
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just sent a probe out.. might want to make a use as many energy balls as i need/all. i have a 36 day wait till it returns.
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for the water collection thing, is it possible to show how much water/sec a building will add *before* I buy it? this should take all upgrades into account
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A good thing to add would be hotkeys for different buildings. Less clicking and it shouldn't be hard to implement.
Also found a 'glitch?'. I'm fighting with the 'aliens' for around 40 minutes now (side scrolling battle). There are 800 enemies versus 400 of my T5 ships. They can't do anything as I deal over 5G dmg to them but I still need to wait for 800 enemies to spawn. Maybe you could think about reducing the number of enemies instead making them stronger and change their behaviour. Maybe they could fly by the right screen side and shoot at you and not fly towards your ships.
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i like the direct max idea but how about you can choose what level you want it to be and you can make it to the highest level you have (if i have a 20/24/3 i can make that or if i have a 4/6/2 i can make that)
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The battle for the last planet in the first system is buggy for me. The 4 enemies' health stats are NaN, Nan, -0.92 and -0.43. When I battle for the planet, the battle can take 30 mins to defeat my ships, and the two remaining enemies just sit there with empty health bars.
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i dont think the timer on the lower def is working. every new battle i get in the % goes up... not after time in battle
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When I go to a new Solar system, I get a blank starry field, and cannot go up/back anymore. No bar no nothing. I get popups tho
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managed to get one of the helixteii's health to NaN. It looked like my stack of zero ships shot one shot just as it died and that made the enemy get a red -NaN on it for damage. Now it says its health is NaN in the enemy overview.
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it would be helpful if the planets glew green if they are yours and red if they are not. maybe the same for solar systems (yellow if mixed). that way i dont have to search every planet to find what one i dont have in a solar system.
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LordBucket has good ideas : if you can include the left menu in the top one, you will have place to display names and progressions of science researches
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Feature request: consolidate the left and top menus. There's no reason to have them both. For example, clicking on the ore indicator could easily open up the convert ore window instead of doing nothing. Clicking on the science points indicator could easily open up the research window. Even with the extra buttons there's plenty enough space to put everything on a single menu. I suggest putting everything on the left menu rather than the top menu, as the game window presently wastes a last of space on the left and right sides. Looking at my planet right now I have 3-4 inches of wasted background stars while I simultaneously can't see more than half of my planet vertically. Rearrange this to make use of the space and eliminate redundant buttons/indicators.
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Feature request: on the research screen, give visual indicators of research completed, remove the research cost for items already researched and remove the error message. For example, make a percentage of the box turn blue matching the percent of research completed. If it's completely finished, the whole box will be blue, replace the misleading number that says how much to keep researching it with a "research complete" text, and if I click on it...no error message. It's not needed if the visual cues are in place.
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Feature request: make a random star name generator, and give every star unique names. Then name each planet by default "Starname-ringnumber." As is, everything looks completely the same. Also, make up your min whether to start counting at zero oer one and don't count a star as a ring. It's not a ring because the rings are planetary orbits. The star doesn't orbit itself, and it doesn't make sense that according to system info, planet 0 is in ring 2...which it's actually the first ring.
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Feature request: shrink the science research icons. It adds nothing to have 3 inch wide boxes solely for the sake of requiring me to click and drag a bunch of times just to choose research. It takes me 7 click-n-drags just to go from top to bottom. I didn't even notice that automation research was an option because it's so ridiculously zoomed in and spread out.
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Feature request: shrink building icons and put the numbers below the building rather than on top of them. As is, it's difficult to see the numbers.
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Feature request: you might consider removing planet level requirements for buildings. It's possible there's some reason for it I just haven't discovered yet, but it seems silly that I can't...for example, build ore storage silos on a new planet. So I have to build ore collection facilities then dismantle them to build ore storage. It really makes no sense.
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Feature request: when I'm looking at a planet...show me the name of the planet. Upper left of the screen would be a good place for it. It's silly that I can't see the name of the planet I'm on when I'm on the planet. Also, make clicking on the planet name allow me to change the name of the planet. I'm certain there has to be a way to do it, but I've been playing for two hours and I still haven't found it.
Hold N to view the name of the planet, couldn't find a place to fit that in the top menu. And you can change the planet name by clicking the "Planet Statistics" button at the left side of the screen, 5th button from the top. You can rename it there. (But this one is less obvious to figure out, so I'll tweak this a bit)
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Feature request: in the shop, please get rid of the "you upgraded the thing you just clicked on!" screen. I'll know that I upgraded it because I clicked on it, and I'll see the results because the ratios will change.
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Feature request: make the game window bigger or reduce planet building icons so that the entire planet fist on the screen. The game window is only 500 pixels high resulting in a planet building area is taking up only like 15-20% of my screen...solely for the sake of making me click and drag all the time. You could add a couple hundred pixels vertically yet still fit on monitors made in the 1990s.
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There needs to be a way to abort Battles. I´m stuck in a battle, where the enemie keeps healing himself and neither of us is doing enough damage to end the fight.
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Feature request: have resource collection happen the moment I click a building and remove the "collect" button completely. Would massively reduce clicking needed. Imagine I have a 6x6=36 building planet nd I want to upgrade everything, but resources are at cap. I have to: click building, click collect, click building, click upgrade, click upgrade again. 5 clicks per building, 36 buildings is 180 clicks. Auto-collect on click would reduce it to 108, and if I don't want to upgrade, only collect, would reduce from 72 to 36.
As I've said before, it all looks like you've clearly haven't read the list of hotkeys that you can access in game by the top right button with the ? icon (in planet tile view), and selecting "Complete list of game hotkeys" under Specific/detailed. It's only 2 pages with size 20 font, and it will be very worth the read. If others are reading this, hope this helps you too!
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Feature request: please remove the "menu open" slide effect when selecting buildings. I'm now collecting resources from a 6x6 planet with 36 buildings by simply spamming building-->collect. I don't want to have to wait for the menu to open each time.
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Feature request: consolidate building menus. Presently requires WAY TOO MUCH clicks. For example, I have a world with 5x5=25 power plants. I want to upgrade them. Click plant, click upgrade, click next, click upgrade. 4 clicks * 25 plants is 100 click. You could EASILY consolidate upgrade/collect/destroy and all upgrades onto one screen, reducing it from 100 clicks to 50.
There are already hotkeys to speed up upgrading greatly, press E on any building tile and the upgrade panel should open. Press 1, 2 or 3 to upgrade the path you want to upgrade. Reading the release notes and instructions should help before posting features that already exist.
One strategy to reduce the amount of clicking is to build fewer/higher-leveled buildings instead of building a bunch of level 1-2 buildings. This game has the strategy tag for a reason!
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Feature request: please update the planet info bottom menu when a ships arrives. As is, if I send a ship to attack a planet, then wait for it to arrive because it's only 10 seconds...I can't actually start the fight without deselecting and reselecting it.