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Aaaand my save is gone. Autosave worked fine so far so didn't export. :-( Well, so much for this game, guess I have better things to do anyway...
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Suddenly my auto-routes are taking 13 hours instead of 5 minutes. If I send normal cargo fleets of the same ships it takes minutes. Is this something that was intentional, to make auto-routes harder to manage so that we have to be more active in playing the game?
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Got 9 planets now and well managing the resource transpot network is really tedious. I am basically just building new ships all the time to transpor more resources. Micromanaging key resources that you only gain on one planet and need to distribute to 5-6 other planets take up so much time.
Still though waiting for research points and for plastic to build the ships take bloody long time even. Plastic factories around 30 become a bit too expensive and importing it in the market is just a bit annoying a lot of the time.
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Karan Art of War increasing Muralla weight is a good start but insufficient, especially for late game. Dragons still offer better survivability (and damage) for less resources. A solution would be to extend the 50%/lvl bonus to Muralla HP, armor, and shields.
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It seems that even after the recent update to the tournament, the Quris artifacts are still obtainable only through the Quris missions, which means one must still leave the Quris planets untouched. Unless this is intentional, it doesn't really change anything IMHO. I feel that the Quris artifacts should be linked with the tournament itself and not with the Quris empire.
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@unjashfan: found my problem: My Polymerizers didn't get enough energy so their consumption of methane is low. when i turned my reactors on, the suddenly used way more methane than i could provide.
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@shipkiller: I can't replicate it. Perhaps you have polymerizers or floating fuel converters active? Those should be the only methane guzzlers on gas giants.
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I've encountered a bug. If I build a floating reactor on orpheus, it should use hydrogen, but it consumes Methane. I don't know what should be right.
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Like it, but balance is very strange. One planet I just struggle to get enough energy unless I build like 500 cargo ships and sending steel and iron in abundance so I can uppgrade things. On another planet I got lots of extra energy without anything to spend it on. Some resources like water also seem to be almost useless so far. I got plenty of it, but the only times you spend it is with a -10/s while I got over 1000+ per second just stacking up. Also waiting for graphite to stack up to build the nuclear reactors take a bloody long time.
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Tutorial: I turned the energy generator off, tutorial doesn't continue... is it because I increased my fuel before building it so I wouldn't go negative?
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Well designed, but show what the research will do with the next level instead of only showing what it currently does. It's impossible to determine whether or not I want to spend my points on any particular thing. Also, make each research do something new instead of requiring a certain level of research to reach the next incentive!
But it already shows the future bonus... the +% bonus are the same, and then you get new bonuses that you can already see in the bottom of the tooltip as Level X: unlocks Y
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I find myself actively playing the game consistantly researching and increasing production trains. I haven't played an 'idle' game this much since Factory Idle! If you guys ever make it pro game, add music and delivery quests. I will buy that game in a 'heartbeat of the galaxy.'
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1 suggestion can you add button 50% production 25% 10% .Something like button what we have turn off/on will be good if we can put production on 50% or 10%
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The UI on this game is still agony. I think I would really enjoy it if it weren't so tedious to manage everything, especially with regards to cargo fleets and the ever mysterious hub fleets. Every time someone asks a question like "How do I X?" the dev should ask themselves "why are people confused about this and how can I make it more intuitive?"
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Hi, beautyful, really beautiful game, tutorial ends on autorouting but i need so more: I'm try to conquer an enemy planet to get ammo research. I sent war fleet, won the battles, sent colonization ship but nothing happened: the planet is ever in enemy hands.. what i do wrong?
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I find it a bit unrealistic that one doesn't need an army to successfully colonize planets. Perhaps have armies to build that fight like the ships?
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@Jinui: For map 2, dragons will be your main workhorse. Luxis aren't worth it because they need circuits and nanotubes; make dragons and sibers/alks instead. Sibers and alks are great too if you have extra tubes and robots. Angers are almost a must for the harder planets. For enemies with shields, you may need foxars instead if your dragons don't have enough base power. Methane is a pain until you get Space mining from Dagama. Send engines from map 1. Electrolyzers are pretty much your only hydrogen source. Xenovirgo unlocks Karan nuclear physics and thorium reactors, which eventually gives practically infinite energy. Karan nuclear physics is very OP. Get it ASAP.
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Cont'd: First, coolant quickly becomes abundant after a time travel or two once you level up your Cryogenics from TP (which you should, because cryo labs ARE the undisputed RP power horses pre-Karan tech). Second, the same applies to nanotubes. NT domes profit from both Material Science and Hydrology, which you'll start to see very soon (my NT factories would earn around 580 NT/s, while my domes are close to 32k). Third, since technetium has many uses and Halean tech is harder to level up, technetium takes longer to become abundant than either coolant or NT.
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@rioki: Robots Factory, period. As the per-level bonuses are not additive but multiplicative, even a few extra levels will result in a huge difference in production. And AI is so cheap to level up... For instance, adding +19 levels to Halean costs around 450k TP. For the same amount, you will level up AI 50 (!) times. This means my Halean AI centers would produce 83 robots per second (double on Zelera) - if I were so stupid as to build any, because my Robots factories produce double. You also mentioned coolant and nanotubes. TBC
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If you level up Karan Art of War, the piercing damage stat of Luxis and Siber will eventually exceed 100%. What does e.g. 1,000% piercing damage mean? a) it means simply that all damage inflicted by the ship will be inflicted no matter what (in which case you ought to cap the display at 100% because it's both ugly and misleading as it is) or b) the ship will actually cause 10x its nominal damage against heavily armored units (which is so OP that it's def worth an in-game explanation incl. formula, e.g. a tooltip)?
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When trying to sell on the market my ship comes back with an NaN and I have lost all my coins, i think it is now buying instead of actually selling.
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It would be nice to be able to rename Auto-Routes without having to cancel the route, rename the fleet, and then try and recreate the route.
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After the last update, I have issues with the market. I'm selling a lot, but every time a market ship get to destination, the amount of market coins displays "Nan" for a split second and then resets to "0" (Zero).
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I really need a tutorial on hub fleets and automated shipping etc. That seems like such an useful/interesting feature, but right now I'm trying to build (it's queued up) something on "The City" which requires titanium and plastic (But there is more than enough titanium at the planet, just lacking plastic). Ishtar Gate has an ample supply of plastic and is the only location with a hub fleet. For some reason the game keeps sending shipments of titanium to "The City". Not even the right amount either. Does anyone have any insight here? Maybe I'm just missing how this works.
There have been some fixes to correct this issue. You may want to hit the button "reset queus and automatic shipping" i the settings panel and put the buildg in the queue again.
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hey bro your game have big potential... sim city scale potential (DONT GO ANYWHERE CLOSE EAGAMES)... sugestions... if you want expand:
Diplomacy... i want make friends or the pirates suddenly attack my outposts
Good combat... sincerally i dont liked the amount of warshipsyopu can build... seems like this browsers medieval games where you send 1million archers 1m trebuchets...2m halberd to atk.... its unrealistic and silly...not saying you could not do it... but at least you need several planets producing shit tons of things to you waste in a gazilion sized fleet
sorry bad english, good luck bro
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normally when you see a title rereleased there are substantial changes between editions. From what I can tell, some content like population and quris fights were cut and the only thing added was graphics for the ships. Are more substantial changes planned? because at the moment, it seems a rerelease doesn't seem warranted
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Wow. The game is _amazing_ but... a bit too complex. I get lost in the fleet management which seems like a critical part of the game. There could be a whole tutorial once you get 4 planets colonized about "fleet management" I can't seem to get auto-routes and/or cargo transfers optimized. I see fighters and other ships and I fear it will only get much worse shortly.
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if you have building and some in the building queue and klick the destroy buttons it would be nice if the queue would be reduced first
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As I dived deeper into this game I encountered another interface issue - thenumber of resource and structure types grows greatly, and since planets become slowly specialized, some of them become useless with time (on specific planets, of course). They still occuppy precious space on the lists and I'd like to clean up all of it, hide some buildings or resources, put them on some lists off-screen, or something like it.