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My workers have all stopped building anything, I've set the entire colony on build only and they won't complete the buildings I've marked out.
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I want to empty the metal extractor which have some metal in stock before destruction but my colonists don't carries it even if I select only "carry goods" on all colonists... They "doesn't do anything"...
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You should never lose a colonist to combat. Keep colonists away from the enemy in the first place by explicitly marking the Mineral piles to be mined first (i.e. far from the enemy). Upgrade the Living Quarters with a Medical Bay so injured colonists have somewhere to go to heal. If a colonist is in battle, slow down the game (F key) and monitor the colonist. If they get injured, use your Tractor Beam to pick the colonist up, then drop them near the Medical Bay. If a battle is occurring near a Personal Module, upgrade it to a Barracks so it can help fire on the enemy.
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Great game all around. Love the controls, concept, and fast forward feature (extreme time saver).
For improvements or future games:
1. Being able to rotate buildings would get rid of what seems like unnecessary piping. I got a bit frustrated with the idea where buildings could only face one way. XD
2. The ability to TELL colonists to recharge guns, eat, and replenish oxygen would be awesome. Especially right before raiding 6 bases....
3. Some more statistics on the consumption and production rates of the colonists and buildings, respectively. Maybe its part of the "challenge" but getting slammed with starving colonists before you know it is not fun.
4. A GIGANTIC sandbox mode after all the levels would be cool too. Or a player map creator?
Out of curiosity how many levels are there? 6 plus a bonus?
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the ai of the workers is pretty stupid. also the interface could use more numbers to help me out, like food income and usage, and warnings for when mining buildings are running low on resources to mine. I invested so much in a metal mine only for it to run out almost immediately, and had to buy metal just to build a new one... oh, and then the game ate my savegame. two or three hours lost, not doing it again. thx, but lemme know when there's a sequel that functions better
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Good game but I think a better system of ordering colonists is needed. I had enough food but I had guys giving out that they were hungry and leaving the colony.
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Also, on the levels with the raiders, I make sure to have several laser turrets around the perimeter. When the raider capsule lands, I switch all of my workers to the "defend" job and select the capsule for attack. If you have five or more workers, you should be able to defeat the raiders. Once the battle is over, I deactivate the "defend" job, and reactivate the other jobs.
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Please loose the pipe system. It´s really annoying to micromanage to have each building connected with pipes.
Also sometimes when the electricity and the water pipe cross it doesn´t work.
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raiders are easy if their ships are becoming to difficult to deal with go after the hq and that will stop anymore ship from coming. mission 5 should be only one their become a problem in as 6 you have so much science you can easy over whelm any raiders that drop by
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Ive noticed that sometimes if you build stuff without enough guys or components it gets sent to the bottom of the queue and you have to destroy it and build it again to get it done.
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To see the aqueduct and electric connection needed for a new building, you should show it on the building cases themselves but highlight it were the connection actually needs to be made. Great game apart from that up to now. (I'm still in the very first missions.)
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great game but the colonists just run off randomly to enemy's base and are too stupid to return to my medical center in time so i have to watch them closely all the time which is really annoying 5/5 if fixed until then 1/5
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As cool as it is but you should have to choice out of 10 people to start with instead of getting them random. suckz to start with 4 who cant shot, cant build and cant mine ...
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So in the future, your Mars job application must include your metabolism rate, running speed, and your sleeping schedule. I'm glad that the job market hasn't reached that point yet.
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In what appears to be a bug, I cannot get power or water to certain buildings (level 3). Unfortunately this makes the game unplayable.
Apart from that, a cool game, but the comments say it all, this thing is still in beta. I look forward to playing it when it's fixed. Excellent potential.
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Good concept game, but it has some flaws: the colonies are doing delivery jobs such as carrying box of food (from Hydroponics > Control Center > Living Quaters or Storage) or carrying bar of metal (even without construction in progress, Metal Extraction > Control Center/Compound Factory/Storage) although they assigned to gather materials rather than unnecessary jobs. That's why people complain that the colonies are "wondering around doing nothing". Since the delivery job is top priority "hidden" job before anything else, to solve the problem in current version, hiring more colonies to make delivering routes busy, and they'll doing their assigned jobs finally.
I suggest that totally remove the needs of human resource to transferring items from building to building (we're in modern age didn't we?), or auto delivering via pipe-lining OR add 1 more job option to colonies: Deliveryman
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When you have a water pump or meal extractor, does it only count the area immediately under the building, or the around it too? I assumed that the area around it was the area that it was mining, but now I'm not so sure...
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Oh dear jeeze. The level where you need two storagaes, and a hundred components after four years?
Quota made, with two weeks remaining...
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The only problem with this game is the lack of rotation and maybe (i haven't gotten very far yet) a survival/Freeplay mode. 5/5 Stars this is amazing.
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This game is sweet. Just save my progress! As well as add the ability to silence the sound and or the music. As great as the sound track is, I like listening to music while playing on kongregate.
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make sure to connect power lines and water tubes to the right places on the South-West side of a building. If a building don’t have water/energy, the warning icon will appear. I didn't spot this for AGES and couldn't work out why none of my buildings worked...
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Why in the name of........ a space pirate can blast a full heal defense tower, but the tower can't kill the pirate???
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Ok... the sandstorm does incredible damage to my buildings... but the enemy is laughing quite loud about it.... that's /&%/&())(/=($%"%