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I don't understand how I ran out of both energy and gold before I finished the tutorial. Someone needs to rework this so you at least get the general gist of how things work before the game shuts you down completely.
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so to get more money i have to let that red thing make energy, and the yellow thing sell it... for 1 gold each... thats like 0.40 gold per second, and a new energy thungy costs 1600 gold.... so basicly your game is, hey here is a game, now watch these 2 dots for 1 hour and you can have a 3d dot... 1/5 learn how to make idle games please.... progres at the biggining is fast and gets slower later on, not affter 10 secconds of gameplay....
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Got to 2.3B/sec with 27.8B/sec in total. Now there is only the chip for 10Qi to buy... waiting for the next update :D (all achieved in ~3h)
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I quite like the fact that I cant use the whole last row of the last board because it isnt on the screen, even when messing with zoom
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Hmm, I think I got a little grumpy in my last comment. When I got the 6x6 board my opinions changed on a lot of things, because everything flowed so much easier. The music ended up nicer, and I had time to appreciate the AI comments instead of wondering why it was all so broken.
What happened? First, it at last became obvious why some of the squares were red -- they were the ones being Charged! Second, I could use more wires to add power instead of the compact Increasers. Third, because of the power the Lab was operating every tick, so the batch sizes got smaller, and so the multiplier worked much better.
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The concept is great and very entertaining. However, I second those talking about counterintuitive things. Having incrementing cost on microboards is a little scary. I think a fixed cost but no refunds on the old board (discarded without selling) would feel nicer. I also think the multiplier takes a prohibitively large amount of energy to use without the tile charge upgrades. I realise it's powerful, but I think 35 (%) would be more practical.
With the UI, I am a little confused why I can drag the components around but not out of the tray. Second, accumulators blocking and wasting other resources while partially full is quite irritating. It can be unwittingly disruptive, and it would be nice if they changed colours based on the resource they have stored to indicate what's happening, or if they just switched to the instead of blocking it. I can live with whatever's inside being discarded, but not my whole production!
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@gravydonut chivas314159 gave the most important answer here. But another thing which effects it is the direction the Increaser is being fed from. Try putting an Extractor on the left, feeding into an Increaser on the right, then do another pair with the Extractor on the right, and one more pair with the Extractor on top feeding down. Now keep an eye on how much the Increasers produce. The lowest is the increaser on the left, you get one more tick of production when they are in the same column, and another plus one when it's on the right. This is also down to the way the columns are processed sequentially
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@chivas314159 Thanks for the reply. I have 100 cell capacity and my increaser only uses 10 per tick, not enough to drain the cell and it never drops below 30 before getting full charge again. I made a new board and tried putting charger next to increaser in different setups, with and against the order of the columns processing. Every 5th or so cycle just gives one less tick and a different amount of charge.
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@gravydonut not sure if this applies to you, but double check that you have enough energy: each column is process sequentially left to right in a tick and each cell activates when the column is ticked. However, the increaser increases every tick (even if the column is not ticked). Add to this the cell energy cap and you have to ensure that the increaser cell is loaded enough times.
E.g. if your increaser uses 30 energy (consumption increases with upgrade level) and you have an 8 column board with 200 capacity per cell, then in a cycle your increaser will consume 240 energy. However if you only have one charger with say 300 energy, then your increaser will not run at 100% efficiency and fluctuate between cycles. In this case you will need 2 (global) chargers to make your board run efficiently & predictably.
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I have an increaser connected directly to an extractor 0, both have plenty of power so why does the increaser sometimes do 5 ticks and sometimes do 6? This throws out my whole design.
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Great game, but short for an idle. Only took me a few hours to hit the wall. Now at 4.5 B/s (including chips) and after playing around quite a bit I can't see any way to improve the design except for just waiting until I can afford the next multiplier. Here's my design, interested if anyone has improvements: << http://i.imgur.com/gSNueT5.png >>
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There is a "feature" where if you loop around some charges until they build up and then you sell, you can create chips with an artificial average income. One way to disable the feature would be to implement a dispersion metric (e.g. standard deviation) and exclude the sell events at the higher extreme from the average computation. Dislike so the developer doesn't see this :P
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This game is great but it has some issues. 1) Loops sometimes dry out, for example i have a loop that runs for three hours, and suddenly in decreases it's production and eventually all cells dissapper from it. What I noticed is that at times an item doesn't activate on tick. 2) The game freezes after leaving it open and idle for a longer time. 3) Cells dissappear after refreshing the page. The overall concept of the game awesome!
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So I have decided to stop playing this until more updates come through because its not worth losing access to my PC to just have this running 24/7
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@Nautilus59, here is what I do along the bottom of the 14x9 board: http://imgur.com/a/wnhse
From the bottom-left I do 3 sets of: Global Power Cell < Increaser < Lab < Extractor 2. At the bottom-right corner I loop it upwards as seen in the screencap. Takes a few seconds to get going when loading up from a save but does not require any splitters and keeps everything running.
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@Nautilus59, here are 3 examples: http://imgur.com/PwyMQj
The first 2 will lose cells each cycle until they reach an equilibrium dependent on the width of the board. The numbers in the image are for a 12 width board, but the first example will drop to 59 on a 4 width board. The 3rd example will always produce 500 power per cycle as long as the 2 multipliers and splitter all have cells.
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Putting a multiplier on a seller path halves the production (it does not max out and the output from the multiplier is around 70)
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It frustrates me that the larger boards are such a huge profit killer. Basically making the board twice as wide cuts your profit in half, because it processes each column in the same amount of time.
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This game might be the Number #1 amongst all under-rated games on Kong right now ! It would deserve at least an average of 4.4 !
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Same thing if I send research cells directly to the seller. Yet the description of any number of advanced cells indicate they will "sell" for a multitude of GOLD value. How?
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Hmmm, when I use a Goldener component and send those "gold" cells to the seller, it says "needs power cells". But there is no other general seller component. Is this a bug or am I not getting something?