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SORRY ......... _____"Autolauch on/off" is double, if you open the shipyard, cant find different function .... is the bottom button needed ?_____
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Nice game, the autobuild/autoreseach is great and needed, but why arent researches global? Maybe it should give you a bonus if a planet already researched a lot but having to start from zero an another planet is not logical. Maybe an researchubgrade "share technology? with and increasing range like the engine one and the researches of all planets in range are added up. This woult even make it stategicly important to strike to the harth of other empires cutting off their technology havy planets and paralizing the weaker planets.
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Looks good. Why is research not universal? I mean, you can control your fleet with instant communication, however scientists on different planets are not able to talk to each other.
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'after accidentaly sending fleet to another planet you can do nothing'
i know something you can do... learn not to make mistakes ;)
the res limit is more problematic but with autobuild i doubt it'd happen too often. do well on the sleuth of updates momo. brilliant stuff :D
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EXTREMELY SUXXX - inability to cancel orders for fleets - movement ranges are hardly visible [especially on far range value], and after accidentaly sending fleet to another planet you can do nothing
i will try to do something about the movement indicator, am also considering a one time use per movement (return fleet) button. sorry you hated it man... hopefully you check back when i address these concerns.
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What is the key to competing at the hard levels? I've played over and over and get creamed. Great game but i need help on the hard levels.
planetary shields will keep ur planet from getting crushed so fast. also, don't expand too fast... u will need a decent sized fleet to protect your home planet while u stock up on resources.
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I had 1 fleet orbiting neutral planet, then sent there another fleet with 1 colony ship. Planet was not colonized. This planet belonged to enemy previously.
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One more thing that can be added:
Building queue: First goes what player chooses in proper order, then auto-build items.
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One more bug now:
If I select fleet, then move map -- fleet is deselected if I choose to deselect it with single-click -- that's not right. Make move map with mouse and deselect fleet with single-click separate actions.
its not just the tech, but the equipment needed for it.... and some research is shared across the empire. like engines , weapons, armor, shields, and plasma. these techs are use by fleets.
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I don't think "return to planet" button make much sense. You can follow MOO style and add radius to planets in which you can give fleets commands. Though that's a bit harder. :) Also, there's option on splitting fleets on any location or planet where you can give em commands that is needed. :D
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Coloring the missing research to build a ship ? currently i have to click the ship, look what i need, go to the lab, look what i have ... could be easier ;)
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No. I mean following: A fleet is flying over planet. If I land all fleet, but leave one colony ship and send it to another planet -- all the experience is lost. If I land colony ship first -- I need to send out the rest of fleet to another planet to sent colony ship anywhere. Plus I can't return flying ship while it moves. So I can't escape with colony ship without loosing experience in case if planet is under constant attacks. So if I could choose 1 colony ship from flying fleet and separate it sending to another planet I keep experience and split fleet.
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If I auto ecology on the 3rd map it crossed over to making all of my planets auto ecology. Great game though. After a few more bugs are worked out definitely a 5/5 .... 4.5/5 for now!
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Regarding fleets: no need for outpusts or commanders, I thought just of something easy. Just add merging fleets with keeping some exp (bigger or avg) and add possibility to split fleets (to get single colony ship out of big mass). That wouldn't take too much innovations and balancing, but probably simplify controls.
u mean splitting a fleet while its moving? cause you can already split docked fleets if the planet is yours. PS, the outpost are definitely going in, it opens up trade, selling resources (or buying), selling and buying ships, aside from being a waypoint for weaker engines.
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You are welcome. :D Btw, if I would like to voice out some of my suggestions, would it be asking too much and being impolite? >_<
not at all, just shoot me a PM. what better way to build a game that people will enjoy, then to have those people help build the game :) it may seem strange to others, but ive been working on a clone of 'uplink' for over 5 years... and it's success it due solely because i include the players in the dev process. im just the programmer, we build the game.
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I am playing on 1.2k, but my profile was establish far before 1.2k, dont know if that affect and I should try playing on a new profile tmr. For the colony ships, what I mean is not they are causing damage to me, is that they don't come cheap and it seems that the computer has no reason to waste so many resources on building tons of them in a fleet.
no, u were right, i changed the code in both the research and building functions in the last update, but left an old line of code in the research one. as or colony ships, the compute will only build a couple before moving on, however, as the fleets stack up, so do their colony ships. the update will go live as soon as i finish and test the AUTO DEPLOY stuff, so you can have ships automatically sent somewhere after construction. thanx again for the heads up on the research AB bug
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Really enjoy this game and rated 5/5 for your passion on developing the game. However, it seems that there are still bugs in the game:
1) Auto research on one planet would AUTOMATICALLY auto research on ANOTHER planet, at least I observed that the "government" and "ecology" researches are in this situation
2)According to your previous comment, I learnt that colony ships have no damage output while occupying a planet just need one ship. However, I have seen computer building 17 colony ships and attack my planet. Would it be better for her to concentrate the resources on building more warships?
Other than some minor bugs, I really enjoy this game. Thank You :D
hmmm, the auto research bug was fixed, are you sure it wasn't your skills that gave you the ecology and government bonuses? are you playing 1.2k? , as for the enemy colony ships, i'll double check to make sure they aren't causing damage. (EDIT) i check it again, you are correct, will have it fixed soon.
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Ok. Some more: 7) add info on how atk/def works for each ship or fleet 8) add option of merging fleets with no exp loss or getting avg exp across ships for example or better, let create somthing like commander that holds exp that is lost only if fleet is lost in battle.
oooo0000ooo.... what if you can hire commanders, they have special skills and attributes. this will go perfect with the new 'outposts'. outposts will be like planets, but you cant own them. but when a fleet visits, you get a special menu like planets. this is where trade occurs, buying and selling resources for credits. hire mercenary pirates to attack enemy planets, buy technology (all planets) and even a casino :). but hiring a fleet commander fits perfect there. cost / level basis.
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Great game, a little slow for me and the resource thing is kinda hard to work with at first, but I enjoy it. Has a master of orion/spaceward ho feel to it!
thanx man, i do plan on adding a skirmish mode for quick, instant conflict style games. and moo was my biggest inspiration for this project. i couldn't believe no one made a mini moo clone in flash yet, so i thought i would try.
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Some suggestions:
1) Add build scheduling from info window 2) Add auto-building for ships 3) if we can't move fleet to random position, make selection reset on single-click on free space 4) if I land all ships to planet, then send them to space again, they loose experience, that's annoing, espescially if I have one colony ship in about 1000 of other ships, fix it. 6) Add better info: can bombers fight fighters? can Frigate fight fighters? which is better: 10 fighters of 1 frigate?, etc. ----- I guess that after these updates I will be able to give 5/5 after some playing.
on it! im working on the automatic deployment atm :)
i will include the info in the instructions, but for now... so everyone knows. colony, frigates and repair do no damage in combat. the rest work like this
1000 probes = 1 battleship in strength. now that doesn't mean the battle ship will win. it means they are equal when the dice rolls. so 500 probes are at a 2/1 disadvantage. weaker ships always protect the stronger ships, so having a slew of little guys protects the longer build, stronger capital ships.
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Hrm, if you send multiple fleets out to a crate, you get the crate rewards multiple times. Also, I somehow ended up with -1 colony ships in a fleet: http://i.imgur.com/YgplfPq.png
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Victory! It only took me an hour. I love building up my things before wildly attacking. I think that's what separates us from the pirates.
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ok nvm its not a bug it just lost a significant digit. but its still an issue because it is a significant digit. i dont think anyone ever gets to one growth so it may be better to make it show .00 instead of 0.0
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seems to be another bug with the new update in the planet stats interface i can no longer see growth rate maximum growth rate and land mass growth. they all say 0.0 but it is growing
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@IlliamAmiill: The fact multiple fleet are not needed for victory, as one big is sufficient, means only that this game is still too simple :) I'm keeping this topic mainly because of automation - there could be order queues for ships, especially useful for frigates and for long routes. But on the way is a problem - what if two fleet with different orders will merge only because they meet.
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There it is :) A simple list of fleet on a planet - it should guarantee no limit, as it can be sildeable - and an option to choose two of them to exchange ships between them in another window; it could use present docking algorythms. Also by the way, that You mentioned something about sliding windows... When one uses a map in large scale, the events and fleet statistics are unreadable, and zooming it just to read few numbers is just uncomfortable. How about a script, that expands such windows when the player moves the cursors on them?
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i dont think multiple fleets on planets are needed. we can easily enough divide any fleet to send off currently. so unless your going to add a formation - us deciding how our fleets are arranged for battle - which would make multiple fleets more worthwhile. perhaps.
while i do like the current simplicity of fights more involvement could be fun.
if by 'free moving' you mean being able to transfer fleets between planets without them needing to travel there then i dont think it should be added (except as a cheat) fleet management is surely only a real issue if we play larger maps... im talking X3 type size, lol.
i've rarely had more than 1 cleanupthemap fleet.
well done on the shipbalance tidyup. it did get irritating when probes and scouts kill fighters and destroyers ;)
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The battle rules should be no problem, as it can stay exactly as it is now - that is even if there are more than two fleets battling, none of them can retreat except of hiding into a stardock. The problem is the limit of fleet per planet - how many could be represented in the gui and what if player would try to add it beyond the limit by one way or another... Well, if there could be a way to guarentee no limit there will be no problem at all :) I'll think it over more.
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Playing Map 1, there seems to be a bug either with two invisible enemy fleets or two ghost fleets. Was building two fleets on each of the side planets to attack an orbiting fleet on home planet, upon launching, the two fleets entered combat on their own planet. Prior to this, there was also a battle lost message when none of my planets are auto-launching new ships.
im on it, i musta broke something
(EDIT) jeez, im retarded... thank god i dont do this for a living, i would have been fired 12 updates ago :P, its fixed now, just refresh
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Production issue seems to be solved! Yay! New not sure if it's a bug or not. I sent some probes, scouts, and fighters to a salvage point, was told they found cruisers, and then the fleet icon turned red and I lost control of them. Nothing in the log to say they encountered the enemy and were destroyed. They no longer show up on my fleet record. Not a debilitating or game ending thing, just puzzling.
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A fleet manager itself would be very handy, that's for sure. But what with the matter with multiple fleets coexisting on the same planet, instead of automatical merging them? Is it worth introducing?
well, it will definitely change the game dynamic. believe me, i want it to, but here are my issues with multiple fleets on 1 planet. Will i be able to move ships from one fleet to another during combat? What if i retreat all ships and only leave one behind, surely that is not realistic. wouldn't the enemy chase me down if i tried to retreat from space. it is not a matter of programming, as much as it is a matter of 'gaming' the engine during combat. i like that you have to own a planet to retreat to it's dock. what is the max number of fleets a planet can have? what if i move 2 many there at once, do they turn around? if you can help me climb thru these issues, by all means, lets have multiple fleets. here is something to consider with all of this, what if u could freemove fleets? what elements would this introduce? what are the pros and cons.
im sorry, ive been updating the game a lot over the past 48 hours. i plan on adding a cheat menu, which of course will negate all scoring for that commander. (EDIT) tell me what maps they were on, i'll fix ya.
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As chewing seems to be welcome here, I'll join for a while :) Fleet management first. First, the "stardock" planet bookmark is focused on the ships themselves; the player can only manage their status - docked/orbiting - and the fleet is created just by the way; a bothrsome side effect, one could say :) Instead, this bookmark could focus on the fleets themselves. Basically it can be a table. First line: fleet names or symbols. First column: ship types. Further options: instead of docks as a ship container, the fleets can have a "docked" status. And to the ships themselves... now it is that easy, that there are only two places, so one click is unambiguous. With more ships containers it would be more troublesome, but... there should be some good ways to handle it. If You like this direction, I'll write more to it.
i like the direction you are thinking with this, however, id rather not manage all fleets under the planet menu. so maybe we add a FLEET MANAGER to the HUD. something that you can easily hide, maybe it slides in an out on the side of the screen.
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This is pretty awesome! There are still a few bugs, though. For example, planets would randomly decide to research things when other planets were set to auto research whenever I looked at their research tabs, and hovering my mouse over anything I wanted to build would quickly tell me that I didn't have enough resources despite the planet definitely having enough resources (maybe also linked to auto building/production?). Still, great game, will definitely be playing it again.
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Fine :) I saw Ardagan's comments here and I thing that listening to him would be only good for the development of this game. In my opinion the essence of this game is to pick the best way of growth and expansion. One decision - one click, that would be perfect. Automatic build and research is a good first step at it, but it's still not much. Building order queues, as mentioned before; order loops to complete it. Automatic ship routes and cargo actions, and loops to them as well, so the player can comass resources on one planet without constant care. Some more developed fleet management would be good too; the dock/launch method is a bit makeshift.
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One more bug; this one is minor and funny - when two fleets with large force disproportion fight, they often battle long after one of them vaporizes. I don't know; does the negative numbers represent ghost ships taking their revenge for a total slaughter?
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What happens when you run into a more severe problems? Like a fleet getting stuck in space and can't come back to home planet, especially after you go after your 2nd crate. Add a new resource like fuel or simply use energy to recharge the ships. So when your in space, you can recharge for like 10 seconds slow mode before you can move again. During this time you can be targeted or an event would happen. Like a colonist is born on the ships or power failure, so they ship get stuck in space for some time. Just a neat idea. Thumbs up if you like this suggestion to be fixed. XD
i was thinking of adding other space objects like jump stations. i do kind of like the stranded in space thing though. you can always get back home if u upgrade those engines.
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You welcome; I'm glad to meet someone actively working on his creation :) Meanwhile, there is one more bug; this time unfortunately i can't precisely point when it occurs. What it is - sometimes my fleet changes it's banner to an enemy's; it happened once on my planet and once with a fleet scavenged from packages around the map and stationing at open space.
these issues are all relate to the same problem ive been working on. has to do with the actions timer. i just posted a update, let me know if you encounter it again. im getting closer.
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This is a great game and i got hooked on it instantly. Until....my ships were no longer being built. Production froze. no refund or progress, just froze. Worked great for all easy levels but as soon as i jumped to medium difficulty, every game had at least 1 line of ships freeze and the game is not playable with key ships inactive. Loved it till that started to happen.
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@Xephan - the tech is planet specific and cannot stack across planets, and all buildings should be able to be constructed on all planets. What buildings are you having problems with?