Under rating threshold (hideshow)
Excellent game! One thing that would be greatly beneficial would be an optional map layover that would identify any buildings that aren't at 100% efficiency: maybe a color coding similar to how efficiency is color coded in the tool tip, with anything 100% efficient not highlighted. That way you can identify which if any buildings need inputs.
Under rating threshold (hideshow)
Also, it would be nice if buildings of the same sort could be considered conduits for their resource instead of having to try and connect all the various pipes around.
It was intended change, not a bug. And yes, i know that your old oil rigs still working, as well as windmill on mountains - i'm trying to not break things with patches.
Under rating threshold (hideshow)
It'd be nice to see some sort of endgame/ prestige mechanic. Say, mining silver/ gold/ platinum, minerals that had increasing frequency as you expanded further that let you buy interesting upgrades. Some sort of battle mechanic would be nice too. Say, have a soldier mechanic, where you have randomly dispersed villages which you can attack to gain permanent resources/ resources produced, which cost a certain number of soldiers to attack. Larger bases would be nice too- how about having more expensive versions of roads and such that had various buffs.
Under rating threshold (hideshow)
I love the update that makes everything produce/consume resources by 2^x amounts, that is so much more convenient! But that was until I saw that the concrete plant consumes 24 sand and water, and the steelworks produces 24... It should be either 16 or 32, I mean it's obviously not a game breaker but it kinda ruins the whole 2^x thing.
Yeah, i've adjusted numbers closer to ^2 recently, for most buildings. 24 left only for these where 16 seems to be too low, and 32 too much. Maybe i'll make it 32 later, not sure yet, since it will require to increase expenses of further buildings - next tier should be more expensive. 24 seems to be a decent option for now - since 2^3+2^4=24, 2^4+2^5=48 and so on. You still can build a layout with perfect ratio, it's just more challenging :)
Under rating threshold (hideshow)
Ouch. I've found a huge bug(very stupid typo) in calculations. If you had a troubles with roadless setups - like "pump coal mine", you can try to build it again - such cases now works much better(but you still need something from aside to start coal energy loop). Though, it still might pick not the very best recipient in complicated networks, but i'm working on it :)
And some other ui fixes came along: your buttons should not move out of screen anymore.
Under rating threshold (hideshow)
I'd love it if you could see a breakdown of resource production and consumption. When you've got 0 or a resource and not enough production, I wish I could see how far in the hole I was. Similarly , It'd be nice if there were an easy way to see which buildings are getting enough resources and which ones aren't without mousing over each one
Under rating threshold (hideshow)
Very good game after finding out how it works, it's a joy playing it. Some thinking is really necessary to build up the optimal design of structures.
Might try to add an option to see the grid lines (but I'm not sure if it would look nice or not :). Thank you for adding the red info about the structure when it has some issues, and the visible upgrade level of the buildings, and the efficiency indicator!
Under rating threshold (hideshow)
i think it would be nice to have some buildings that make other buildings more efficient - like something that makes steel mills require less iron and so forth
Under rating threshold (hideshow)
I have got 3bil coal and my coal burners have stopped working. In fact the game doesn't seem to register that I have any coal at all :(
Under rating threshold (hideshow)
Oil rig – build on deep water.
But
This building won’t work until you link it to warehouse or other crude oil consumer.
But
Road (linking it to warehouse or chemical plant) can’t be build on water.
Oil rig doesn't requires a roads. You need to supply it with energy, and take back some oil - so all your need it's a pipe and cable, and these things can be placed on water.
Under rating threshold (hideshow)
Got a few GC'ed oil well... woo. IMO, cable should a bit cost less steel with the new update, making another electric line is getting ridiculously expensive.
Under rating threshold (hideshow)
volch, i suggest adding more building types and the ability to "demolish" forests/mountains/peaks. buildings maybe new types of road that have cable+water able to pass through it, so one space could be used for all three (maybe late game?)
Under rating threshold (hideshow)
@aloe111 Just different requirements. Radar is nice because unless you're using more energy than you're producing, there's nothing else to use excess energy on.
Under rating threshold (hideshow)
Problem dot matter if you connect factories or not to the same type ones away fro a road don't produce like in the middle or a mountain rage making them useless.
Just wait for powered mines. Mountains won't be useless from that point, since you'll be able to use them for cables and windmills, to supply new mines with energy.
Only in required resource to activate. At high levels radar supposed to be more cost efficient, since it scales from lower number of resources and you will have efficient power generators.
Under rating threshold (hideshow)
should be a toggle to show the total amount of resources being produced. buildings getting less than the required sources should turn red or blink
Under rating threshold (hideshow)
I've made another noticeable rebalance. Something become cheaper (steel, sand and some other), something more expensive(like water). And with new rates should be much easier to build road-less chains with 100% efficiency, since income\upkeep now fits to each other.
It shouldn't hurt you, but watch for your income, and keep in mind that 0 income often means that you're not producing enough to feed all consumers.
Under rating threshold (hideshow)
@EndlessSporadic , it's probably going to end up like steel in the future-- once you get enough resources, you can skip several buildings and just build pure steel mills. I doubt it'll cost concrete, but I wouldn't be surprised if it asked for a million energy. Sand is just expensive, ha ha.
Under rating threshold (hideshow)
Hey Volch, check out Super Energy Apocalypse, it might give you some ideas on representing an energy network http://www.kongregate.com/games/larsiusprime/super-energy-apocalypse-recycled
Under rating threshold (hideshow)
Why does the stone quarry need both an accumulator AND storage for it to work? The wood factory only needs the accumulator. It needs to be clearer which type each factory needs. The outpost needs to be connected to a storage but that isn't mentioned either.
Under rating threshold (hideshow)
can't access the more advanced constructions, expanded three times but the can't access the factory that makes cement. I assume its there but maybe covered up by the save and option buttons?
Under rating threshold (hideshow)
Please change mass upgrade(ctrl+left). As first, this thing must upgrade all buildings(same type) to this building lvl(if enought resources), even if not enought resources for upgrade selected building (sorry for my bad English)
Under rating threshold (hideshow)
I looooove this game. I can't wait to see it develop. Dev, do you know if we'll be seeing paths capable of going through mountains and combination road/energy transmitters, those sorts of things? It would really ease up my town constructions~
Under rating threshold (hideshow)
it would be great if cables and road could be place together, its really annoying how i have to keep the cables and roads separate, it makes building power grids really hard
Which came first, the chicken or the egg? You need something to start process - coal, or energy. You can place windmill for couple of tick, to give first energy, and then remove it - process will continue on its own resources.
Under rating threshold (hideshow)
I really like this game. Note you get 100% of the recources back, if you sell anything, even with the exponential growth. Try it. Thats very fair and lets you optimize your stuff, even if its not very easy to make fast progress in the late game.
@Dev: So much useless water down there. Have you mentioned oil platforms on the sea yet? I suggest you to change the label of water 3 units away from land to "deep water". And there you can place the platforms. (Output: oil, Need: Energy. So they have to be connected with cable and pipe.)
[further ideas on the sea:
Maybe the platform should even need anything from the land, like steel, delivered by boat.
Boat- boat: connected by searoute marks
Boat next to land- warehouse/ street
Boat on the sea next to recource demand/ producer]
Could you provide more details? At least your browser. Meanwhile, if nothing else helps, game remains fully playable even with manual saving. Including offline gain, when you're loading old save data.