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CholericKolle

13
Posts
1
Following
A member registered Nov 28, 2022

Recent community posts

Hey there,

started a 'difficult' game this time. Things are going very well. I am much more cautious leaving my systems, builded them out as real shelters..

I am at turn 250 roundabout right now, looking forward to start attacking and spreading when I play on.


I am not sure about damage effect. It also could be an advantage if defense system make more damage. I wasn't sure about that so I stayed with '1'.

The Tech Cost I forgot to adjust, I do it next time. Encounters I already witnessed, thats fun, lost a mining fleet becausee they spawned without seeing a signature. Thats quite cool. But Waves didn't happend so far. Just the usual 2 Pirate fleets attacking.

I made the universe quite big, because I think its harder to prepear for incoming fleets. I already played a very close distant system, that was easy because I could sepperate enemies due to the short distances. I am excited how war would be like here in this wide spreaded universe.. 

Greetings Choleric o7 

Hello there!

A little suggestion regarding those systems we got 2 or more colonies, its very handy that its possible to trade around inner system reccourses to one planet and the others. But u cant do it like automaticly every turn..

If that would be possible, like with freighters that keep freight every turn, it would be a much more usable feature..

I think adding Trade Stations for every planet would be even more realistic, but that would be difficult with the trade routes and all I guess..   


Kind Regards 

Choleric

'Convo missing'

just a little thing, I guess here went something wrong...



Greetings Choleric o7

(1 edit)

Trade outpost 'all over the space'

After I clicked on the 'inspect outpost' button it spreaded itself over the whole universe.. ;D

Greetings Choleric o7

Could you pin a Question's Blog, too?

I feel pretty stupid right now, could anyone please tell me how I can colonize a second planet in a solar system I do already own?

Thank you very much

Greetings Choleric   

Hey @ all reading this ^^

I wanted to share some of my thoughts about the game mechanics right now. I will call my post

  'Quantity over Quality!?'

I ain't got any problems with mineral extraction, mining, population growth or speed of R&D development. I realized the biggest 'problem' where I can't find a clever solution so far is the ship and module building mechanic, so I want to share my thoughts.. 

After getting started, establishing my first colonies and trade routes, exploring surrounding systems, develop a little statonary defence and researching first weapons the time comes the first enemies showing up. Let's call this game state 'settled down in unkown space'. At this point I may have 1 or max 2 shipyards. Now is the time to establish a defence fleet, if not - sooner or later the enemy would destroy my expensive stations.

Establishing a Capital ship with 2 supporters takes time(turns).. Because it also takes time to install new weapons and sub systems. And here I started to get in trouble. I need to look very sharp at my reccources at this early game state. And I need also at least some mining ships and freighters.. So the shipyard is quite busy. 

And here my thinking starts. Is it worth to research for the tier 2 weapons? I need recources, R&D time, and changing weapons needs a realy segnificant amount of over all recources. Sure, a well equipped vessel is worth the work, but if 1 well equipped get atacked by a fleet of 4 capitals, it doesen't got a chance. Also one good equipped ship can't be at 2 places at same time.

I am in my test stage level 2 right now. First try was easy mode.. I builded patiently those well equipped ships, and in 'mid game' (start atacking minor enemies) due to that I blocked all my, lets say 6, shipyards like all the time, with repairing, upgrading, reloading troops and new fleet establishing. And there came this question in my mind.

Why I dont just focus on quantity over quality? Due to I safe a lots of time in research and harvesting if I would focus on only tier 1 weapons, and also saving so much shipyard time, I could establish like 6 fleets at same time, with good life quality due to I must not change any modules..   

So now I am at test stage 2. I have harder difficult level now. And did not took a beginning bonus. This time I will safe those reccources, focus on other development. And I will establish more quantity but bad equipped fleets.

The Carrier ship type is a good example.. If I builded those in first test phase, I developed the 3rd Tier fighter bombers, and all of theyre bonuses. But if I build a vessel and change all the fighters and weapons, it takes much more time and clicks rather to just build 12-18 'unequipped' ones / tier 1, in same time with much lesser effort on credits minerals and pre research.

Maybe the whole building mechanic, and the time management/ time (clicks) investing, results in a significant advatage over raw quantity. But to be honest, at this stage of testing right now, I would be suprised. 

These are my thoughts so far. I will let you know to wich result I may come.. Also your thoughts on that problem would interest me a lot.


Best regards

Choleric o7

(3 edits)

Hey there, 

I experienced some troubles with investing, settler movement, political investment and trading. Here my issues can be seen in one shot.

It is a cool Idea to let me move my pioneers.. But even with shift and ctrl it would take me here 71567 klicks to move them to another colony..

If I do margin trading on the market, its also an huge issue, just with bigger numbers. Selling in batches of 100k is convinient, but here it would cost also roundabout 3500 clicks and the price drop would be immense, of course. All very interesting mechanics, but there is a solution needed in my oppinion...

Maybe u can add in market a 'ctrl+alt = million' 'ctrl + shift = 10 million' !? Same could work with the settlers, like 10 000 + 100 000..

I am more the typing number guy, but I also appreciate the clicking system.


here same kind of Issue a 'ctrl' or 'shift' could already do it here, at least so far, but maybe on late game 1k also would be handy..

Also here is a good example for a mechanic I dont understand. My housing capability grews without investment. The 3rd colony would appreciate to get those 7 million pioneers in the emtpty houses, but as I mentioned 70k clicks are a too big invest of time gap. 

I only defaeted one enemy in this game state, so I would have infinite of everything going for the second. Thats a motivation drop if we can't get those mechanics working also in endgame.

Hopefully I could also give some solutions. I hate to critisize without having a solution for an issue.


Kind Regards

Choleric 

Remaining Construction Yard 

as u can see bleow in this System a construction Yard remained broken after fight. So the system stayed in Contesting mode. I needed to wait in another system until its repaired. It didnt repair while my forces where contesting.

It was last green system, so it felt odd to leave system and come back after 3 days of repair to destroy it again.  


That were all bugs that occured on this game so far. I will test next time on highest difficulty I guess, so I not Spam here so much ^^ 

So far the game works very well and is realy enjoyable. I will make some Posts in Suggestions. Those will be Minor Issues, not really Bugs. 

Kind Regards

Choleric

Destroyed Colonie ruined Safe file

here I was able again to kill one of my safe files. When I loaded it again I could'nt come back in the game, so I needed to load an backkup safe file  


This is a screenshot of the frozen screen. As u can see the system 'Aries' is destroyed and should'nt be under 'green control' anymore. after Turn count game freezed. 



I couldn't get back again beyond this point...


Best Regards 

Choleric

Negative Numbers on R&D Window

This is an issue I struggled with a lot. When research comes close to its end, I really got troubles. 

Problem is: negative numbers on projects as u can see in the screenshot below:  

you can see the FTL Sensor Lipscating got a negative cost ammount


I had lots of troubles with that kind of R&D issues like the following

-projects stopped and needed to be finished with lower investment

-choose new investment ammount is difficult because when you try and get negative result u need to try again

-projects can't be finished/ ruined for the game, because the last 10 Credits that are needed to invest are > 1%

-If you have a negative project, it dissapears in the to do list when u add a new one


I tried to compensate it, with stopping at roundabout 90% and finish with 1% investment and hoped for a Eureka finish.. 

without being so cautious I 'lost' like 3 projects for ever, especially 600k or 900k ones


Maybe you can add a 'resarch to finish button' or the 'overpayment' is paid out after reserach.....


Best Regards

Choleric

Greetings together, 

I found some issues, I will try to make sepperated posts to not create too big blocks of text here...

Groundforces Cargo Slot Issue 

as u can see there is a graphics Issue with the damaged forces I guess.

Kind Regards

Choleric

Thank you so much, all your tips worked and all seems to be stable.

I appreciate your fast solutions. Perfect! 

(1 edit)

Oh I really don't know what to do.. The game worked well, I played some hours... Then it crashed. I had autosave activated and about 5 saved files. Now I cant start a new game. And also all saved files are gone.. I re installed, but I cant 'create' no new game... It not accept any games name, or it don't goes on after giving the created game a name..

What is also odd, when I reinstall, it reminds my graphics settings.. So it looks like not everything is deinstalled. Of course I tried different names for the created game, nothing works. And I tried names with 4 or more letters, small, capital, numeric et cetera..

When I submit the name with enter or 'create' its just red and give me a 'tzzzzzzzzzz' sound and don't start or create a new game.