Glad to hear you're enjoying the game! Thanks for playing it. :)
Recent community posts
Hi ohkaterose, I'm sorry to hear that you haven't been able to open the game.
There is a problem for everyone with Catalina when unzipping game files, because of new security measures added.
Here is the guide to open it:
1. Control + mouse click The Fertile Crescent 0.5.4 executable and pick Show Package Contents.
2. Open Contents and control + mouse click MacOS folder and pick New Terminal at Folder (bottom of list).
3. Type "chmod +x The\ Fertile\ Crescent"
4. Close terminal and Control + mouse click executable icon again, and pick Open.
5. When asked about being an unidentified developer, click Open.
6. From now on you can double-click the executable icon whenever you want to play.
Hope that works for you!
Yeah, loved Rise of Nations! We won't be sharing the code as for now. My apologies for the inconvenience.
I do want more developers to make RTS games, so maybe one day I will talk more about how we developed the game, share tips for developing them etc. :)
Thanks for sharing! I'm glad you got to explore more of the game in a more stress-free Sandbox environment. We are currently working on multiple additional ways to ease new players into the game.
Oh wow, I totally forgot that I had this project open on github in the beginning! I'm not sure how much of the code is the same anymore. At this point we don't have any plans to make the current code open source, but will keep the code that's on github open. :)
Hi simbass, thanks for commenting, and especially for pointing out the bugs! We'll work on fixing them for the next build.
Queuing actions with shift is definitely something we want (and really need) to add. However, it requires a lot of code to be refactored, with the potential to cause a pandora's box of new bugs to test for, so we're careful about when we do this and can't provide an ETA. The only thing we can say is that it's 1 of the 3 most wanted features that we want to work on soon.
Improved AI is probably the largest task we have ahead of us. There are very few RTS games (even AAA) with decent AI, and we're a small team, so it's going to be a big challenge. We are definitely going to tackle this challenge at some points, but we can't promise an ETA.
Hi SGP, thanks for sharing your video!
What do you mean by acting effectively against towers? Most melee units deal a fair amount of siege damage against them. Down the track we'll add siege units as well.
When it comes to food and dying a lot earlier, I'm pretty sure that not much has changed since you played last, so I believe you've just become better at the game! ;)
Thanks for commenting and your feedback!
That is a good suggestion. Right now they find the next tree closest to where they left off. Maybe they should instead find the next tree that is closest to the initial order, so it doesn't feel like they're ending up in the middle of nowhere. Then if you order to chop in an area of marshland, they will at least stick around in that area.
We're prioritising the foundation over content for now, but when we've reached a certain point in development, we'll definitely focus on adding more content!
Hi, thanks for commenting!
Save feature is not implemented yet. We hope to add this when we're further into development.
I saw your post about map editor. Making a map editor from the ground up will require effort. We want to try to finish this game first, and then we'll see what happens. :)
Hi, it's great to hear that the game worked flawlessly for you.
We have queuing commands with shift in our backlog, so it will definitely be added at some point. Will add your second point to the backlog as well. Thanks for commenting!
Hi, Unity Analytics is enabled from the Unity dashboard. If we disable it, it will be disabled across all platforms. So either we don't use it at all, or we don't export a version at all for Linux, since Unity's opt-out plugin is only supported on Windows and macOS. We are aware of GDPR and have worked with lawyers on this for other products we've worked on. For now you will just have to not play if you don't want any data collected, and then we have to consider if we need to disable Unity Analytics, which is a shame, since it provides us with important error reports. Linux users are ~15% of our current user base. We have to make a decision between supporting Linux or receive important information about how the game is played and performs. Or alternatively, wait for Unity to support Linux with their opt-out before continuing Linux development.
Edit: I will try to have a meeting with my partner soon so we can resolve this. Thanks for your patience.
Hi and thanks for commenting. Being used to GDPR from developing apps in Europe, we take data privacy seriously.
Hi and thanks for the encouraging comment! It definitely motivates us to read that people are playing the game.
Progress on the next update has been slow lately due to demanding deadlines within our paid jobs, however it shouldn't be too long until we're able to publish the next version.
Feel free to share all your feedback! No matter how long, just post here if you want to. It's great to receive data on your experiences with the game and what you want it to be.
We're working on a new update, and we're around 70% finished with it based on task count.
Thanks for commenting. Unfortunately, it's challenging to not to use WASD for hotkeys for other aspects of the game. We are thinking about how to solve this. In the meantime, you can also move the mouse to outer edges of the screen, or use the middle mouse button, to move the screen as well.
Thanks a lot for posting! It's very useful for us to watch videos like this, to see how first-time players play the game. Quite a lot of changes we've made has been because of these kind of videos. :)
Thanks for your comment and all your suggestions:
- The net difference is hard to calculate because of walking distances etc., but we'll at least try to show the number of villagers harvesting food.
- The attack move suggestion sounds like a bug that we need to investigate.
Other than that, we consider all ideas we receive!
Hey, we're happy to hear you enjoy the game!
I'm pretty sure every unit in the game consumes 1 food per 10 seconds at the moment.
Thanks for your suggestions. We're adding all suggestions in a backlog to consider, and we'll at least consider adding a tooltip that tells you how much food all your villagers versus your army are consuming. We might also look into how we can better show what the difference food production ratios actually means.