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1. This is done for simplicity and manageability on a large scale. One of the main problems with previous builds was that production flows were very difficult to manage towards the end of the game. I tried to implement an approach where the player can distribute all incoming and outgoing resource flows in detail, creating a perfectly balanced production network.
2. Lack of resources at the initial stage is an important part of the game. The player can always temporarily set up mining of the missing resources on asteroids. And when unlocking the matter generator, you can create anything.
3. In addition to the disassembler, a number of technologies are completely optional and depend on the player's preferences (teleporters, construction gun, matter and antimatter generators, all three types of ship weapons, etc.) The presence of a technology does not mean that the player must 100% research and use all of them.
4. Long testing showed that machine upgrades add little to the gameplay, but complicate the initial stages of the game. There is now an overdrive mode, when the machine produces 2 times more, consuming 4 times more energy.
5. At higher difficulty levels, asteroids are very important and often impossible to complete the game without them. They were intended as a less efficient alternative to planetary deposits.
6. The convenience of teleporters is worth the increased energy consumption. Other methods of transportation are more efficient.
8. No ship limit is what the community asked for. I recommend trying the higher difficulty levels. I assure you, it won't be easy.
10. Yes, on the one hand it was interesting, but it completely destroyed the economy. Resources are produced and consumed non-stop. It is enough to keep the game at maximum speed for some time, and the player will receive a huge amount of credits.
11. The ability to dismantle unnecessary stations and ships was in one of the early builds. But it greatly complicated the interface, made many operations inconvenient, and at some point it lost its meaning, since planets constantly produce a lot of resources.
The 10x5 zone behind the engine does not allow building anything. If you managed to do so, it's a bug.
i dont agree on the asteroids being important. i found that apart from the mode where you need the constant demand met to get it to make the basic resource, its of no use. its far too few resources.
as for the ship building question, ive made up a quick ship to show you what i meant, https://gtm.you1.cn/id/Magnusrune/screenshot/2506901014330856613/
it is 4000 blocks of ship, but thats just to show the absurdity of what i can make. if i built it better, with gaps every other layer, which helps reduce damage taken, i could make it even bigger at 4000, or maybe this size at 1000 size cap with gaps
I just back from the 0.2 to 1.0 of this game, see your post and want to let you know about the problem in this game since long ago.
The construction cannon will all shoot on same point when you have 5 due to the targeting system of a ship and a station by the AI control (it is not set by cannon separately), and whenever they destroyed a cannon, all cannon will redo targeting and the shot count will start from beginning <- this is another problem why the count reset ? i just redo targeting and the cannon unload a round and recharge to shoot...
That will cause extreme slow of the construction also due to the cannon does not stop and redirect the point to build when the target is from bottom to top of your blueprint if you have a 4000 block ship, my construction ship is a small ship and with only 1 cannon, 5 of them can build a 1000 block ship within 1 min :)
about point 3 and 5 you had mentioned, I want to say agree that is problem for the dis-assembler, I found that the dis-assembler mode will make the no space teleport achievement more easy to fulfill and I would suggest an option to on/off the space teleport, dis-assembler, quantum storage from research when start game because that was useless and drink the research memory caused dead game at all when i had try a full achievement 18/18 run
about point 10, earth was not longer exist on the system :( but i think the flag ship should place with at least 100K energy for starting instead of 40K, as the terrible random research does not hit these all things required on game start: energy from oil, iron mine, iron extraction, extractor. Around 4/15 ? the 40K energy only can afford 7 to 8 researches with the bots mining and building the station
To TaosX
I think i should open another post to talk about the waypoint, but at least let you know here, the full and empty does not count liquid tanks... i cannot make a liquid ship state on a place when using waypoint, but the point of removing the planet teleport setting can be fix with assigning the planet in the setting also, and not to work if it is not in the exact sector.
And the waypoint need to fix too, when more ships setting the local point is same (by copy) some of the ship will idle and it's waypoint hangs and do not jump
i just reloaded the save, and my liquid ships are on way points. only thing is if they had a solid storage, as i tried to also automate antimatter on ships, the wouldnt move, as 1 tube is always empty. so annoyingly for what i wanted, i still have energy ships to recharge ships. couldnt find a way to make energy auto, unless i used timed jumps, but then ships wernt always full/empty of what needed to be moved when they did
as for the other waypoint thing, do you mean the drop off/pick up already has 1 ship, so next waits? but with like 4 on route, there can be 2 or 3 waiting, and it doesnt seem to go in order? it seems like when ship arrives, find space full, it checks say every 5 seconds is space free, if when next ship arrives, its check time is out of sync with first, and depending when ship thats blocking both leaves, the 2nd ship can go first? or do you mean, and ship just keeps jumping back and forth? usually means the waypoints are broken.
as for asteroids, i found the settings where they are used, and while it made early game a lot harder, once you have the starting planet loop going, they are again useless.
1. apart from construction and war ships, once i could TP, i build no other ships. everything was on stations. was fun, but not hard at all once i got going
2. this was the harder one, both on planning, and performance. no stations.... every system had a ship with planetary TPs, and then others waypointing things to other ships, that were factory ships, that sat still. hardest part of it, was no auto delivery for upgrades, had to manually do each one. but once i realised i was an idoit and only having 1 ship per system to equal the 1 station limit, and could have instead 100 ships with factory parts, it became easy.. apart from lag