It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Bumping
Bumper
Post edited June 21, 2015 by blotunga
avatar
anothername:
Oh holy cr*p. When I refactored some stuff I accidentally put an && instead of ||, making multiple saves impossible. Fixed now :)
avatar
anothername:
avatar
blotunga: Oh holy cr*p. When I refactored some stuff I accidentally put an && instead of ||, making multiple saves impossible. Fixed now :)
Cool, thx :)

Got kind of used to it, but its always nice to have a backup a few turns back.
Cool. I applied to the test group.
One more bump. If you have issues/bugs please do not hesitate to contact me, I will try to sort them out with you. However with the huge number of devices out there (the play store tells me there are 7898 devices on the supported list), it can happen that problems arise on some devices. If so please don't throw stones at me but help me solve the issues :).
avatar
blotunga: One more bump. If you have issues/bugs please do not hesitate to contact me, I will try to sort them out with you. However with the huge number of devices out there (the play store tells me there are 7898 devices on the supported list), it can happen that problems arise on some devices. If so please don't throw stones at me but help me solve the issues :).
Not a bug & for me not really an issue since I know how these type of games "think". But someone new to the genre it might be a bit overwhelmed with the lack of information of whats what. Some things are probably simple like for example adding a short text reference to the different transport class ship short-description that they are needed to build star-bases. At least I cant remember I saw one, I just assumed they would and build one to try it.

Other stuff I don't even know myself but might probably more problematic to add as item information: Whats the difference between a laser array & a laser bank? Just text flavor? Does a ship with one type 12 array and one type 10 array more damage than a ship with one t10 bank & 3x t9 banks? Slightly related: Why is only one of all available energy weapons and one of all available torps viable to get an upgrade after researching new stuff?

Edit: Don't know if you had already but if not add in big letters "Big screen device strongly recommended" or something like that ;)
Post edited June 27, 2015 by anothername
avatar
anothername:
I know, I really need to make a let's play video. Because it's faster and easier to do than an in-game tutorial :D.
As for lasers, the firepower is the difference between the types. Also normally if combat visualization would be implemented (which probably never will happen) then you would see different colors etc. :). Upgrades however only modify the weapon's range. Also to modify other banks, tap on the name of the lasers, it will change to the next type and so on. The same with torpedoes.

And yes, I added a warning about the big screen :).
I am wondering if I should release the PC version also. I mean there already is the original for PC, but I could release this one too. The only drawback is that I would have to see where to host it...
avatar
blotunga: I am wondering if I should release the PC version also. I mean there already is the original for PC, but I could release this one too. The only drawback is that I would have to see where to host it...
Well, having tried it and enjoyed it more than expected - will PM or post in more detail soon - I plead you not to! I don't want to stay up til 4AM again :)

Seriously though, since my Android phone is likely too small a screen, and the Goole store does not allow Kindle tablets to access; it would be an alternative to have updated versions...
avatar
Brasas:
Ok then, because I'm evil, check the OP for the game released for other Android devices, Windows and Linux >:). Mwhahahaha
avatar
Brasas:
avatar
blotunga: Ok then, because I'm evil, check the OP for the game released for other Android devices, Windows and Linux >:). Mwhahahaha
Bringing joy to the world is far from evil. So rather: thank you Blotunga.

And sorry to suddenly turn serious... I know I started the joke myself.
avatar
Brasas:
I'm just glad someone else enjoys the game :).
Bump
Hi there

So, wanted to give you some feedback on the game.

So, first thing was I was expecting less polished graphics. They actually look quite nice and crisp, and I found the different species / planets as well the different groups of graphics they had quite a nice touch of variety.

Another thing that kind of struck me was the ramping up curve - seemed quite ponderous, but I saw a setting which I think makes it faster, just didnt try it out.

Then, well... it really got that on more turn feeling going on, which meant I quickly noticed the lack of autosave. Not that the game crashed often, and never reproducealy that I noticed... the occasion I remember better I was playing around with starting settings and kind of forgot to save - and the starting position was so nice :(

Now, I'd suggest you consider some UI improvements, to help players notice some of the nuances of the game. Bear in mind I was not familiar with the original game you "ported". And it's been a long while I played anything in the genre, but I dabbled with Stars back in the day, so complexity per se is not a turnoff.

So first thing that was hard to notice, the material requirements to build structures. Some things couldn't be built and it took me a while to notice where the materials needed were written. And I had kind of guessed that materials were probly the reason, found trade routes to mitigate. I think color coding the requirements met or unmet in green / red font would likely help... or something of that sort cos I assume tooltips are kind of impossible due the touch interface...

Another thing that then struck me was that if I wanted to see which system would have higher bonus on a certain material I needed to calculate in my head. Needless to say this was a somewhat OCD desire to have the matter teleporters, or whatever they are called, in the very best system :) What I mean is that the systems view does list which planets have what material, say Deuterium, on top of the symbols that I assume are for particularly good planets with specific production bonuses. It actually takes building the mine, and then checking total prod, divide by number of mines, to see exactly how a system is more or less productive - and take into consideration the tech level whihc might be different between systems. I assume a simple number can be added in the production screen, changing based on planets aleady colonized in the system even.

Another example of UI lacking to me was knowing which planets one will be able to build solar panels, or other specific tech. I assume planet type determines that, but not sure if there's some randomness, etc...

Now the biggest black holes though were combat and espionage. Maybe other player species will be less opaque, but other than the percentage of success that appears on the map is there anything else to help make attack decisions? My very first game I had some hostile "NPC" planets nearby and I tried to invade them but just kept getting blown to bits without any idea how close I was in numbers to even having a chance. Here I don't even have specific ideas... anything more would be better than now. So I even wonder if I missed something...

Anyway, overall it seems like a nicely intricate 4X system. Not sure about AI and endgame, but it more than met expectations. I think some kind of tutorial rampup or in game reference would do wonders for acessibility, and I certanly wish you the best with it, and lots of visibility. As an idea, if you're brave enough, maybe drop a note to folks at Pockettactics or Quarter2Three or other strategically inclined websites that look at mobile.
Downloading now