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What really bugs me is that I can't find anywhere my resources, this is something that should be highlighted all the time and visible easily
- There should be a way to collapse or scroll the column with the minimap at the top of it. Especially with longer production queues, the list of available things to build goes off the bottom of my screen. (I assume there's nothing more below "Dreadnought", but I don't know because I've never even seen the bottom half of "Dreadnought" itself.)
What did you use for your server communication and how did you handle the spriting for ships?
if only one person has colonies/colony ships left, give them the win, it's a slog to finish otherwise
if a gas giant colony has nothing to do, it's sort of annoying to have 40 scouts in the queue
actually, queues seem unreliable - a number of times I left a few big things in a planet's queue and then later noticed it making missle bases, colony ships, fighters, and bombers instead
advanced tech 3 is missing - actually, what are these? didn't seem to do anything
I'm not sure how useful the 'growth' governor is - I never selected anything else for a colony until its factories were full, never selected it again. I get why it exists, but it's not a meaningful decision.
a ship on auto-explore should pick the nearest star that is unexplored and does not have your other ships header there (not a random one) and, if all stars explored or about to be explored, stop moving (this is more noise reduction)
actually, all references to troops in the tutorial, UI, and research seem useless - nothing appeared to change the game. I think the game works fine without any troops at all, just ships, I'd just remove all the references to them.
can't resize the browser to see more of the game - this would be really annoying in any galaxy bigger than small, I think
Quote from: Harkins on May 02, 2010, 06:33:45 PMif only one person has colonies/colony ships left, give them the win, it's a slog to finish otherwiseA slog defeating the nanobugs, or just clearing up remaining enemy ship stragglers?
Quote from: Harkins on May 02, 2010, 06:33:45 PMif a gas giant colony has nothing to do, it's sort of annoying to have 40 scouts in the queueWhat alternative would you like to see? Ship models can be turned off from the Empire screen if this is merely a matter of preferring fewer larger ships.
This may be a poor communications issue on my part. The growth governor is useful when starting a colony, and when being sieged and bombed by an enemy; both times you want maximum population and industry (re)growth.
Actually it tries to do this currently, but it does need tuning. Scouts explore both new unexplored stars and also re-explore known stars that you have not colonised. The latter is like a patrol to check whether enemy colonies have been established since the last visit. Scouts not always picking the closest unexplored star is a bug.
I'm happy to hear you enjoyed my feedback and found some use in it, even if some of it is just things I was confused about.
I mentioned that I thought the ships of players without colonies/colony ships should be destructed, that's one slog, mostly about killing scouts. Fighting the nanobugs is another slog, building up a fleet and getting it there.
The nanobugs slog I'm still thinking about. Ideally there should be some reason to defeat the bugs before the endgame.. perhaps a technology cache reward, or Earth itself could be dramatically more valuable to acquire.