
Again, this is a really great concept and I am thoroughly enjoying it :) Alternatively to #2/#3, perhaps instead left-click should be for drag-move, menus, and exiting menus, while right-click is the launching button used only for launching the wormhole at the beginning, and probes throughout the game (and not stacked with any not-launching functions).ĥ. Twice I have accidentally right-clicked outside of the game area, dragged to the right, and accidentally selected "Back".Ĥ. It would also be helpful if right-click would allow for canceling a probe / in general be used as "no i dont wanna do that no more".ģ. It would be helpful if right-click would exit a menu as it is, I must left-click to exit a menu and often find myself firing off unnecessary probes.
#Slipways on prearcade hack upgrade
I can see why not letting trade routes cross makes sense - maybe a tech upgrade would allow for this? I missed that there is a tech for thisĢ.

My only wish is that the viewing area could be much larger so I could see more at once.Įdit: a couple other thoughts since playing a bit.ġ. Please support Linux if you can, but I understand if that's infeasible. Thanks again for making such a great game. This could be fixed if stations were restricted to being built within the same bounds as planets can occur, or if menus always rendered on screen (nudging to left, etc., as needed). Lastly, building a station at the extreme right edge of the map can result in its menu always being rendered off the edge of the screen.Some techs increase the output of existing colonies, which may be immediately useful to their existing slipway connections, but the available resources are not properly displayed as being consumed until the next month.one of the planets needs to get resources from somewhere else) before it can work as expected (and even then, any slipgate networks they're connected to must not have dibs on their additional output). Otherwise, such a system needs to be kickstarted (i.e. Having connected the planets to each other first avoids the paradox. This only occurs when the planets are already connected to other slipways consuming their existing production. Another related issue I've spotted is that sometimes when connecting two planets such that the first needs X to produce more Y and the second needs Y to produce more X, neither sees an increase in production.by limiting the maximum network size to 2 or 3 slipgates, etc. An alternative is to limit the viability of slipgate network creation, e.g. It might also help to prioritize more recently added slipways, but keep existing resource allocations in place. This might be fixed if planets stopped accepting new resources once they've reached "rich", though I suspect resource allocation may need to be more subtle than that. As noted, resources are distributed over networks according to the sequence of slipway creation, and as a result, the first planets and stations connected to the network tend to be oversupplied while everything else is starved. I've also run into the problem (faced by others here) where large networks of slipgates fail to work as expected.by clicking the space station button and then clicking and dragging from a planet) would resolve some of this. Building a slipway simultaneously when placing a space station (e.g. In particular, I find it frustrating when I do my best to position a slipgate or other space station only to find out an intended slipway to it just nicks a planet or barely fails to reach. I second (third?) the requests to be able to destroy and/or move objects created by the player.Some development observations, if you're still interested: This game is astonishingly awesome! Once one figures out a few preliminaries, gameplay is intuitive and yet difficult to master. More wildcard type planets like the ruin-worlds might help with this. There are usually only one or two possible routes given any set of planets, which takes out some of the strategy. As above, slipways are the most fun to use, but are too time/money expensive if you're going for high score.It's annoying trying to figure out if a satalite will reveal a planet right at its edge.Extra months per year(didn't use), ascention (Only had time for 1).+15% money, 2 month world colonization, hiveworld conversion (didn't use).First lab around year 5, second science before year 10.Slip gates cost too much time and money to be worthwhile.

Get Gold and Blue planets asap and whenver possible. These disproportionately boost revenue and happiness.Restart if you don't have one in your first few pings Ruin - ocean - hive is the only good starting loop.Planet connection costs are your main early game expense. Start near a dense cluster of planets.
