shootingfish86's Recent Posts
I love that!! Amazing! Well done
Sobeirannovaocc said:It's online. But can we turn it offline and then back online ?
I think if it is online then the devs can see the savegame, but an offline game needs to be sent to them manually :)
I came to this forum to report that my colony went to hell in a handbasket when i got the level 2 consular building and initiated a fire drill.
I was worrying about the number of people complaining about commute distance so i clicked that option and now every single one of my production buildings is employing apparently 2 or 3 people at most and subsequently producing next to nothing. I had a colony of nearly 2000 and i had a mass famine situation on my hands within about 10 minutes and at first i embraced it, built a whole bunch of landing pads and allowed the population to dwindle to less than 50, before enabling immigration and letting the population build back up. I figured this would fix the issue as a whole load of new people would populate the housing and the jobs again. It didn't work.
Each time i click on a building it reports a different employment number, and checking the "show workers" part reveals that there are many more. I have watched and waited and noticed that even the off duty workers that have 100% energy are not reporting for duty when there are already the number of on duty workers that the pie chart report thinks is the total working there (so the report says 0/2/40 and the show workers shows 10 people working there, only 2 will ever report for duty at a time - if at all. I should also note that in this example i have more than 38 unemployed according to the economy screen on the stats).
I was worrying about the number of people complaining about commute distance so i clicked that option and now every single one of my production buildings is employing apparently 2 or 3 people at most and subsequently producing next to nothing. I had a colony of nearly 2000 and i had a mass famine situation on my hands within about 10 minutes and at first i embraced it, built a whole bunch of landing pads and allowed the population to dwindle to less than 50, before enabling immigration and letting the population build back up. I figured this would fix the issue as a whole load of new people would populate the housing and the jobs again. It didn't work.
Each time i click on a building it reports a different employment number, and checking the "show workers" part reveals that there are many more. I have watched and waited and noticed that even the off duty workers that have 100% energy are not reporting for duty when there are already the number of on duty workers that the pie chart report thinks is the total working there (so the report says 0/2/40 and the show workers shows 10 people working there, only 2 will ever report for duty at a time - if at all. I should also note that in this example i have more than 38 unemployed according to the economy screen on the stats).
Maybe this is a feature lol, but the research building doesn't appear in any building category other than "all buildings".
I might expect that it would go in the existing "government" one, or in its own one for "research" buildings, but it doesn't.
I might expect that it would go in the existing "government" one, or in its own one for "research" buildings, but it doesn't.
thanks JaxxSilva. I had a feeling i could upgrade the building to sell more because i played antiquitas and the forum in thatgame is upgradable to be able to sell units of 5000.
Your own suggestion would be equally acceptable to me i think :)
Your own suggestion would be equally acceptable to me i think :)
Hello,
This is another short suggestion,
Once i have a lot of buildings available to build, i find it difficult to navigate through and see which ones are not built yet.
Eg. i might have unlocked the adv. steel building through research but it won't appear in the build list until i have the resources to build it, but that might happen after a little time and i might forget i never built one (or never notice as the list gets so massive after a few techs have been researched).
I'm suggesting that either: the build list contains a "new" tag, or border around the structures that are newly researched or unlocked, or...
(perhaps more feasible), a number not dissimilar to a notification bubble denotes how many of each structure i have already built, so i can tell that i have 0 of adv. steel at a glance, whereas i have 3 banks, or "2..." instances of paving (to indicate that i have 200+ pieces of path). This wouldn't be hard to implement i think, mostly because actually clicking on a building already tells me how many of them i have (so the game is already keeping tabs on that).
thanks for reading :)
This is another short suggestion,
Once i have a lot of buildings available to build, i find it difficult to navigate through and see which ones are not built yet.
Eg. i might have unlocked the adv. steel building through research but it won't appear in the build list until i have the resources to build it, but that might happen after a little time and i might forget i never built one (or never notice as the list gets so massive after a few techs have been researched).
I'm suggesting that either: the build list contains a "new" tag, or border around the structures that are newly researched or unlocked, or...
(perhaps more feasible), a number not dissimilar to a notification bubble denotes how many of each structure i have already built, so i can tell that i have 0 of adv. steel at a glance, whereas i have 3 banks, or "2..." instances of paving (to indicate that i have 200+ pieces of path). This wouldn't be hard to implement i think, mostly because actually clicking on a building already tells me how many of them i have (so the game is already keeping tabs on that).
thanks for reading :)
Hello,
i'm fairly new to the game, and have only really got as far as building the mass driver, but it occurs to me that it would be useful to have the ability to "favourite" resources on the import and export dialog, thereby sticking them to the top of the list.
i'm suggesting this because I have a colony that produces large amounts of certain resources that appear right down at the bottom of the list, and selling at 100 a time with a lot of scrolling in between gets tiresome :)
i'm fairly new to the game, and have only really got as far as building the mass driver, but it occurs to me that it would be useful to have the ability to "favourite" resources on the import and export dialog, thereby sticking them to the top of the list.
i'm suggesting this because I have a colony that produces large amounts of certain resources that appear right down at the bottom of the list, and selling at 100 a time with a lot of scrolling in between gets tiresome :)
shootingfish86
Member
Member Since
April 4th, 2018