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Showing most liked content since 06/24/19 in all areas

  1. 1 point
    etermes

    Construction not occurring SEV3

    Or you use a lightning , eventually they will build it anywhere else
  2. 1 point
    Freeside

    Construction not occurring SEV3

    I reported this, oh, 3 releases ago? Sad to see it's still there. Workaround is to manually remove the assets (trees/rocks/plants) from the site using TK. The building will then get built. It's a very annoying bug, easy to reproduce. Buildings will also sometimes not build if they're placed too close to an edge (lake/mountain).
  3. 1 point
    Demoncookie

    Throwing my two cents in

    So I've been playing for a while now, and there are a few things that I feel would help overall gameplay. First, I'd like to be able to place huts myself, to be able to make neighborhoods and to stop my nuggets from building them miles away from every service I've given them. And while I'm talking about houses, I feel as though it would be immensely helpful if our nuggets could move\trade houses with other nuggets automatically to move them closer to where they work (much like in Banished). Second, PLEASE let us put markers down to find things more quickly. I realize the other tribes don't actually do much (if anything at all) but I personally find it to be immeasurably frustrating when I can never find them after the first notification. Speaking of our neighbors and notifications, is there any plan to make either more useful? The notifications are always out of order, and (I at least) can't click on any of the blue words unless they're in the small pop-up on the bottom. The trade notification also seems wonky. It will pop up saying so and so wants to trade, and it will show me a picture of a set number of one resource for a different resource. Then, when I click on the pink wing at the bottom, both sides are empty and when I try to make the trade look like the notification, the other tribe's meter is all the way at the bottom(near the thumbs down). Am I missing something? I would also appreciate a way to prioritize upgrades the same way we can with buildings, so my nuggets will stop building the engineering hut upgrade before the water pump as they all run out of water. That was fun. (5th now?) Wood and stone refinement could be sped up a little, as I can have a surplus of both raw materials and 2-5 refined. It slows down the upgrade and building process so much. As a side note, I'm not sure if it's a bug or not, but maybe you guys could actually give us everything we're actually supposed to get from the meteor boxes? I opened one and the notifications told me I received a Nugget, 30 refined wood and 50 herbs, but when I looked, I had 10 refined wood, no herbs, and a new notification telling me I'd killed a Nugget (which I didn't, this all happened at the same time). And to wrap it all up, since I haven't seen this brought up before, but would any of you consider changing the notification sound? The school bells sound just like it and it's distracting, but not absolutely necessary obviously.
  4. 1 point
    Koi Gaming

    Buildings falling apart

    Just curious did you happen to research any of the ministers and applied them at your town hall? I've found the ministers will remove workers if they need a larger labor force. So if you did this you could find your engineers working other tasks then being put back in as engineers again and this repeating enough that they fail to do the repair work
  5. 1 point
    majik1213

    Tips System

    I think one of the things that I encountered was the realization that during a windstorm nuggets will hide in their huts, so I thought that bunkers would not be required near the epicenter. Then a tornado occurred, which demolished the nuggets who hid in their huts, even though during a windstorm they hid successfully in said huts. I think the tip system should warn players of this discrepancy. I second that. I agree. I think the categories are difficult to understand. I almost, for example, wish there was just a "water" category that included well, water pump, and reservoir all in one simple location. It just isn't intuitive.
  6. 1 point
    Sasha

    Tips System

    Very nicely written! Thank you a lot. We will look into everything deeply. Thank you for spending time and helping us to improve the game. We did not want to overload the tips system. Therefore we added a lot of info to the wiki in the game. Do you think it is not enough ? Ah, this is a good one. I think we relied too much on the wiki. Do you think tip about the Wiki would help? Wiki has all the info on how to use each god power.
  7. 1 point
    Socks1w

    Tips System

    I think a tip on how to better gain believers would help. I have over 100 nuggets and only 17 believers. I keep accidentally “blessing” the ones that already believe in me, so I don’t gain any new ones.
  8. 1 point
    heinyken

    Tips System

    Hi! Just bought the game in your Steam early access debut -- congratulations on an exciting, new game -- looks great. I come from a long line of godlikes, citybuilders, resource gathering, etc. Looking forward to following along your progress. I have some thoughts from my first 2 hours in the game: Water control. Water generated/Water stored is pretty clear -- what's not clear is how much will be needed in the future. I ran out of water in the winter despite "some" pumps and "some" reservoirs. It's not currently intuitive how much water per season my village uses. Wells vs. reservoirs and their use. It's unclear if villagers drink exclusively from wells. Therefore it's unclear if I should spread them throughout my village. The tooltip seems to warn against building too far from water pumps, but is that meant to deter me from building many in each stone hut neighborhood? I don't know whether water is needed, and why, and how to handle it. Building placement. Using "q" and "e" to rotate isn't intuitive - tooltip Using "shift" to multi-place isn't intuitive If there are keyboard shortcuts to bring up the builder menu and the submenus within it, they aren't known Making the builder menu disappear when you select a building to build means often returning to re-open and re-find the building you want. The 6 categories of building aren't intuitive. It's hard to remember the difference between an Epicenter building and a Resource one. When I'm placing a new graveyard or engineer, seeing the AOE of the other ones is helpful. Why isn't that the case with all other buildings? If I'm trying to maximize food coverage, it would be helpful if all existing food places glowed or became illuminated to show previous placements. The role of each building is unclear. Am I doing anything by adding eateries? Population Control I like the idea of breeding to get desirable traits, but it's too difficult to sort through all my nuggets. Once I had more than 4 nuggets, identifying each one and isolating them to pair with a different nugget was difficult. Once I had 70 nuggets, it was impossible. It's very difficult to tell which buildings need workers, and which don't. The small flag next to a building isn't sufficient. Menus/GUI I LOVE the sorting function in the menus. HOLY CRAP YES. The downside is that the window size doesn't change, and only 10 results per page, and the numeration/clicking through pages is somewhat awkward. The GUI could be improved by auto-jumping to the top of new pages when clicking through sorted results, at least. Being able to sort buildings by worker makes finding buildings w/o them easier. But ALL buildings without workers are listed -- including those that don't need any. Sending those to the bottom, or sorting them differently would make finding buildings w/o workers much easier. Progress In my first two hours, it was hard to tell what "progress" looked like. I wasn't responsible for telling the Nuggets where to build their houses, and I couldn't tell how many pumps/reservoirs/wells to build, so I was left just... watching. I'd wait til a new research came available, build its associated building and then... watch. Something that more clearly explains what "progress" ought to look like would help, and a clearer picture of what very early-game is meant to be would be helpful.
  9. 1 point
    Jenn

    Tips System

    Yes. So much this! It would be awesome if Nugget families would just move to a hut closer to their jobs. There has got to be a way to structure the game engine to auto-build the homes around "public" buildings more and also relocate Nuggets who live outside a certain radius from their job.
  10. 1 point
    arachnode

    Tips System

    I haven't seen a tip that covers the strategic placement of homes, or nugget assignment. Once they sprawl their town out a bit, it's possible for nuggets to live very very far away from where they work. This reduces their efficiency, and wears them out a lot faster. Another thing I've noticed, is that if all of the nuggets have jobs, the birth rate drops. So it's always important to make sure that you have at least a few nuggets around for general labor and reproduction. I understand that the upcoming change to allow work shifts, will likely tackle this dynamic and change how it works, but I'm sure there will be something useful to say about this either way. Oh, another thing that has bitten me a few times. If you start a town on the shore of a body of water, they will often try to build homes on the other side of the water. Who wouldn't want a secluded home to get away from it all, am I right? But this goes back to my first tip about how important it is to ensure that nuggets live near where they work. All too often in this scenario, the nuggets form a 'trail of tears' as I call it, littered with corpses that fall to the bottom of the ocean... it's very sad...
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