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Posts posted by SnorlaxRae

  1. While I have heard that a god power to grow trees may be in the works, it's not going to solve the bigger problem. Without natural regrowth, a population can and will devastate the forests of an entire planet well before 'space age' play. Talk about global warming!


    Aside from natural regrowth, I think that by the time Nuggets have figured out how to refine lumber or deforest quicker, they'd understand sustainable forestry and replant trees themselves. You see this ability as the standard in Anno1404 (Dawn of Discovery) and while the regrowth rate would be massively overpowered here, I think the idea is sound.

  2. 6 hours ago, Kerby84 said:

    Maybe the le cupidon power is more a "casanova power" and forces a selected couple to reproduce instantly with gods help. does not matter if male or female are matched together. male female, female female and male male matched with le cupidon could create a "god blessed nugget child" which is smarter, stronger or faster as any other nugget. see is at "Zeus" metaphor... god's spirit blesses those both nuggets to immediatly create a child together out of nothing. Maybe some few of those "important personalities" could grow up and create new milestones for your civilization. Just an idea. Oh and btw. god's instant blessing is no cheating on existing partners of course. It's god's will. ;)  Maybe matching intelligent people toghether with le cupidon only for reproduction reasons not for family reasons could create a brilliant researcher. matching two strong nuggets could create a hercules like nugget wich can carry tons of things at once and hunt a mammoth alone. ;) such kind of "hey this is funny.... let's match those two nuggets and see what's happenig" thing... not a "oh no i don't want lazy nuggets... i need to pair this nugget and this nugget to avoid lazy nuggets" le cupidon should raise your interest in combining nuggets out of curiosity to see what special nugget appears. :-)


    i can imagine tons of special nuggets created trough this system and it could be somehow combined with the special personalities you are planning to introduce. 


    You just gave me an idea. You're talking something akin to demigods. Divine children made through immaculate conception whose actions will reflect your attitude as a good. Terrorizing if evil, helping if good. Their traits are defined by their creator, naturally. It's an interesting concept to consider. Perhaps, in a small way, TU's answer to B&W's animal.

  3. My last game went like this:


    Spring/Summer/Fall - Picked a good spot with food, wood, and stone. Built the grand hall, then storage, then warrens, then crafting hut, then woodcutters and finally a defense tower. Nothing to do but wait for materials to build up. In this time no new goblins are produced, at all. 


    Winter - The defense tower is still not done. There are still no new goblins. Two skeletons come. Kill two goblins before King/Chief kill them. Dead bodies lay there and start to rot. Everyone gets sick. I build a lumbermill. Defense tower finally finishes. Goblins are dropping like flies. Finally 3 new goblins are born. I try to build a temple, still not enough materials to finish lumbermill because everyone is sick and dying. I get the message that all of the females have died. All three of the new goblins are male. Tribe dead. Game over.


    This scenario has repeated in every game. I've tried everything I can but it's all so unbalanced and brutally hard that it's impossible for me. It seems to me that RNG is the only variable. Just sheer dumb luck to get past the first winter, as I've only made it once.

  4. 1 minute ago, TinFoilVeteran said:

    I usually just pick them up and throw them into outer space lol.


    Which counts as evil every time I do so to clean up the mess. Which also brings me to another question, will the 'evil' tag be removed from telekinesis in the future?

  5. I've grumped about this before but I'm really wanting to know what the plan is to fix the cemetery and the massive issue of dead bodies? It vexes me every playthrough to no end, lol.

  6. 9 hours ago, Sasha said:

    Well obviously it will require some management, but there are a lot of traits and they all have good effect and a negative effect.If you will check black & white for example, you also have to manage your pet. You have to control where he is going and what he is doing constantly. Unless you will put him on a chain. Same with soldiers etc. So The amount of micromanagement won't exceed of what you can find in black and white  


    So I played TU all afternoon and considered how it would all work with traits. One major problem is that nuggets auto-assign themselves when someone dies. That makes it really hard to make sure that the ones with the right traits end up in the right jobs. And, if you're doing it all by hand, that's a ton of micromanagement. More than most might want. Once my population reached a rather impressive amount I was having a hard time just making sure everyone had access to food/water/engineers/etc. I can't imagine this on a macro scale across planets.

  7. Can confirm the following bugs from my playthroughs: birch shadows, dirt texture on well, godmail not responding when quest to find nuggetling fails or is completed, nuggetling can spawn literally anywhere on the planet, fishing boats flip upside down often, white square shows up near water.


    I'd like to add also that telekinesis also causes the white square when dropping dead bodies over the water. Also, telekinesis is getting stuck in that it sometimes fails to notice that it's still holding a nugget and the ability has to be recast to drop them.

  8. 2 minutes ago, Sasha said:

    Kickstarter boosts your nugget strength and speed, but it has nothing to do with traits. When your nuggets develop different traits, their kids will inherit those traits. So if your nugget has a trait called "lazy". His kids, are going to have the same traits as well and therefore your whole civilization can end up being lazy. You can fix it by connecting the nugget with a lazy trait to the nugget with a hardworking trait. This way the kids will have 50% / 50% chance to inherit either parent trait. 


    Ohh, that makes a ton more sense. I can't wait to see the trait system in action! Thank you for explaining :D 

  9. I absolutely agree about adding arrows. I honestly cannot tell which way some are facing which is frustrating.


    Winter lasts too long for how deadly skeletons are. In the game's odd time, it should be 1 year at most. (Seriously, what's with the seasons?)


    Agreed on edge scrolling.


    Notifications need a lot of work to help prevent deaths, particularly from freezing. I can't see a way to stop starvation when there's no way to force feed them with the massive stockpile of food you have that they flatout ignore.


    I'd love to see how the trade building lets me micromanage peon's jobs but I just can't get far enough to test it. Once the game receives a fix to these issues I'll be able to proceed in testing but until then I will test what I have and continue taking notes.

  10. I feel your frustration and I too have encountered some of these issues in my playthroughs. I'd love to test out the advanced buildings but these game breaking problems prevent me from ever getting to that point.


    This game should not be available on Steam yet. It's no where near ready. It should still be in internal testing. It's sad that this game is going to get crucified early in the Steam reviews and possibly never recover from it as players hit the same frustrations and ask for refunds which is the last thing we want to see happen to this game. I hope the developers read our posts, take the criticism and make it better. And, I hope, understand that we're harsh because we care.


    To any GoE devs reading this, I am SnorlaxRae#8981 on Discord. I would be happy to talk candidly about my impressions, thoughts, suggestions, answer questions, etc.

  11. Sometimes building like the Godmail building and the Love Tower don't build where you would like them to, throwing off your whole city so when I see them building where I don't want them, I cancel them. In the case of Godmail, it'll automatically try to rebuild itself somewhere else. You can keep cancelling it and it'll just keep coming back in a different location. Not so with the Love Tower. If you cancel it, it's gone. It never tries to rebuild itself. I like the tower. I just did not like where it wanted to build at first. My suggestion going forward would be to give the player the ability to choose where those buildings go so we don't have to settle for bad placement or cancelling repeatedly and hoping to get the spot desired.

  12. Something akin to the Eatery TU has might be beneficial in tracking food distribution. Also, the great thing about goblins is that they're considered as inventive as gnomes in terms of explosives and warfare. Delving into that with buildings and units would definitely give GoE another unique edge. Goblin sappers, anyone? I think trade can also really be deepened. A good example of trade production done right is Anno's Dawn of Discovery (Venice). There was a lot to do and a lot to micromanage which is what players tend to want out of an RTS city builder. I think the events currently are pretty good. I was reminded a bit of Civ 4's later expansions that added event cards. Missions to better explain core mechanics would definitely help and be more useful than pop up tutorials that a lot of players (myself included sometimes) will skip right on by, preferring to learn by doing, rather than reading. There's a fine line between hand holding quests and quests that tell you what you need to do, give a hint and let you do it. So, it'd have to be well done and have some humor to it.

  13. Let me preface this post with my experience in the RTS/Simulation/City-builder genre to show the games that I am comparing GoE at its core to: Warcraft, Anno, Banished, Rimworld, Age of Empires, Civilization, the entire Impressions Games series (Pharaoh, Cleopatra, Caesar, etc), Sim City, Cities: Skylines, and Tropico.


    I want to be clear that I absolutely want to love this game. I see the massive potential it has. But, in its current state (and I understand that it is early in its development), I can only give it a 4/10 after my first six games. It is, sadly, below average with the features and management in the game right now. I may seem like I'm nitpicking on some things but I would rather point them out with the hope of making GoE stand out on the market than to let it fall short of its potential. So, in no particular order or importance, here are some of the things I noticed:


    • At tribe creation it's very hard to see the names of the goblins with white text over light gray background.
    • It's not clear at the start of a new map that the first thing you click on is where the campfire will place itself. My first game my campfire ended up placed in a lake making it so I needed to restart.
    • Out of six games (not including the first failed attempt), I was unable to build a watch tower before winter. Subsequently, I lost half or more of my goblins during the winter to unstoppable skeletons that no one seemed to be able to fight against.
    • Skeletons are incredibly overpowered. I understand there's supposed to be a challenge but even in a Low risk area, I survived the first winter once out of six. That's much too hard and frustrating. The one game I did survive to the second winter on I was met with not just two skeletons, as I had the following winter, but a horde of five or so that wiped out the entire population.
    • The AI does not prioritize survival. I had several peons starve to death with tons of berries available.
    • The Goblins are very weak and die easily, even when they do try to survive. This peon died from cold while getting warm,
    • The newsfeed gives useless information. Knowing who has gone to bed/woken up doesn't seem necessary to gameplay.


    There is more that I wanted to bring up but don't have the time to add currently. I'll add it in a follow up post but I wanted to get to the things I do like before I go.

    • Art style. It's very unique.
    • Goblin design. They're very adorkable and endearing.
    • Building designs. Simple yet fitting for goblins.
    • The prospect of Diplomacy with other races. Depending on its implementation it could really give GoE a leg up.


    As I said, I want to love GoE and as it stands, I really like it and I want to give it all the support I can.


  14. After playing several games I've come up with a handful of features that would make the game much more intuitive and enjoyable.

    1. The Esc key at the moment does not intuitively close certain windows that would be expected, such as the yearly report.
    2. The ability to prioritize which buildings are built first so that materials are shipped to the correct site would be wonderful.
    3. Being told who is cold would be very useful to know to prevent goblins from freezing to death.
    4. Better control over food distribution as goblins don't seem to prioritize survival over other tasks.

    I'm sure I'll come up with more but for now, these are what I felt were most important to suggest.

  15. Welcome goblins and goblettes!


    This forum is the place where you can ask the developers questions, give feedback and make suggestions, all while building a strong community around this great city-builder. Together, we can make it even more amazing.


    As always, be courteous and respectful when posting. Constructive criticism need not be harsh. I can speak from experience that the developers are as passionate about the game as we, the players, are about playing and enjoying it.


    We are One. We are Legion. We are Clan!


  16. I've said this in the discord but I wanted to say it here as well:


    I agree that, while I found them funny, references to real world politics needs to be nixed from the game. I love the idea of these special nuggets but they should be celebrating the scientists, engineers, artists and musicians, as Civilization did but, of course, with a nugget-themed spin.

  17. 1 hour ago, threeheaded monkey said:

    Also we can't just be "a" god, there has to be way to personalize ourselfs:


    When using  destructive technologies and god powers more often, then 

    (a) the nuggets should/ could be more afraid of the "cursor"

    (b) the god powers that we may unlock should be even more destructive

    (c) even the god quests should go more into the destructive direction


    When using clean technologies and god powers more often, then

    (a) the nuggets should/could be impressed of the "cursor"

    (b) the god powers that we may unlock should be even more clean

    (c) even the god quests should go more into the clean direction




    I would love to personalize my experience as a god and to have the nuggets react to my presence in their lives. I hate to bring up Black & White but it did have some great ideas on how to implement god abilities. I wasn't a fan of the animal avatar pet thing but having a holy building for prayer that will give you your god quests (love the GodMail lol) would be good. Above all I want to feel like a god. I want to feel like I'm really interacting with my followers and guiding their advancement until one day they leave the planet and carry my influence to other worlds. There are a ton of city builders/rts games on the market but the last god games of any repute is Lionhead's B&W games and Maxis' Spore. Nothing has been as good or captured the feeling of being a god but it had fluff and issues of its own that Universim has avoided so far. I really love this game. I've loved it since I ran the demo and saw what the engine was capable of. There's a huge void in this niche and I see this game being heralded as one of the best indies and likely, the best god game ever. [ /ramble off ]

  18. Thank you for the reply! I had no idea Windstorm was planetwide (I've never managed to get more than 200 points to cast it) but the explanation made it sound like something far less dangerous on the information beside the power. The effect Kickstart was supposed to have wasn't very clear to me. It seemed to mean a stamina refill so very good to know, thanks! Sadly I have been getting a lot of fires over a handful of maps. Perhaps my poor Nuggets aren't too bright when it comes to cooking. I do see the reasoning behind the high cost now that I account for it's other excellent uses. And omg, wolves are pure evil. I lost nearly half my population one winter, despite defense towers, and as a god I was powerless to protect them in the least. Every winter I lose several Nuggets to roaming packs and no amount of towers seems to prevent the loss. The wolves are killed after they kill someone(s) and left to roam free before that into the city like they own the place, lol.