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Nice to see the new stuff.

The govenor feature is not working well. With 50% and balanced, I am bankrupt very fast due to unemployment.

With govenor switched of at 0% the setting of industry etc. is erased after the turn.

With the change in economy by reducing the cheating effect of selling ressources, there is only one right way to manage a colony. So there is no reason to have a colony management at all. You have to avoid housing shortage, unemployment and food shortage. To specialise a colony on industry is nearly impossible too.

A problem of the previous version too is, that sometimes the housing of an other colony is set to maximum, when setting the housing of a colony.

The colony view is no longer available via the window, that is opened by clicking on a planet in the system window.

A problem of the previous version too is, that a fleet is not proper selected, after clicking on the icon in the upper left window. The leading ship is shown but the buttons to control the fleet at the bottom are missing. So to set a destination for the fleet, I have to click on the "show me the fleet" icon first.

Some typos e.g. "Trasport" for "Transport" for the additional colony ship.

I still can not see the strength of an enemy fleet. With the very slow research, it is not possible to counter by trial and error aka pick a random weapon, shield etc. and hope it will be the right choise for this enemy fleet.

Hello there, thanks for your feedback!

As explained above the governor spends its budget prioritizing on food then housing then employment, since agriculture employs less population per development you should pre-empt your unemployment issues by manually spending on development of industrial or on research industries. FYI the agriculture sector employes 2 pop per development, industrial 5 and research 9.

Unemployment is huge drain on your economy, work on eliminating it, you governor is not a miracle worker, it has its priorities and cares not of the empires budget, but that said I just gave an option which is by default turned off limiting the governor’s budget by the available empire credits.

A tip for your early game is to unlock the improved hydroponics technology, by increasing your output you do not need to spend so much on agricultural development so you can spend it on industry, but watch out for underemployment.

Thanks for reporting the 0% governor bug, I fixed it the patch is should be out for it soon.

To specialize a colony on industry is not impossible but rather a slow process when it comes to small colony, do not expect your governor to build industry when its priority is housing but you can manually spend on its development. Also, without the use of market and high taxes you will struggle to have the necessary credits for development in the early game.

I am aware of a bug that you speak of regarding the housing development slider sets to maximum when switching between colonies using the next arrow button. It is a UI issue meaning even though there is a relation in between you setting the housing development on one colony seemingly effecting the next colony but its not, rather when you click the next button the UI itself does it. It’s a weird bug that I thought I fixed before but looks like it is back I will do my best to fix it next.

There was never a feature on the planet card of the system window that opened the colony menu, but it is a good idea so I will look into it!

Just to be sue regarding the select fleet via a fleet card zoom button issue, is what this image illustrates?

Can you please describe its circumstances, is it reproduceable happens over and over? Can you give me a screen shot? What kind of fleet is that? Is it a full fleet? Is the right fleet selected when using the button? Is all ships finished constructing? Do you have a save game that which you reload still produces the issue? Thanks!

That typo been fixed, thanks for reporting it!

Apologies but your requested feature for inspecting enemy fleets will take some time to make it work, but when its done I will put out devlog on it.

I am uploading the fix patch now, it will be out as soon as itch.io processes it!

About the fleet card. Yes this is the situation. When I want to control a fleet, it is easier to click the small icons. But then ther are no buttons shon at the bottom. They appear only after klicking the small arrow. This is not convienient.

If I understand you correctly, you are describing how it is meant to work. You cannot select the fleet card, you can only select the corresponding fleet using the pin icon in the bottom right. You can only see the action buttons of what ever is selected. If you assumed that the fleet card can be selected, then I am sorry they are not made like that, but as long as you can select its content using the pin icon than I see no issue. There is an indicator, a semi circle rotating around the object that is selected, and as long as the correct object highlighted when using the pin icon then all should work as intended. 

Hello there, just a bit of an update to your comment on governor being broken.

Indeed I found a serious issue that probably causing your unemployment problems, it seams that the governor reduces your existing developments. 

I am working on the issue and others should have a patch out by the end of this week the latest. 

Hello,

I know that is off topic, but I could not find an email address to contact you directly. 

I'm an independent developer working on a space action combat game as well. I am very interested in your work and had some questions not really meant for an open forum discussion. I would like to show you what I am working on as well on my youtube channel but this isn't really a proper place to post that either. I think you might find what I am working on to be rather interesting as well.

I'm a Unity developer as well. Drop me a message at GalacticArmadaGame@gmail.com, If you want to see what I am working on look up "Galactic Armada" on youtube and check out the last video.

Thanks,

Johnny