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maffo666

19
Posts
A member registered Feb 28, 2023

Recent community posts

can confirm, worked fine yesterday.

I let it calculate for 6 minutes and refreshed... now the timer is just 6 minutes higher.


resources received while away (the offline progress) seems to struggle calculating my 1 day and 7 hours after getting that AI upgrade. As it's been calculating for a solid minute by now.

I think I get the idea... which could be useful now that we can have multiple links.
example of current: salvage shard has to be in pink, battle shard linked to pink.
example of idea: battle shard in pink, salvage shard linked to it to activate it's effect.
result of idea: Allowing for battle shard's links to be used to activate pink effects on other shards.

Really struggling with the achievement of clearing every stage up to 59 (a,b,c) not because it's hard, but because it's long.

With the many paths that'll require a little micro and the speed limit, I keep getting distracted by something and then that 72 min time limit flies by.

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Well I hope you get through your current wall soon and punch through to the next base to get resources growing on that.
My setup for a long time has been 4 beams with 2 laser cannons in support mode, but I may have to rethink that setup.

I was nearly maxed out before crew update, I think the issue with 48 is the long range ship, which I'd advice some charge lasers or bomb launchers for their range buffs if you're struggling with them. But since that message is from 6 days ago I think it's no longer an issue.

What are the odds of hitting something with phase jump power without disruptor? or is it not something odds based but rather overkill? as I did take out the 53A boss, but can't hit the 54 boss.

don't forget crew, energy technician can really ramp up your reactor boosts.
I like synth as a priority to upgrade as it's easy to see progress in some fashion.

the earlier the warp, the earlier the cap. I think I may have found the pattern, but 3 dots doesn't confirm a line yet.

materials give a shield multiplier

components a damage multiplier

parts a multiplier multiplier (battle multiplier)

boosts boost and a penalty

drain reduce reduces the penalty

having trouble? I went glass cannon: for base carry I went base1 optimized for damage base2 optimized for battle mult base 3 max penalty reduction + battle mult. trusting outranging the enemies + 2 deflectors to do the trick, which worked for me till 4/6 after which I just didn't have enough damage output.

is base carry 5 "possible"?

I completed almost everything before the rebalances, my base2 is lower. I think your issue may be weapon choice, don't be afraid to retrofit to other weapons nor forget to use your reactor.

for base carry I went base1 optimized for damage base2 optimized for battle mult base 3 max penalty reduction + battle mult. trusting outranging the enemies + 2 deflectors to do the trick, which worked for me till 4/6 after which I just didn't have enough damage output. And now my base improvements are in the realm of years for 1&2.

I got everything done except for base carry challenge and maxing out warp drive's battle improvement mk3

I don't think that will improve my base carry challenge odds. And only the third station is improving at a rate that's only hours per building level.

84:38:563 first time

feedback: a hint to what's still unlockable would have helped a lot. (also berries were OP as smoothies boost didn't scale with population)

it's making me wonder, what map would be the best to farm 'improved targeting' and 'ablative shielding'? of course with the next wave module.

since I'm running out of space with the two from area 42.

Do lower level void shards matter at all?