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Home Page: https://ngsc.freddecgames.com/
License: MIT License
Incremental space game about resource mining, interstellar exploration and system conquest
Home Page: https://ngsc.freddecgames.com/
License: MIT License
Hi,
Me again :)
I liked the fact that the previous version of game didn't had tabs in the menu. You could just scroll to find anything, only one behavior. Could we have an option to have this behavior again please?
Thanks
Expected behavior: when I conquer a solar system, a production bonus should apply to two resources associated with that system
Current behavior: no bonus is applied.
Ways to reproduce:
The only way to spend antimatter is to unlock stars. That's a finite amount and as a result one can only spend a finite amount and then earn 3 of 5 achievement points for antimatter production before you cap your antimatter storage and stop producing new antimatter.
Furthermore, it's impossible to store enough resources to buy more than about the 240th antimatter producer so you also can't get the achievement point for building 250 producers.
622 of 625 achievement points is the most you can get under the current game rules and mechanics.
Line 1916 in f38c708
It seems that the antimatter titan does not change antimatter prices for exploring new stars.
Is that on purpose ? If yes, is there any other use of antimatter where titan decreases antimatter prices ?
"paco" on Discord brought this to my attention, but some of the code can be tweaked for performance, such as:
hasConsumptionIssue: (state, getters) => {
let result = false
state.resources.forEach(item => {
let consumption = getters.getRawConsumption(item.id)
let production =getters.getRawProduction(item.id)
if (consumption > production) {
result = true
return
}
})
return result
},
can be changed to:
hasConsumptionIssue: (state, getters) => {
state.resources.forEach(item => {
if (getters.getRawConsumption(item.id) > getters.getRawProduction(item.id)) {
return true
}
})
return false
},
Thus, skipping the need for the JavaScript engine to allocate and manage memory for three variables that are not used more than once. On it's own, it is a minor issue, but when repeatedly looping many times, the useless variable allocation/management/de-allocation can become noticeable.
It's missing from the const moduleAchievement
object.
const moduleAchievement = {
namespaced: true,
state() {
return {
ids: [
...
'achMeteoriteT1', 'achMeteoriteT3', 'achMeteoriteT4',
...
],
}
},
It would be nice if we could multi buy science boosts like we can multi buy DM boosts
Hi,
I just move over from the v1 version of this game, and first I want to thank you for the good job you did on it 👍
I noticed some changes that bothers me: we can't over consume anymore. The "build" button will stay inactive if building machine woud lead to a negative production of ressource. The same goes for destructing a machine.
I would like to have this behavior back. I use it a lot, when I know I have big storage and I can afford to have a negative production for some minutes while I accumulate ressources to build something else to have a positive production again.
Thanks :)
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