IXION
this game hasent changed
once you get to the point of searching the solar system for signs of life you still run out of iron and steel way too fast so the tiquun destroys itself before you have time to mine properly, revive 500 cryos? wtf is that mission with only one section opened limited resources and no place to put any of the 500 to revive, rebalancing is required to make this game somewhat enjoyable, first you run out of power and have to turn power off certain building to build solar panels.... makes no sense. then you find out steel is more important than food or air in this game, ultra limited building space, takes way too long to research anything, the first level is supposed to be the easiest and not even 2 hours into the game its so easy to die/fail, this game is not very user friendly, limited to building one ship of each type for first hangar bay is another minus to the game. storage building can only store 100 of any one material.... horrible, 15 population max per highrise crew quarters another huge minus, takes more space for no reason. the smelters are ridiculously huge for nothing so are the bays. i didnt enjoy my first playthrough when this game came out and i didnt enjoy it anymore today from playing not even 2 hours, serious rework needs to be done
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Showing 1-8 of 8 comments
RngdMtrx Mar 30 @ 1:46am 
oh and the fact that even when fully repaired the tiquun auto destroys itself is another incredibly dumb mechanic in the game
Hello, yes the game isn't easy to play at first on purpose and you pretty much have to do the beginning once and then restart a fresh run better now you know the main stuff you will have to plan and manage and you won't have to carry very early mistakes for tens of hours.

A lot of what you ask require you to have you to take more time planing or upgrading them while also exploring events around for story, more ressources and groups of science research points. Maybe you won't like it and don't like survival management games, which is fine but you won't have other gameplays in this game. But losing those aspects would make it more a sandbox game than what it is supposed to be


You are supposed to find out issues and ways to solve them (which at first can require to reload a previous save if you are in a situation you can't fix), but if you want answers on the issues you listed:

First, maybe you should open a second sector if you don't have enough space at this point

Originally posted by RngdMtrx:
once you get to the point of searching the solar system for signs of life you still run out of iron and steel way too fast so the tiquun destroys itself before you have time to mine properly,
You then need to take more time making stocks of iron ore and melt them before moving after prologue, or you didn't scan enough in chapter 1 to find more iron to mine. Or it was way too long after arriving in chapter 1


Originally posted by RngdMtrx:
revive 500 cryos? wtf is that mission with only one section opened limited resources and no place to put any of the 500 to revive,
Well that's the challenge but you have way enough ressources around in chapter 1 to take the time to get these people awaken


Originally posted by RngdMtrx:
first you run out of power and have to turn power off certain building to build solar panels.... makes no sense.
Why doesn't it makes sens ? EVA builders likely don't build with powerless tools and keeping an electrical system right at 100% usage wouldn't really be a good way to keep it working

Originally posted by RngdMtrx:
then you find out steel is more important than food or air in this game, ultra limited building space,
Ressource and space management are part of the survival and city builder genre. But sure the Tiqqun damages iteself way too quickly for it to be realistic, that's surely more for a challenge because the game isn't supposed to be a free win at first try
Food is as much essential than iron, you just have less demand of it in the beginning.
Not sure air management would have make the game more balanced to you, there's already a lot to manage and understand when discovering the game

Originally posted by RngdMtrx:
takes way too long to research anything,
You then need more science, by having science ships explore events and upgrading your laboratory productivity in the research panel so it's a bit quicker when you don't have remaining events in the current chapter

Originally posted by RngdMtrx:
the first level is supposed to be the easiest and not even 2 hours into the game its so easy to die/fail,this game is not very user friendly,
The prologue is the easy part, as soon as you enter chapter 1 you are in the survival aspect of the game and it is on purpose easy to lose so you restart better a previous save or a different run. However yes some of the management systems aren't super user friendly

Originally posted by RngdMtrx:
limited to building one ship of each type for first hangar bay is another minus to the game.
Maybe it's a tutorial thing but I don't remember the game to limit you to one ship of each kind in docking bays. If it's the case in the very beginning, be aware it's totally free how you assign ships a bit later then

Originally posted by RngdMtrx:
storage building can only store 100 of any one material.... horrible, 15 population max per highrise crew quarters another huge minus, takes more space for no reason.
Those are base stats, you can upgrade buildings capacties/productivity via the research.

Also there are goods and bads for every habitation buildings. Crew quarters take a very bit more power and ressource to build but can get more people in and are nicer, if most of your people in one sector are in them they get a happyness bonus. With the you can have quite quickly the space for those 500 people to awake

Originally posted by RngdMtrx:
the smelters are ridiculously huge for nothing so are the bays.
They are huge indeed, part of the space management challenge of the game.

Hopefully that helps
Last edited by Kylnoffey; Mar 30 @ 5:57am
RngdMtrx Mar 30 @ 9:32am 
thank you for your answers bro, i have been playing survival games since starcraft and none come with the level of difficulty that ixion does, specially on easy. im all for it being tough but somethings to me just dont make sense. humanity leaving earth for one would have a much larger ship, meaning more building space more space for crews, solar panels would be an already installed given, example the ISS had to rely on solar since they couldnt risk nuclear, but ixion could have had a nuclear powerplant, before you make the first jump your crew is 198 people? shouldn't it be in the 100000's? with the vohl engine space jumps are almost instant, then why cryo at all? food for thought. before even getting to the storage capacities upgrades is quite lengthy in time since i only have 1 science ship 1 mining ship and 1 cargo ship, somehow i am reading from your answer that i can add to that, i will definitely try, all i saw were 3 slots for ships, if i can stack ships in those slots then that will change my resource problem, having multiple science ships would definitely be an upgrade, all this without adding another hangar bay? also i pause the game when i can to build or upgrade or command units, using in-game time more efficiently, I see potential in the game, there should be more emphasis on mining in the tutorial.
Caz Mar 30 @ 2:25pm 
Oh you're not even to the "fun" part. Wait until you open over 250 cryopods and get only THREE workers out of it. From a place that says it was an industrial zone. I would say the balance in this is off, but the further in I get, the more I'm convinced there is no balance.
Originally posted by RngdMtrx:
im all for it being tough but somethings to me just dont make sense. humanity leaving earth for one would have a much larger ship, meaning more building space more space for crews, solar panels would be an already installed given, example the ISS had to rely on solar since they couldnt risk nuclear, but ixion could have had a nuclear powerplant, before you make the first jump your crew is 198 people? shouldn't it be in the 100000's? with the vohl engine space jumps are almost instant, then why cryo at all? food for thought.
Those are great questions and since you have seen the cutscene leading to chapter 1, communications you had from DOLOS staff should have made clear the Tiqqun was supposed to be a test before a much bigger ship from DOLOS, the Protagoras.
Easy to miss also but when you get the ability to open more sectors by hacking them, Tiqqun's PA says those where supposed to unlock by themselves over time to continue the test and expansion of the Tiqqun after it gets back to Earth. But you may have seen Earth isn't the same so stuffs didn't work as planned and that's why Tiqqun wasn't equipped and built for what's to come.
I won't say more since you should get more hidden answers as you play and lore threads from other gamers are great also, but they will spoil you a lot at this point

Originally posted by RngdMtrx:
before even getting to the storage capacities upgrades is quite lengthy in time since i only have 1 science ship 1 mining ship and 1 cargo ship, somehow i am reading from your answer that i can add to that, i will definitely try, all i saw were 3 slots for ships, if i can stack ships in those slots then that will change my resource problem, having multiple science ships would definitely be an upgrade, all this without adding another hangar bay?
I'm not sure I was totally clear on the ships thing, at the very first yes you likely have to build one of each kind (and you need them anyway).
You have three slots in each docking bay, if one is empty it shows a green cross. Clicking it shows you the choice between both three kinds of ships to build one that will then directly be assigned to this slot. But under those three choices you have displayed every ships you built that aren't currently assigned to a docking bay (and then can't go to space).
For ships that are built and assigned, on their docking bay slot you must see their image and name. Under that a small red cross to turn them back to scraps and a small white up arrow to unassign the ship from the slot, that's the button that should help you a lot

However be careful, someone reported that destroying a ship while it was out in space sometimes glitch and stuck the slot the ship is in so it's safer to first call them back and destroy them once they are idle in the Tiqqun.
But you can freely unsassign them at any point, they will directly fly back by their own unless it's a science ship already in an event that hasn't been concluded. That's something you can play with to switch between science and transport/mine ships to go quicker especially until you can have enough to build and keep enabled two docking bays. But even later it's still usefull to do this science ships trick

Originally posted by RngdMtrx:
also i pause the game when i can to build or upgrade or command units, using in-game time more efficiently, I see potential in the game, there should be more emphasis on mining in the tutorial.
I did that pretty much all the time too ^^ Much more comfortable but you then see irl time flying instead of the one ingame lmao
About tutorial, if you haven't you should take a look at the side tutorial/explications panel via the "?" button on the left center.
For the very beginning there is pretty much the same as what the dynamic tutorial tells you but at some points you get whole mechanics of the game explained much deeper or pretty much only in this tab without too much notification of it. I agree the dynamic tutorial is a bit light
RngdMtrx Mar 31 @ 8:55am 
ive gotten to chapter 2 and trust seems to be my biggest issue now, i smell a mutiny, is it the stability buildings that help with that or am i done for?
Caz Mar 31 @ 10:40am 
Originally posted by RngdMtrx:
ive gotten to chapter 2 and trust seems to be my biggest issue now, i smell a mutiny, is it the stability buildings that help with that or am i done for?
The stability buildings do fix this issue. The three memorials are the easiest to counter it with, but they're kinda big. And I say "easiest" because they're "build and forget" structures. They have upkeep or power requirements and you don't have to remember to redo the policy on them every X number of days. Each one (before research upgrades) provides +1 stability. So with all three, that's +3 stability. And if you can even zero out the stability in the sector, that builds trust instead of decreasing it.
Bomoo Mar 31 @ 12:22pm 
Originally posted by RngdMtrx:
i have been playing survival games since starcraft

starcraft classic survival jame

I find coming up with solid layouts to follow helps a ton, as well as figuring out a good build order. I'm using this site to cook up layouts, and adjusting or redoing them entirely as the buildings I'm putting in them turn out to not work well together.

https://ixion.info/

Hope that helps.
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