Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Can defense towers/cannon double as places to hold artifacts? or provide some other benefit when manned? (extra lift? small research speed bump? propulsion? housing? morale?)
OR, barring that if you want us to juggle population.. can we have something like.. if I have a guard tower selected, hitting TAB cycles through all my guard towers so I can easily remove the workers?
Don't even get me started on the barrage cannon. Turning your entire city into an unarmored and often times slow bomber is an easy recipe for disaster that will leave your city crashing to the ground in a smoldering wreck. If there was a way to armor up buildings, or reduce the incoming damage to a notable degree than the barrage cannon might be fairly viable. However, as it currently stands I just don't see the point in it. Even as a building cleanup weapon the basic cannon is still several magnitudes better.
Now sure, I could use relics to help reduce the damage done, as well as workshops to repair and reduce the overall damage to the airship. However, getting the relics that allow you reduce damage is tedious and time consuming, not to mention expensive to even get the building that let's you deploy them, but so too is getting the workshop, requiring even more grind to get ahold of, and the research to a level that it's viable. Even a minor tweak of adding primitive armor or tweaking the AI to target turrets first rather than infrastructure would go a long way in reducing the level of frustration in combat. Plus, let's be honest. The relic doesn't reduce damage from pirates by a large degree, making it feel... redundant in a way? More of a time and resource sink rather than something to bolster your airships defenses.
All in all, I love the game. I loved the first iteration of it as well. And I cannot wait to see where it goes in the coming weeks and months of development. However, combat remains the most glaring issue so far. Either tweaks need to be made to the AI to make them target defenses before infrastructure, or better systems for reducing damage need to be introduced. Because at the end of the day I don't want to spend an hour of grinding out resources to sell off for new crew, a new warehouse, balloon and a pair of farms after a five minute skirmish with a low level pirate base with a single ground cannon and four fighters.
That's my number 1 gripe at this stage. It's really breaking my enjoyment of the game.
These projectiles don't necessarily need to be tied to an actual hit gameplay-wise (like the manual cannon), just make the projectiles explode when damage is applied to the enemy.
When I created a small airship combat game in Godot (nothing public, just for me!), the implementation of visual projectiles made all the difference! It went from a numbers game to a cinematic battle with that single change!
Also, making the crashing animation of enemy planes three times slower could look awesome. Let them struggle, I want to watch them slowly loose the battle against gravity! :p
'
This mean less micromanagment and more fun!
A big lumbering city certainly doesn't leave you with many options for combat interactions. The closest I could think of is Starsector with its shield mechanic (shields work kinda like blocking, some attacks will consume extra "stamina" and you should drop your shield and take those to the hull/armor if you don't want to end up stunned), that makes even fights between huge battleships have moment to moment action. No idea how anything like that could fit into the AE setting though. Perhaps generally something like putting your population into combat mode and being able to issue commands like protecting specific areas to reduce damage taken or messing with enemy targeting. Possibly some distinction between protecting against air and ground attacks.
I launched the game for the first time. A bunch of pirates swooped in, destroyed the city.
A pirate destroyer flies after me, as if on a leash, across the entire map. A raid by pirate fighters, a damaged propeller, the speed drops - oh, the destroyer destroys the city with its super-long-range guns.
A raid by pirates. I overtook them, repaired it. Immediately - another raid. I barely overtook them, at least fixed something. Third raid - the city is destroyed.
I move at a snail's pace, constantly turning the camera in all directions. I installed more or less normal propellers, 4 towers, even upgraded it. A raid - I repair myself, fly away. Immediately another raid, and another, the speed drops, out of nowhere - a destroyer, shoots at the towers, the game is over.
Incredibly "interesting", especially compared to the truly interesting first part.
Now i'm in the lategame with nearly everything unlocked, 300 people, all buildings max staff and 30 for gathering. At this point combat is just flying over the enemies base, 2 barrage shots and for the flying bigger ones the 2x attack hangar. Ressources are no problem after getting most buildings (farms + water condensators with minaret bonus). Food / water is self produced and i lose only 1 wood instead coal.
For early / midgame it would be great to have some kind of hotkeys for:
- remove / put max people in combat buildings / workshops
- remove / put max people in production / research buildings
On top of that the buildings should automatically rehire free people from the idling pool when the staff is set at i.e. 3/3 and maintain that number. Currently if you get attacked somewhere the buildings lose people because they're injured and the idling ones aren't used so you have manually refill them. That's especially annoying when they hit your combat buildings like cannon / hangar and the reload times get longer because of that and that crap happens after every single enemy cannon hit.
Why are the pirate canon able to have such long range? When even after the upgrades I still only 60% of their range, so you get hit from 4 canons even before you can fire. Add another upgrade to increase allow parity.
Could you add 2 upgrades for the Academies, I have 3 so I can reduce the time research takes.
Love the game and looking forward to the updates.