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Showing most liked content since 09/24/17 in all areas

  1. 11 points
    My civilization always collapses because the first generation starts dying off from old age, and then there is one gravedigger and thirty dead bodies scattered about...and then all of the other nuggets get infections from the dead bodies and soon die themselves. It's an interesting game mechanic, but it really gets in the way and ruins my game every time. In real life, dead bodies don't start rotting right away...at the very least there should be a larger grace period. I think that dead bodies should just lower the happiness of nuggets in their immediate area, and maybe have a very small chance of causing disease if they are left out for too long. As for methods of disposing of the bodies, I think it would make more sense if a nearby nugget would automatically walk up to a corpse and bury it, right on the spot (AKA a nugget would dig for a bit and then the body would disappear into the ground). In prehistoric times they usually just buried the bodies in the ground and moved on, so maybe cemeteries would be for later stages. The mechanic of having to make one nugget in charge of burying every corpse and carrying it and using resources to burn it...it's just too much, and it'll never work correctly if there are too many bodies. In regards to the matchmaking power, I personally find it annoying to use it (and most powers in general). The controls are very finicky, and it's very hard to select one nugget if it's walking or moving at all. The matchmaking power is too micro-manage-y. I don't want to choose which nuggets mate, I just want it to happen. I like the idea of guiding my civilization and not having to tell each nugget what to do.
  2. 7 points
    I'm going to go a little more into the lifespans and population control, as I feel it's what puts the most pressure on the cemeteries; what causes the gravedigger problem. Population feedback: In the last patch it felt like a constant population increase where I had to "keep up" with their breeding for food and water production. This patch I have had the issue of the civilization booming pretty quickly up to 20-30 population then slows down, and even declines as the boom starts dying off, thus creating the cemetery dilemma. It doesn't feel like a straight and steady incline for stable population support in later game. I also feel like the amount of work they actually get done in their lifespan is currently on the low end. Many times my crops wither or a body rots because the worker responsible spends a large portion of their life sitting down at the eatery, entertaining, drinking, preparing for a date, or waiting on their partner. When you factor in the amount of time all those actions take with the short lifespan it feels like one nugget does only a couple necessary tasks then dies. That's a lot of pressure on the gravedigger as well, who is also filling all the above listed personal needs while all those bodies decay and infect the population. Suggestion 1: perhaps adjusting the ages at which nuggets can breed, and at what frequency, could help. Couple that with listing the number of children, of age to work/mate, and elderly on the ui, and that would give a steady gauge for the player to go off of with population expectations; if they've had a baby boom, if their elderly are more than 1/4 of total population and going to get a mass death, etc. It shouldn't always be perfect straight line, as that creates a guaranteed (boring) population increase, but straight enough that its not frantic trying to always correct it. Reverting back to a longer lifespan, decreasing the time in seconds it takes those "personal need" actions much lower, and finding the right algorithm for aging can create that straight incline. It also will have the player find greater usefulness out of the matchmaking power to keep the population stable (I personally **LOVE** it, but it needs more ui interfacing for matching desirable nuggets at high population). As an example, another game I played everyone used the ratio of 1:3:1 for youth, adults, and elderly, and the player had to correct any influx or it would create a "wave" later on into the thousands population, crashing everything to a halt. Suggestion 2: keep lifespans as they are now, but reduce the time in seconds it takes to fulfill personal needs, give a larger grace period on rotting bodies causing infection, and/or allow the "heal" god power to cure the infected instead of ONLY being curable at a doctor (that would encourage the heal power much more and increase its usefulness as well). Coupled with larger/smarter cemeteries and upgraded pyres, I think it would at least be a good foundation for an upgradeable system later game. Cemetery feedback: I feel the cemeteries take up a lot of real estate for the amount of bodies they can hold. By the time I'm reaching a population of 50 I've found it necessary to already have 3 graveyards plus a pyre. This usually occurs around between years 90 to 110. I would have to focus more in future games to give a realistic number, but I feel like with the nugget short lifespans one graveyard should last maybe 150 years before the sheer population growth and building spread should require a second graveyard. Without gravediggers having "leashes" to their own cemetery though, especially later when the world if covered in nuggets, they will go to fetch a body and die of hunger on the trip. Suggestion 1: Place a slider bar that controls the radius the gravedigger will travel. This will also give the player control of coverage depending on where they fit the cemetery into their city layout. There definitely isn't a "one size fits all" circle solution. Then when their city expands and the population grows beyond one gravedigger, they can place a second cemetery and adjust both sliders to maybe give one cemetery responsibility of only the areas closest to them. Suggestion 2: Gravediggers are the stuff nightmares and speculation are made out of, definitely some kookey people (no offense to anyone, just setting the tone =P). Perhaps they don't have needs to fulfill. Their life is the dead. Has anyone ever spotted them making a pittstop at the diner? I don't know the implications this has on the developer side, but maybe upon assigning a gravedigger, while under the duty of gravedigger, the nugget doesn't have personal needs. They just... do their job. Possibly the less educated do it better, giving a purpose to those who didn't make it into the schoolhouse. (oh dear please no one get mat at me lol, its just for stories sake) Suggestion 3: Increase the number of nuggets that can be burried in a single cemetery to match the way population grows. It currently just isn't big enough. Also, with the nugget short lifespan, Id say closer to 25 years after burial the gravestone should become available again. Only when the sheer population or span of the civilization outgrows the cemetery should it be necessary to place a second one. (edit) Suggestion 4: Turn the gravediggers into "reapers" who teleport to the bodies location and then teleport the body back to the graveyard. Pyres suggestion 1: Sure, they require wood, and time, and labor, but they give a resource back in return. Whatever resource that's required just after the patch we're currently in would provide a nice transition into the following age and make them not just an option, but useful as well. Pyres suggestion 2: This one is questionable, and I can't exactly say one way or the other because I don't know what's coming to the game in the future. But either make the laborers, or the gravediggers, *soley* responsible for the pyres. Perhaps a passerby laborer will collect the body as it falls, and carry it to the pyre. This should definitely have a cooldown along with requiring a resource or it would just be too good. That would also ensure the requirement of MORE pyres, and upgrading them, as the population grows. That would let the gravediggers just do their job with the cemetery. I feel that gravediggers should never gather wood, it should always be the laborers, and should continue to always gather resources into the warehouse (perhaps in the future it will be necessary to specify "worker/builder" and "gatherer" nuggets). A thought on matchmaking: I think its a brilliant idea and I would really love to see it kept as it works. I think it has the potential to be the major driving force of your entire population growth and direction when you throw the new nugget genetics into the mix. Its a great way for the player to control the current issue of population spikes and falls. Programming the nuggets population to be a line thats a slow crawl of an incline, or even steady pace, and allowing the "god" to decide when they are ready for a larger population. However, using this power last night to save my nugget population that suddenly decided to stop mating, I found it was difficult to use. I can't even imagine at a higher population, it'd be impossible. The problem is you have to click individual nuggets to see if they have a spouse, if they are old enough to mate (I accidentally slapped a few babies around in the dirt last night trying), what their genetics are, and all of this doesn't update while the game is paused. So you're playing a smash the moving fly game while trying to keep track of who is who. Suggestion: I really hate suggesting this, because I know its more work for the devs, I'm sorry... but with matchmaking there really needs to be a whole nether nugget UI frame. One that allows you to ctrl-click the god power right there on the information panel to select the chosen ones. It will show the clickable sort ascending/descending tabs for male/female, if they have a spouse, the name of their spouse, their age, and their genetic (the new positive and negative perks). It would allow you to say "I want more nuggets who move faster for workers", let you select the drop down for that specific genetic, and from there you can find a suitable male and female who are both young and dont have a spouse. It would also not be so painstaking at higher population numbers to quickly select breeding pairs. This system though would require the nuggets to maintain their own population, without any large incline, and without decline, or it just turns into a game of "keep breeding before their numbers drop too fast". IN CLOSING I know thats some pretty long winded responses for feedback, but I feel its important to give all the details of issues and suggestions to see the picture more clearly, and possibly spark some ideas into others' minds! These are by no means solutions, but just what I could think of for the time based on my play experience. I've been waiting a VERY long time for a game like this to even come into existence, so I'll do my part to help in its success. I hope some of the information maybe helps, or gives you guys other ideas I overlooked entirely.
  3. 6 points
    Problem? I see only one solution: Monty Python-Bring out your dead! (Give the grave digger a cart and let him go to multiple locations if it's efficient)
  4. 4 points
    This. Honestly at this point I wouldn't be upset if Graveyard became automated. What I mean by this is you can still be required to keep a nugget employed at it but just remove the body gathering mechanic all together. Just have them teleport to the grave and maybe put a little funeral animation or something. This would eliminate a LOT of problems. If you want to keep the illness mechanic just make it something random that people get, like how tornadoes randomly appear. The breeding in this recent patch feels like it spend up again. In the previous patch it felt better...slower is better. I can't imagine a stoneage population booming as fast as it currently does in game. If I think of more I will edit this post and add to it. I admit I don't use Pyres often because I don't like the idea that a resource that isn't renewable yet like wood goes into burning the bodies. I haven't checked lately but I recall it being cheaper to just build another cemetery. I like the idea that nuggets can be seen on a graveyard but if you think about it is that really going to matter once we get to space age? Maybe we should just increase the limit the graveyard can hold to something huge like 50 nuggets, have a plaque with the names you can view and just give it a new graphic.
  5. 3 points
    There are many ideas on how to better deal with corpses. I don't generally use a pyre because the cost in wood makes it unappealing. Maybe you could use the dead body as some sort of fertiliser (after processing) . Another idea is to simply eliminate the role of grave diggers and entirely, instead the relatives carry the body and transport it to the cemetery. Or just give us the ability to resurrect them as zombies.
  6. 3 points
    Cemetry / Pyre I'd like to see them kind of related: A gravedigger from the cemetry is going for bodies and will keep burrying them in the cemetry as long as there are free spaces. I'd like to open the cemetry menu and chose by clicking at the graves if this place is open for a burial or not. Are there no places for a burial open or if the cemetry is already full, the gravedigger should carry the corpses to the pyre. A gravedigger should be the only nugget who is allowed to carry a corpse. The pyre should be allowed to be fired up by all nuggets. Which means all laberours carrying wood there suffer from the unhappyness penalty. The pyre will consume wood and hapyness (more than the cemetry because almost nobody goes there) - and maby also the oxygen of the planet because of the fires. The fire should not burn all the time but brighten up as soon as the gravedigger arrives with a corpse. So the pyre should have a stock for a wood pile which the gravedigger can use to burn a corpse. I'd also like to see the range of the unhappiness penalty every time I click on the cemetry or pyre. Including alternative ways to get rid of dead bodies For example mass graves that attract wild and aggressive animals, nugget candles - nuggets on spikes to signalize a territory or just for the evil god aura, nuggets thrown in space will float arround the planet causing trouble for space ships leaving the atmosphere Nugget population / reproduction Matchmaking: I find it pretty hard matchmaking all the nuggets the way it is now. I can never tell who to match with whom. It always ends with just clicking arround making many previous partners unhappy. Maybe it would be easier with a better nugget inhabitant summery: right now I can only see the name, job and some characteristics. The favourit-mark-symbols are helpfull to mark those nuggets who are interesting (because of low fat burn, faster movement and so on). But I'd appreciate to also open the specific character sheet of a nugget by simply clicking of its name in this menu instead of clicking at his face and then having a camera travel to the nugget and then clicking at him in the world. It's cool to see this way where the nugget is but I'd need a simplier way to get the character sheet. And it would be helpfull if the "make love"-god power would work in the nugget inhabitant overview directly. Also I'd appreciate a small symbol at nuggets that are educated and nuggets that are interlaced with other nuggets (maybe there lovers could also be noted in this list). This way I could breed the way I want them to breed in a more effective way instead of just clicking random nuggets in the world. consciousness: Nuggets should have some consciousness about the environment. They should reproduce more in times with warehouses full of food, also when the is quite a food base and labourer are needed (because jobs and skills shortage...). They also should move closer together at the edge of extinction, at wars or losing their relatives to wild animals. But in times with no food, water, too many free labourers and so on, they should lose the interest in reproduction ...
  7. 3 points
    Kerby84

    Patch Notes: CHUPACABRA

    Thank you. This patch is the most awesome so far. Regarding the godly powers and disasters and bunkers.... A "Bunker" System seems a bit ungodly in my opinion. At least in the early stages of the game. Now that we have the beautyful faith tower - this seems like the place to be when a disaster is approaching. if you have faith, god will protect you. why shouldn't nuggets search for shelter there? The corresponding god power could be shield of faith which consumes faith over time to protect your nuggets from every disaster. you as god could decide if you fullfill the wish for shelter or simply ignore it and let your poor nuggets die while they search for shelter near your faith shrine.
  8. 2 points
    What I think should be in the next update So I made one of these last month and just as before feel free to add to it as I will continue to add to it in hopes they take our advice. Freezing groups of nuggets Stone Hut placement issues I saw they added a feature where you can abort the prayer enclave which I thought was awesome except it doesn't work. I hit abort and it aborts but they just put it back in the same spot immediately after I hit abort. When I finish the only quest in the game it stays in the inbox. Also it would be nice if the quests had some explanations (Maybe they do in tutorial mode but I don't play with those) Anyways with the first quest I was super confused like many others I didn't know exactly how to do what they wanted. Also It would be cool if the quest repeated after so long. In creator mode make it so we can randomize the perks every so often sometimes when I play I get a lot of good / pink perks and other times I'll only get 1 or 2 good perks. This is just an idea I came up with Set rules to each nugget. So instead of having 70 laborers who at least for me act stupid walking around doing nothing but walk in circles. Maybe we can build a building that assign rules such as: leader, Gatherer (And different types of gatherers like collecting herbs, food, stone, wood, etc.. and they deliver the goods either to a warehouse or to the buildings that use them like food to eatery herbs to hospital), Hunters (whenever theres animals to hunt), Explorers (They can expand the region where nuggets live), etc..
  9. 2 points
    Dart Mada

    Chupacabra Feedback, Bugs & Issues

    Chupacabra Feedback, Bugs & Issues There doesn't seem to be a forum for the status of update Chupacabra so I'm guess I'm the first: Good update; it added a lot of new features and fixed a lot of things but I've noticed a few new issues: -Nuggets get stuck Doing Nothing a lot of times still or their status keeps going back and forth between Doing Nothing and something else. And a few Nuggets are stuck Doing Nothing despite not being assigned any job -Nuggets get stuck Doing Nothing at their jobs; this can especially make farming difficult as the farmers Doing Nothing causes crops to wither -They can also get stuck Delivering Resources -I keep getting this wierd visual glitch where Nuggets move around but are on their sides and half of their body is below ground -I've had a couple instances of Nuggets constantly Moving to the Farm/other workplace but never actaully getting there cuz they get stuck in a loop -Speeding up the game seems to trigger glitches as mentioned above Not really bugs but a couple of other things: -Until you are able to research Engineers Hut upgrades and THEN actually upgrade them, keeping up with repairs for all of your buildings can be difficult to keep up with -The Gravediggers can still be kind of dumb and will leave dead bodies lying around. This can be especially frustrating if they get stuck Doing Nothing due to the glitches I mentioned on the list above Big improvement from Overwhaleming but some things could still use some improvement and fine-tuning. Its mostly the game mechanics and AI that need improvement. Keep up the good work.
  10. 2 points
    They should add in god-building (like in black and white 2) where you as the god could harvest the resources yourself and use them on the building site to build it on your own... especially since they never build the upgraded buildings... takes them like 10 years to build an upgraded water pump... and im not even exaggerating its that bad Id hate to see how long it took them to build modern cities when it takes them 10 years to build a single upgraded water pump... so it would be nice to be able to use your powers as a god to speed it up... i would also love the world changing to reflect your alignment.. like black and white 2 having cracks in the earth and lava and disease spreading thru the towns ect when you were evil.. and flowers and butterflies and such for good. i know i mention black and white 2 alot.. but i loved that game and there is never going to be another one so...
  11. 2 points
    Here are my thoughts regarding features in question Cemetery Either make them a lot smaller or increase their capacity a lot bigger (x100). In every game I end up having a town surrounded by three or four cemeteries which take a lot of space. I would suggest handling corpses as other resources were free nuggets will deliver them to the cemetery. Possibly making it a family task (spouse or next of kin). This resource should be handled with certain priorities to avoid disease spreading. Make it so that if a nugget dies to far away he is lost and nobody will go look for him, maybe his family will mourn him since they didn't recover the body. Either remove the gravedigger position or give it the following responsibilities: His job is to free space, merge tombs etc, tend to the beauty of the cemetery. Making other nuggets feel that their lost ones are treated with respect. Keep it in order to make it a bottleneck for burying corpses (see my comments on pyre). Pyre Handling the dead shouldn't be a key worry for a god game, so I think that having two buildings for dead management with similar functions is too much. So I propose using them for different situations. Pyres should be temporary buildings used in times of urgency (plagues, wars, natural disasters). When the cemeteries are not burying fast enough it is time to build one. So the gravediggers would be the bottlenecks here. Alternatively remove them completely and add them as an added features for cemeteries. This would be an acceptable option I believe. Reproduction Well, I think this should be handled via a family planning kind of system. Basically as a civilization advances families tend to have less and less children, so I think this should be what the game should use. In fact maybe this should be a researched science or some type of cultural achievement where the families start having less and less children (up to a minimum of course) In this case Matchmaking wouldn't help a lot, but maybe the god could inspire the nuggets to have less or more children in general. I wouldn't make this power at a nugget basis, but more to the civilization in general. Bugs I would definitely tackle AI bugs first, I get many games ruined by errors in AI. Specifically (i have videos of the first two if required): Nuggets failing to give up the resources they are carrying to a building in construction. Pathfinding around mountains and bodies of water sometimes fails and nuggets end up going all around this objects to get things that can be reached with a more direct path. Stone huts placements. I don't know if this really causes issues but today for example I had a stone hut built right at the door of the hospital. I think the hospital was still accessible anyway. I would review the buildings upgrade system, I had a situation on the previous patch where I had studied the upgrade of water pumps and due to so many buildings getting created I suddenly got a water shortage. I couldn't build anymore pumps since I couldn't use the refineries and now pumps required refined resources to be built.
  12. 2 points
    Cemeteries From my opinion, there are several ideas that maybe don't fix it all, but can help to improve the experience: 1_ Why has the gravedigger to carry all the bodies? Maybe in a more advanced society we are used to it, but I don't see the problem with a random nugget (the one who find the body, maybe?) carrying the body till the cemetery in the stone age (this could give you more time to think until we get new eras). They could just leave the body on the cemeterie's door. 2_ If the body is ridicously far from the village (and this happens relatively a lot), why shouls any one carry it? Let the body descompose, or maybe be the meal for an animal (those famous wolfs from the GodMail for example ). 3_ We need more space on them. I think here we would have two possible solutions: properly speaking more space and places being replaced after some time. On the other hanh, coul be cool having nuggets from stone age after hundred of years, maybe you should let everyone choose if they want to replace them or not. But I'm pretty sure we need more space on them. Pyre I see no possible recomendation with the way the pyre works... because I have never seen it working. Maybe we could give our own ideas about how it should work, but in general I like what you propose so I will just wait you to fix it before I give my feedback. Nugget reproduction/population Well, I really like the idea of matchmaking but I don't think it should be the principal mechanic. Maybe I still haven't get used to this patch, but I'm finding growing a population larger than 20 pretty dificult, as nuggets don't want to reproduce until I matchmake them. What I'm trying to say is that it's a really nice power but maybe should be used at just some points and your population shouldn't depend on it. In a worked-serious genetic system, a couple changes or conducted reproduction can change everything a lot, so this power should be capable to improve the experience without having to be used too much, just puntually. In conclusion, I like the idea of having some control over the population but I don't think it should depend too much on you.
  13. 2 points
    Just thinking, about the situation with dead Nuggets. Maybe we could have the creator drop of zone. Also could gravestone be used after 5 years as crop fertiliser? Freeing up the plot once more. I have found that the newer versions of alpha 19,20 the Nuggets do not breed as well and before long your smaller community is sad because they are overworked. The fishermen / fisher woman needs to change back to a labour during winter. Noticed that even running the game at full speed things do not generally get built 😒 As for stability issues I have found saving at 10 minute intervals works. Can we get a research for whaling, ie. food, oil, leather. Hunting the Deer and Birds, would help the Nuggets diversifying their diets. Game works well under a Windows 10 platform and had no recent crashes, however, I do have 32GB of RAM in my gaming laptop. Cheers, Scott North Queensland, Australia
  14. 2 points
    Possible solution to the Pyre/Cemetery issue; you could add in a sacrifice or offering feature. This may also tie in with the whole faith aspect that you guys have just added. Sacrifice demanded by the god = bad faith and offering make nuggets feel rewarded = good faith Edit: Or add in a feature like mass graves, similar to pyre, but a massive hole in the ground which may have x2 the capacity of the cemetery, this may also be created when there is a huge disease outbreak as mentioned in above post
  15. 1 point
    Llecder

    1 second fps stutter

    Cool thanks for the quick reply
  16. 1 point
    Nemisis311

    Crash report

    Crash report Creating primordial soup was just too much, locked up upon loading into a new world. Manually closed "not responding" program. edit: first time it's locked up and crashed crash.dmp crash.dmp error.log output_log.txt
  17. 1 point
    ahart1701

    Culture

    This would be cool to implement different "God Powers," like forcing cultures to trade with each other, or creating gladiator style arenas to please you.
  18. 1 point
    Adrianna

    Bodies all over the place

    Yes because the last thing we need is the gravedigger to get a drink eat mate fill his joy and whatever else... while there are dead bodies laying around getting people sick i think that should take priority..
  19. 1 point
    CM Mirror

    Unable to place Epicenter

    after using the "uninstall programs" method go to the location the game was installed at and make sure there are no other folder or anything labeled "thuniversim" delete all of it, then install, alternatively if you have more than one hard drive, you may want to try installing it there, after making sure any other version of the game has been removed. If you're still having issues, please download a free recording software like Fraps, Bandicam or you should be able to use either Shadowplay (nvida GPUs) or Plays.TV (AMD GPUs) and record the issue, upload to Youtube or another file sharing site that supports MP4 format.
  20. 1 point
    CM Mirror

    Patch Notes: CHUPACABRA

    Patch Notes: CHUPACABRA NEW PATCH - CHUPACABRA IS NOW LIVE Greetings, Creators!Prepare yourselves for another dose of greatness. A substantial chunk of our time was spent improving and revising a few background systems, with a few still needing a little more polish before we make them live. One such system we’re putting quite a bit of work into is the Nuggetpathfinding restructure. The improvements being made will ensure that Nuggets make better navigation decisions and avoid getting stuck in unfortunate situations. Additionally, another area receiving a lot of attention is the Creator Power system, which you’ll likely be very excited about.However, before we discuss that further, we’re also introducing a brand new system in today’s patch. Nuggets will very soon begin taking notice of your actions in the world. The more or less you interact with the world through your powers and influence will change the amount of Faith they have in you. This is divided into Fear and Love. You can decide what kind of God you’re going to be. Doing evil deeds or harming Nuggets in some way will increase their Fear. Showering them with hugs and rainbows will naturally increase their Love, so long as they don’t hate hugs and rainbows.Depending on their Fear and Love levels, Faith Towers will rise up in your civilization to indicate your Nuggets’ feelings towards you. We’re planning on adding different Research Perks based on Faith for you to play with in the future, as well as Nuggets acting a little differently based on their perception of you. As usual, this system is still very much in its infancy. We’ll be needing your feedback and patience to improve it in the future.Now on to the super fun stuff: new Creator Powers! Awww yeah! We’re taking a couple more steps towards making you a proper god. Here’s what you’re getting: GOD POWERS Why bank on natural selection? Play the role of a divine matchmaker. Choose two Nuggets, climb inside those odd floating heads of theirs, and make them fall madly in love with each other. This way, they have the illusion of choice and you get to dictate which genetic attributes survive. Everyone wins. Hold down the Ctrl button and select the two Nuggets you wish to match.This power allows you to selectively breed Nuggets. As you know, we’ve added genetics and traits to the game, which will seriously affect your civilization in the long run. However, this extends to everything like skin color, hair color, and so on. You can mix and match however you please! Although, it’s important to keep in mind that ending a relationship between two Nuggets for selective breeding will make them feel awfullydepressed about their sudden and rather confusing breakup. Is a building or Nugget looking a little under the weather? Give it a day at the “God Spa” to restore it back to its usual self. Well, unless the damage is emotional. There’s not much you can do about that. Hold down Ctrl and the Left Mouse Button to rejuvenate a target. Keep holding until the Nugget or Building becomes less likely to fall apart into tiny pieces. There is no such thing as a slow day in your civilization, no matter how Nuggets may feel. When their work ethic begins to dim, give them a sharp reminder of who’s really in charge. You can either select this power via the menu and press Ctrl +LMB to use it on a Nugget, or cast it instantaneously by holding Ctrl and double clicking on a Nugget. There’s no prescription quite like a delightful dose of joy and laughter. Give your Nuggets a little ray of sunshine to brighten their day. They tend to work harder when they’re happy. Once you’ve selected the power, hold down Ctrl and left click on a Nugget to give them a jolt of joy. Take nature’s fury for a spin! If you are looking to increase your Nugget’s Fear level and also catch a great show while you’re at it, then a tornado is just the thing for you. It’s almost impossible to control, but watching debris and Nuggets flying around can be weirdly satisfying. Hit Ctrl + LMB after selecting the power to start the tornado, or hold Ctrl and spin the mouse in circles for a quick cast (gesture not yet implemented). Let’s hope someone remembered to buy allergy medication, because it’s about to get awfully dusty around here. It’s not exactly a tornado, but thewindforce will certainly cause Nuggets to tie themselves around the nearest tree. This is an excellent way to spread some Fear in your civilization. After selecting it, simply hit Ctrl + LMB to introduce a little wind, or quick cast by rapidly blowing on your screen. Defy gravity and prove once and for all that you’re the most attractive entity in the galaxy. You can pick up any object on the planet and do with it as you please. Keep in mind, though, that Nuggets are very observant creatures, despite their apparent lack of eyes. Casting powers near to them will likely result in their puny little minds being blown. In the Future We will continue to add more powers to the game as we go along, so we would love to hear what kind of powers you’d like to see. The best suggestions could very well make it into the game. At the moment, we have plans to include the following powers: Earthquake Lightning Strike Meteor Strike Possession Prioritize Superheronize Reincarnate Plant Trees Make it Rain Bite It (attack) BUILDINGS LIST We are happy to introduce the Buildings List Panel. Now you can see all of your buildings sorted in one place. You can prioritize them, demolish them, and so on using the list. Later on, we’re planning on adding a building queue, which will allow you to sort which buildings you want to be completed first. EDUCATION Instead of running around eating dirt and performing potentially life-threatening activities, Nuggets can now spend their childhoods in schools learning from the collective knowledge passed down through the generations. In certain buildings, like the Refinery and Engineer’s Hut, educated Nuggets will be more productive. Some buildings will eventually require educated Nuggets to run properly, but you can still try and give the controls over to one of the village idiots and see how quickly they can set things on fire. You can get away with allowing students to teach themselves, but it will take far longer for them to understand the more complex stuff. Assigning a teacher to the building will increase education speeds. PRAYER ENCLAVE Every god comes across the problem of having to process an enormous amount of prayers. Fortunately, there is a modern solution to this. We are proud to introduce GodMail and the Prayer Enclave. Nuggets will finally have a special little place to ask you for help, send their regards, or possibly just annoy you with a fantastic heap of nonsense. Almost every prayer is going to be a new quest for you to solve or outright refuse. Accepting and successfully completing a quest will alter Faith substantially.Nuggets will build the Prayer Enclave on their own, which means you do not have explicit control over its placement. In the future, there will likely be even more buildings that Nuggets will construct without your say-so.We are only implementing a single quest in this patch to test the system, with more to follow soon. Like with everything else, feel free to give us quest suggestions! Here are some examples of what’s to come: Punish my Neighbor“Dear Creator,I come to you with a broken heart. My neighbor, Bobrigo, just married the love of my life! I cannot stand for this. Every time I see his smug little smile, I have to punch a rock painting of a puppy. It’s such an innocent-looking puppy, too. Please help me. If you punish him in some way, you will earn every bit of faith I can muster. You’ll show everyone that justice exists!” A White & Black Rock “Dear Creator, Tragedy has struck! An obnoxious boulder just rolled in out of nowhere and planted itself firmly in the middle of the farm. If it stays there, the village might starve! We haven’t mastered the art of working around problems yet. Some Nuggets are already drawing straws on who we’re going to eat first. The whole situation is worsened by the fact that a batch of Bloody Diarrhea fruit was ruined by that confounded thing. I was looking forward to those. Please help us out!” PEARL DEERS Pearl Deers now inhabit on a Mother Planet. You should begin seeing them wandering around, possibly in tight little family units. PRE-MEDIEVAL ENGINEER'S HUT The Pre-Medieval Engineer’s Hut will make your Engineer Nuggets more productive. You can use educated Nuggets to improve things quite a bit. PERSISTENT WORLD Nuggets can now see and feel your actions. Picking someone up will cause other Nuggets to flee. Such actions will increase Fear and decrease the Happiness of affected Nuggets. CREATOR POINTS Creator Powers will now require Creator Points. Creator points are accumulated over time, which can be sped up by increasing Faith. The more you use these powers, the faster Creator Points will be generated. We are still going to balance this system quite a bit more, so please submit your feedback via the forums or Discord. CREATOR POWER QUICK ACCESS MENU Hitting the Middle Mouse Button or Tab on the keyboard will open the Creator Power Menu. Every power is activated by holding the Ctrl button down before clicking. Let us know what you think! BUG FIXES Disappearing act: Fixed missing demolition model for Pre-Medieval Eatery, Cowsmetics, and Hair Saloon. Misinformation: Fixed the incorrect tooltip showing for pause and speed up buttons. Tooltip was actually from the clock. Cold case: Fixed missing localization for crops growing in winter. Stealing the spotlight: Fixed an issue where extending the Seasons Panel caused it to be overlapped by other elements. Homebound: Fix for the home button dropping picked up Nuggets. Stagefright: Fixed bug where Nuggets freeze after loading a game. Clearing the throat: Fixed Infected Area-related bugs. Spin cycle:Fixed Tornado-related bugs. Devspeak: Fixed stack overflow error in NuggetActor.ToString() method. Ghost ship: Fixed a bug where the boat was left floating when you picked a Nugget up out of it Sound of silence: Fixed an issue where the music stopped playing during the loading screen. Family therapy: Fixed Nugget Family Controller-related bugs. Accidental downgrade: Fixed Pump Upgrade-related bugs. Sticky water: Fixed camera accumulating water condensation issue when flying through clouds. Snowglobe: Snow and leaves are no longer visible from space. Call the locksmith: Fixed an issue in Creators Mode where buildings would be locked after Save and Load. No dice: Fixed a Research Perk draw issue producing empty slots. Flip the switch: Fixed various building panel ON/OFF button missbehaviour. Clarity: Fixed bush material. Now fruits disappear when bushes run out of food. The Idling Dead: Fixed an issue with standing dead Nuggets after loading a game. Firing squad: Fixed an issue where unassigning a Nugget caused a different Nugget to be unassigned. Green removement: Fixed fauna counts on the planet. Short term memory: Fixed an issue with Nuggets getting stuck while fetching resources. Job anxiety: Fixed bug during Nugget assignment to a Cemetery. Waterhog: Fixed water values displaying incorrectly in a disabled building’s panel. BALANCE CHANGES Creator Point accumulation starts only after Evolution Tower and Faith Tower are placed. Increased maximum number of blue perks generated. Creator Mode: Creator Powers will not require Creators Points. Refineries require educated Nuggets (School) for optimal productivity. Increased overall water capacity of water sources. Water should not deplete so easily now. Nuggets Kids now become adults in 2 Nugga Years. Nuggets Max Age was moved down from 50 to 40 due to Nugget Year time increase. Tweaked all Pre-Medieval buildings, upgrades Statistics. Now resource usage will be more balanced Decreased time to refine the resources in Refineries and increased storage capacity. NEW RESEARCH PERKS Blueprints - Diving headfirst into a project without planning usually results in a significant amount of headaches. Nuggets often learn this the hard way. It’s time to teach them how to draw up some proper plans before they start work on construction. Let’s also hope this will lead to the end of improvised techniques, like attempting to build a hut upside down and flipping it over later. Education - Education is essential to the success of any civilization. If Nuggets do not learn from past discoveries and develop some kind of reasoning, they will never be able to advance. It would otherwise just be a constant loop of stupidity and violence. News headlines that looped in that manner would be awfully sad to see, wouldn’t they? ART ASSETS Prayer Enclave 3D model. Hair Saloon new 3D model. Mesh and textures were optimized. Pre-Medieval Engineer’s Hut mesh. Pre-Medieval School building implemented. Love Tower building with construction stages added. Fear Tower building will now appear in the game. Accessories for Nugget teachers are available. Nuggets students now have accessories. New animation for teacher and student Nuggets is implemented. Deer 3D model with animations is implemented. Nuggets now have running animation. Added new normal map for Nugget leaf coverings. Naked Nuggets using leaves will only use a subset of clothes colors with desired tones (green). UI CHANGES Removed unused info tooltip from upgrades panel. Removed a few unnecessary tips from loading screen. Building list panel implementation. MainUI updates: added buildings list panel button, rearranged top right and left corners of mainUI, added current power window and its cost. Quick power selection scroll was added. School panel implementation. New status messages for Nuggets were added. Going to school as a student, Going to school as a teacher, Teaching, Learning, Finished School, Taking a seat. Additional status was added to Nuggets dating - Bouquet of flowers. Construction menu update: added school construction icon, description and new render for cloud with description. Updated Engineer’s Hut panel. It can hold 4 workers now. Nugget ID Panel: Nuggets now have one universal character trait, until special one is generated. Nugget ID Panel: new education trait. Nuggets can be uneducated, school educated, and university educated. Nugget ID Panel: inverted Nugget portrait rotation direction. Nugget statuses updated: Nuggets going to school, heart (in love), and broken heart. Creator Powers menu has new icons. Creator Power menu carousel. This will allow players to quickly select a power. Icons for new Research Perks: education, heavy lifting, and blueprints. PERFORMANCE CHANGES Improved object combination process on the planet. Reduced texture sizes on some objects. Improved animal culling: even though we added tons of new animals, the performance remains the same. Memory usage optimization. Pathfinding performance improvement. Culling bushes and stones when they’re not visible. Improved Residential Hut placement process. MISCELLANEOUS Selected Nuggets are now highlighted while their ID panel is open Faith Towers Visual Growing. Nugget scream sound effects. New Nugget pick sounds. Leaf particles added during Fall. Leaves on naked Nuggets will always stay green. KNOWN ISSUES Performance and stability issues when Warehouse is placed. Gravedigger still acts dumb sometimes. The new Pathfinding system should resolve this issue. Thank you all for sticking with us on this crazy ride! We hope you love all of the new additions, and we have plenty more in store for you. Stay tuned, stay in contact, and stay awesome!FOLLOW US ON TWITTER | LIKE US ON FACEBOOK and don't forget to SIGN UP FOR OUR NEWS UPDATES All our love,The Crytivo Crew
  21. 1 point
    LadyJ

    Patch Notes: CHUPACABRA

    Ah, awesome, thank you! I had clicked all kinds of things but never thought to try holding keys as well!
  22. 1 point
    Seahydra

    That's a big pencil

    That's a big pencil The school likes to produce these obelisk pencils and they roll all over the place.
  23. 1 point
    Eliseth

    Upgrading and Disasters

    I understand what both of you are saying. It all depends a lot on when you get the refinery research. If they make it so you can't put down a lower grade well/farm after research has been completed (in an upcoming patch), then maybe focus on stockpiling refined wood/stone into a warehouse. Maybe you will have enough to build a well/farm after a disaster hits. I've been in that situation before where the only thing that got destroyed luckily was my farm. I actually picked up my nuggets and moved them to safety. I've also been in the situation that was similar, but I hadn't had the refinery research come up yet so that did help that they needed only rocks and wood. We'll see which way they go. One thing is for certain, whichever way they do go about it.. we'll just have to plan for it. One thing is for sure, I plan out (almost always) every building I put down. I pause a lot because I say thing to myself like "Okay, I've got x amount of water, building the hospital will put me at.. I need another pump" and so on. Same goes with food. I look at my population and as long as I have about 3-4x the amount that I do nuggets, I know one one -should- starve. I also build 1 well per 5-6 nuggets. AI is an issue still as they'll still starve or get thirsty when I've got a surplus and my wells are full. I know that these issues will be addressed so I just plan accordingly in my game
  24. 1 point
    AlexK

    Impressions

    Hey guys, Just want to say thank you for your feedback and we're definitely gonna spend more time on balancing and game design improvements. Your feedback help tremendously, please continue helping the team. We love ya all!
  25. 1 point
    Ickabod

    Impressions

    I'm just latching on to this topic so I don't clutter up the boards, although I'm going to give my own impressions. First off, I really like the game. The production quality is great, it's easy to understand how to pick up and play. The concept seems to be great as well. I'm really excited to see how the game builds in the future. However there are some major frustrations that are turning me off to the game and make me want to quit playing it. Balance - This could be a function of the AI at this early stage, but you have to babysit the Nuggets in order to try to keep your colony alive. If you make one mistake, the colony will have a cascading failure and they all die. Hunger, sickness, injury, etc... Plus I can understand that Nuggets won't work once their needs drop too low, but they should at least work at 25%, something or else you might as well start over. Maybe allow buildings to have two Nuggets working them early on Disasters - Why? I mean at this stage why? You're already forced to micromanage your Nuggets to keep them alive which in itself is an accomplishment, then here comes a tornado to wipe out everything. It's rage quit inducing. Considering that just one building being destroyed will tip the scales to disaster, it's just too much at this time. I've already given my money, and I think the game has so much potential, but at this time, it's such a frustration. Oh well, back to try again I guess.
  26. 1 point
    Ok, yeah, they should be different. But as long as they quite differ in their advantages and penalties (e.g. pyre - very fast mass disposel of dead bodies at the cost of wood, free labourers carrying wood, pollution etc vs. cemetry - slow single funerals, clean and consuming lot of land) it should be more than ok to have different buildings. And if these two have the functionality like said above, I can't see how one of this buildings could be an upgrade of the other. Or, at least, I can see it, but only in the way as supplement: like starting with one of it and the upgrade add the other building to the already existing, so that you can use both of them from then. But then you need two on/off switches in this combined building to decide which of the part should work right now ... and then the overall layout differ quite a lot from all the other buildings. Plus you're way more flexible in creating your townscape if the buildings keep seperated from each other. What you think about that?
  27. 1 point
    baas

    The Universim Community Labs - Mission #7

    I think that the cemetery should have a lot more space than it has today, which will significantly reduce the problem with dead bodies. It would also be a good idea if you could draw an area the grave keeper is working in, a civilization with 50 nuggets shouldn't really have grave yard problems, what happens when you have larger cities? Also, I think the infection risk is way too high, nuggets should primarily try to avoid an infected area rather than running through it constantly. (as a norse) I think the pyre is a cool feature, although way to expensive. Negative effects could be pollution or something. As it is now i usually pick up dead bodies and fling them out in space, fastest way to get rid of a rotting problem..
  28. 1 point
    What about if the Cemetary had a family crypt option? Therefore, a Crypt slot would be able to hold all members of the immediate family. I realise that all Nuggets are related, so, it would have to be limited to the current household maybe?
  29. 1 point
    One other thing that I think is a very big issue is where the nuggets die at.....had a good amount of them dieing in structures that were hard to reach or impossible to reach....and as the graveyard digger takes their time getting the body, it creates an infection zone inside the structure; basically dooming everyone who enters a structure. The solution here would be that have the nuggets die outside structures only.
  30. 1 point
    Cookie

    Quest Question

    So I found my nugget the way it works at least for me. The nugget doesn't show up in the list of all the nuggets in your world so its not super easy to find them. Then this nugget randomly spawns on the world (It can be close or far its completely random) You have to pick them up with the Telekinesis power and you have to go back to the town carrying them and put them inside the house with the circle around it. And for me the first time I put them in the circle they try to slide away so i pick them up and put them back in. you know it worked when everyone in your town gets a green happy face above their head.
  31. 1 point
    My previous civilization had 3 cemeteries built and 2 were already full. I was in the midst of building 2 more when society fell apart, there were too many dead bodies decomposing. If this society kept on thriving, cemeteries would be my most numerous structure. I could keep 50-60 nuggets feed, but I was falling behind in body disposal. Cemetery: The number of nuggets it can hold needs to be expanded, greatly. Pyre: I would like to change the amount of wood used to just one nugget load. Hopefully this would speed up operations. Breeding I really don't to micro-manage each family. We already have research to increase twins birth, maybe research a way to slow the population. Just a thought, different societies had many varied ways to honor the dead. Let's have research branches that change the society based upon the way the dead are treated. If your society dumps the dead in mass graves, then they grow as a more ruthless society. If your society honors the dead, then they grow as more pastoral. If your society obsesses over the dead, then they grow more spiritual. This could be a way to allow the creators to focus the new society along different paths to the future. The choices that are made early in the game will give the creators more control.
  32. 1 point
    Cemeteries Family nuggets carry dead nugget to cemetery Old nugget home ( which I can build near the cemetery ) are they working up until they snuff it? that's mean, let them chill ( near the cemetery ) Some kind of comfort/happiness from having a grave, helps nuggets recover from a family death faster Not clear to me what the radius thing is around this building, I assumed I best keep it away from my main village in case it's depressing to look at No good for mass deaths from disaster or disease coped from Rippleberry Pyre Good for mass death/diseased nuggets Witch doctor might enjoy some ash from this or some kind of shaman ( nothing like a fire to dance around or stare into ) Used in winter? keeps nuggets around it toasty warm ( and in it, but I don't think those ones care ) add a nugget worker to collect the bodys and the familys of the nugget Nugget reproduction/population add a Season for nugget reproduction in Early game and in modern time remove it like spring or summer and no babys in fall or winter
  33. 1 point
    Stronkie

    Everyone is getting stuck

    I have tried that , but as soon as you do that , they tend to get stuck again. Also I am never able to pick them up and put them gentle down without breaking their bones
  34. 1 point
    dmedranos

    Everyone is getting stuck

    Sometime I've found useful to pick them up and trowh them back (as soft as you can or they will be injured or killed). This usally un-stucked them and you don't lose your built resources.
  35. 1 point
    dmedranos

    Quest Question

    I found it in the list... or at least a nugget who had same name (I'm not sure it was the same nugget, because I found an adult, not a child). Anyway, I take him back to his stone hut (it was marked with a red circle) and they gave me the mission as completed. You can use your telekinesis power to move nuggets and object. Just select it from the power menu and press ctrl + right click on the nugget.
  36. 1 point
    Nemisis311

    600+ babies in 15 seconds

    I was just able to duplicate the bug. I loaded in my game, moved the dead bodies again, used matchmaking on 2-3 couples, and boom, started again. The babies are actually not spawning out of a hut, just in an open spot. This save is giving me all kinds of interesting things (nuggets freezing upon loading up, a congregation of "doing nothing" around the warehouse with "delivering resource" icons above their heads, but they have nothing in inventories, and the baby madness). I don't know how to give save files but if its useful I have it. yeah I'm getting that in general, which is why I'm using matchmaking. If I dont then they die off.
  37. 1 point
    I like the suggestion above about the bodies "teleporting" to the grave. It seems like I need to build about 3 or 4 cemeteries to keep up with the rash of deaths that occurs just after I've researched this technology. The overall feel of the game is that I have to constantly watch my research as if I missed a few seconds of something being in the queue I will be behind the 8-ball and the population will die. I've also noticed that it seems I NEED to do matchmaking or these people don't ever get busy and get married. I like the concept of selective breeding in theory but it could really take a lot of micromanagement and the hardest part is figuring out who isn't already married. If it was easier to determine the singles from the married, I probably wouldn't mind. Or to turn off and on auto-matchmaking. That would give those who want to selectively breed manually the ability to do so and those of us who don't' want to micromanage the freedom not to. (Or the UI mentioned above would work too) Someone above also mentioned that it feels like they spend most of their time eating, drinking, mating and occasionally a little work. I've also noticed that they complain that there isn't any food even when there's tons of it available. I'd love to use the Pyre but I have no idea how it works. Built it a couple times, tried to drag bodies there.... feel like I'm missing something. Viking Funerals would also be a fun option.
  38. 1 point
    2. The Gravedigger is going too far out thus making him very unproductive. We currently do not have any range limit for the Gravedigger. One solution we are planning to add is a maximum distance around the Cemetery that the Gravedigger will be able to see/grab bodies. This way we will eliminate issues with the gravedigger trying to go out and pick up bodies on the other side of the planet. The AOO (area of operation) idea I definitely recommend, this would solve a lot of issues which you mentioned. However, another thing I thought of is that you could have different size cemeteries (small/medium/large or maybe even custom sizes) based on the density or population that the cemetery would be operating in and the amount of job slots depending on the size. OR The other idea I had was let the player set a custom AOO (circular) based on what the player thinks is an effective range and have the ability to change it as they progress to fine tune and adjust. Well, those are some ideas I thought of while playing the game. Feel free to tell me what you think!
  39. 1 point
    Unforked

    Everyone is getting stuck

    Yeah, that's been happening forever. The good news is, according to the latest patch notes, they're working on a major pathfinding overhaul that should hopefully fix it once and for all. Didn't make it into the latest patch, but let's all hope for next month. ...and there will be much rejoicing!
  40. 1 point
    Justo

    Patch Notes: CHUPACABRA

    This is wonderful. I didn’t want to start playing the game for the first time until this patch was released. Now that it has, I can finally begin my adventure in The Universum. Keep up the good work!
  41. 1 point
    Ranguvar

    Kidney Transplant

    Organ donors are wonderful people, too bad there aren't enough of them. My next door neighbor is donating his kidney tomorrow to his little boy. People, like nuggets need lots of medical care.
  42. 1 point
    Alfred.Werner

    Kidney Transplant

    I absolutely agree. I've been living my whole entire life with someone elses kidney, and I think it's wonderful to be transplanting kidneys these days. a.wernerman.grandpa@gmail.com
  43. 1 point
    Hymn

    God Game... Or Strategy Game?

    you're all over looking a simple fact. this game is not in beta, it's in ALPHA stage! they barley began working on it. we are backing the game from the very start. expect massive changes to be made at later points.
  44. 1 point
    BakedToast

    God Game... Or Strategy Game?

    Thanks for your perspectives! Currently the nugget AI is just too weak to build structures in a way that benefits them without messing up; but bad AI is never an excuse and should always be improved. That being said, I do hope that the AI improvements when they finally come around will in some way implement a system where nuggets will build structures that seem to be lacking in their society as well as auto-assign themselves, even if simply to help reduce micro-management. Of course, there could always be options to allow the player to override nugget-made decisions such as who works where or manually placing a building down for them to queue. It definitely is subjective; however the descriptions of the game specifically mention things like "You could convince two nugget nations to broker a peace treaty, or simply watch as they kill each other off". They stress the ability to not only intervene, but remain passive; in the game's current state, it is impossible to remain passive as you must intervene to keep the nuggets alive. It's definitely arguable that a game that runs itself could easily be considered a simulator more than a game; however, if the nuggets only do as you directly command via placing building queues and controlling their research (I'm totally fine with controlling their research, btw, as that can inevitably lead to interesting scenarios), you're not so much a god as an organizer. For example, I could pretend I was a god in The Sims by controlling the sims; but their AI will bear no recognition of this divine being. They just go on existing as if nothing happened. I would say there are three features that will cause a game to be a true, and good, god game. 1. The AI needs to be aware of your existence, and respond to your actions. The Sims and Age of Empires, for example, are not god games. Although you are given ultimate control and a god-like perspective, the AI is not directly aware of you, and they do not respond to your actions other than to take what you just did for granted or as a matter of course. 2. The AI needs to have it's own autonomy and free will, and the ability to obey or disobey you. As we all know, voluntary worship is much more ego-feeding than pre-programmed worship that is simply instinct. A powerful AI system with the ability to go against your commands whenever it deems the reward to be high enough and also come up with a solution that it believes will cause you to aid its cause would ultimately be the best system to have. 3. The AI needs to be independent, or at least partly independent, of you. As a god, it can easily be stated that you have more important things to do than micro-manage a puny species on one chunk of your planet. Furthermore, in the scope of larger games (such as this one) there will definitely come a point where micro-managing every pocket of nugget civilization across the globe will be so demanding that you will be unable to enjoy any other benefits that come with being a god other than acting like an all-powerful parent to a civilization that can't survive without you. Independence will ensure that whilst not out of your control, the nuggets can yet be trusted to survive on their own in the event that you are, say, busy with another group of nuggets.
  45. 1 point
    Reverend0120

    Bodies all over the place

    What would really be nice is if there was some way to tell where someone died before the contamination began. Would be great to click on the news alert and it bring you to the place where the event happened. managing multiple dead bodies and other events is difficult when they can't be pinpointed.
  46. 1 point
    Unforked

    I Won the Game

    And with Lizard Candy I can almost reach 70! This is the best, least buggy, and most stable build yet by far. Devs are crushing it lately! Not perfect, of course, I'll still get the "everyone freezes" thing sometimes, but for the first time I feel like I can "just relax" and play without worrying too much about freezing nuggets. Now I hope they increase refinery output a little more. It's extremely hard to get pre-medieval buildings completed even with 2 working wood and 2 working stone refineries running.
  47. 1 point
    socman

    I Won the Game

    you dont win until you build everything...and then have tornado destroy it all. =)
  48. 1 point
    Reverend0120

    Game seems tedious..

    Game seems tedious.. I've been playing the updates for a few months now and the game seems to be leaning towards micromanaging tedium. In a god game where the goal is to have a civilization advance far enough to travel to other worlds, it seems a little ridiculous that there has to be a certain amount of buildings, run by a certain amount of nuggets, in order to function. I'm absolutely thrilled that I don't have to assign someone to pump water. The eatery, for example, has one worker feeding a few patrons at a time, but that means that I have to make sure the eatery is placed close enough and that there are enough possible laborers to run it. The same thing with hospitals. In one game, I had a nugget nearly die of thirst because he felt the need to deliver his resources before drinking (great! I needed the resource), then got distracted for an unknown reason, and finally decided to go to the nearest well. Unfortunately, he was a fisherman so the nearest well wasn't close. In another game, a diseased nugget refused to go to a hospital because it was too far away. I'm guessing because there is no indicator what is "too far". They ate at the eatery right next to it, but didn't take the extra steps for treatment. I spend more time planning the location of service buildings that I usually end up with other issues. Perhaps a little more autonomy for the nuggets would make a difference? Maybe a template to where they construct buildings, or making the buildings service a larger area without the need for the individual nuggets to visit each and every one of them? Being such an early state, I am also assuming there will be some way to start a new tribe or group elsewhere on the planet. Might be a little easier if each one could specialize in a type of resource like mining, farming, fishing, hunting, etc. Then they could trade with each other. Right now the game feels nothing like a god game where I am caring for and nurturing a civilization; it feels more like a 4x strategy game with god powers to take the edge off the difficulty. I don't feel connected to the civilization, I feel as removed as I would playing a city simulation. When something bad happens, like a bunch of people die because of sickness, disaster, whatever, I don't feel bad for my civilization, I feel frustrated that it seemed unavoidable.
  49. 1 point
    Jean Michel

    Saving Game

    I don't know why people feel the need for the Nuggets to be " Saved ?!? " Maybe the Nuggets never heard of Jesus and Heaven and all that, huh, did you ever think of that, huh?? Leave it to a bunch of Christian Zealots to want to save Imaginary People with their Imaginary God...oh, Brother !!
  50. 0 points
    CM Mirror

    Unable to place Epicenter

    have you wiped out the game entirely and completely reinstalled it?
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