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Feels like it would be much more elegant if starvation just made first military units lose HP slowly, then villagers. Wouldn't that reach a nice equilibrium? Instantly losing because of starvation feels like you got cheated

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I guess the amount of HP loss would be have to be proportional to the food deficit.

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Thanks for the suggestion! We'll reconsider starvation mechanic at some point.

Nice progress on the game lately, however in the last update 0.6.7.4 I cannot build anything any longer. Everything else is working perfectly. Platform is Linux x64. Will provide screenshots if needed. Thanks for looking into this!

(1 edit)

Hi, I will try to upload a new version to see if it helps. No issues on Windows or macOS, which are my own test machines.

Edit: before I investigate, is this something that happens at the very beginning of the game, or are you able to construct buildings but then suddenly mid-game you are no longer able to?

I can always build the first building that produces villagers and then when I click the hammer icon, instead of seeing available buildings I select a few or no villagers. I do hear the sound of clicking if that helps. Also I am 99% certain that the problem was not there in version 0.6.7.3.

(1 edit)

Hey, I understand what is happening now. The bug was introduced in the latest update. Will fix and upload soon! :)

Thanks again for reporting. :D

We've made the following changes (0.6.7.4b) and uploaded to all platforms:

Bugs
- While creating unit selection box all UI buttons will ignore interaction
- The above point means that when creating selection box you will no longer see any tooltips when dragging over UI elements either
- Hotkeys are ignored while making unit selection box
- Fixed  upgraded Javelinman animations loop bugs

(+1)

Sorry for posting again, didn't had my coffee yet :)
It is fixed now, thanks a lot!

(+2)

I love this game so much! My friend and I live in different states and when we want to catch up we usually play games together, and this is our go-to. It's really fun and a chill but competitive game :)

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I have been playing this game for over a year (nearing two; one of my favorite games). I figured I would give some feedback/suggestions.

Unit: 

Chariot - 45 wood, 5 clay, 30 food - Workshop (Creation Center) - High Speed (10 - 15), low damage (2-4), low defense (1 - 4)

Elder - 4 wood, 25 food - Palace - Low Speed , Medium Damage [carries a stick], Low defense (more on them later). Will not be attacked by enemy units, do not count towards society survival.


Buildings:

Rotatable Buildings

Switchable Building [Variants]

Change Furnace name to Metalworks/Metal Workshop

Capturing Enemy Town Centers (rather than destroying them; more on this later)


Game modes:

Conquest - map that is 4x the normal size, has four enemy holds, enemy "factions" upgrade their units (metal equipment) and expand their territory, capture all holds to win


Miscellaneous:

Savable Sessions (Single player; I often like to look at all of my work that I done in a session or see what tactics I used)

Capturing Enemy Holds - Destroy all buildings [excluding/including the Town Center; more on this later]

Intermediate Difficulty for the Alpha Mission - Beginner to Experienced makes a bit too much of a jump (it is always a gamble whether I will make a huge victory or flop right at the start). Putting in an Intermediate Difficulty (between Beginner and Experienced) might make the game feel a little less too difficult for new players.

Destroy all enemy buildings to win rather than just destroying their Town Center. I usually like to make a massive army and then raid my enemies hold. I feel a small bit disappointed that I cannot see the full battle go on.


Connecting [some] Ideas Together:

As I have said Conquest would allow us to capture holds; one way of doing this would be sending our Elders to their Town Center or Palace; where negotiations can be reached (conflict/war will still happen [like normally], however).

The negotiation feature would allow us to use their Town Center as a backup to our own (if we are invaded) once we have captured their hold. This is can be a double edged sword given that we do not place down our enemy's Town Center(s) therefore it could be in a very profitable spot or we can use it as a backup.


Hopefully you enjoy the ideas that I have given! I have been wanting a large scale battle/conquest mode for this game since I first played it (I know I could play Multiplayer, but I am more of a single player type of person).

(+3)

Hi, thanks for commenting! It's great to read that you've become a veteran in the game. So far we've focused more on multiplayer, but we absolutely plan to implement more single player content for those who prefer to play RTS at their own pace. Thanks for all the suggestions!

Can this get ported over to the PSVita ? It doesn't have any RTS games and being the only RTS game on the handheld would bring some attention to the project.

(+1)

Hi, sorry but we have no plans to port this over to PSVita at this point. Will focus on PC until we're further in development.

Nice looking game. Out of curiosity, are you using Unity DOTS or no?

Hi, it's not using DOTS.

Can you add custom scenarios?

Do mean user-generated or that we add more scenarios?

(1 edit)

User-generated: )

One day :)

Hey i would like to see Watchtower Buffs imo. Played a Game against a friend and my archers got sniped down from his Archers kinda fast. I would like a Defense Buff or untargability when they units mount a Tower. Have u Thouht about that? Thx in advance!

Hi! Garrisoned units do get an armor buff now, but we'll add looking into this to our backlog.

(2 edits)

0.6.5.9 - Villagers do not return to gathering after dropping off resources. I don't think this is supposed to be intentional but it's an experience ruining bug if it isn't.

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Hey, thanks for reporting! I am uploading a fix for this right now. It was introduced in 0.6.5.9 and slipped our testing. Should be ready to download very soon. :)

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I do like this RTS game and i would like to see in-game like rare iron or steel in this game and maybe add some bots to play with computers as a 4 players game, but I hope to see this game with more stuffs like bots or more buildings too. 

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We're definitely going to work on bots, boats, more game modes, buildings etc.!
Iron and steel are outside of the scope though. :)

(+1)

It is a very good game. I am suprised that this game is free. It is kinda hard to close it so I always gotta use "Alt" + "F4" so it closes. It is kinda sad that I didn't find multiplayer lobbies. I would really want to play online. But really great game. 8.5/10 Stars

(1 edit) (+1)

Thanks for the feedback! 

You aren't able to use the exit game buttons?

We aren't marketing the game yet, so people are only finding it organically. You can join our Discord and give yourself the role of looking for a game, there is a sunday hangout and play channel, and the community is holding a casual tournament (Crescent Cup) on 19th of December, so hopefully you can find someone to play.

The reason the game is still free, although we have already spent a considerable amount of effort in polishing the base game, is that it currently includes a demo mission and functional multiplayer. We'd like to include more single player content before we consider charging for it.

Oh, ok! And the exit button works now. I think it is a first time problem. I really like the game as I said before. But maybe you could add the possibilty for a "rank" in between beginner and experienced because beginner is too easy and experienced is already pretty hard. Hope you are having fun finishing the game!

(1 edit) (+1)

Adding a new rank to our backlog.

Thanks!

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When I run the game it loads and then says error cannot locate this file.  What can I do? I am using a mac.

Hi, did you try this?

For macOs users, after you open the .dmg file, a folder with the executable should open. Make sure you drag the executable to another location, eg. desktop, before opening it.

Wow! What a great game ! Great jobs ! (But can i save the progress ? )

Thanks for the feedback! We haven't added save/load yet. It's on our road map though. :)

Then good luck ! this game is greally good though ! 

(+1)

Super nice game! The food mechanics are really interesting and i love the art style. Even managed to convince some friends who aren't really into RTS's to give this game a shot, that's saying something! Great job devs! :)

p.s. are there any plans to add the ability to queue actions for units, and an option to reconnect to a multiplayer game if there's a networking issue?

(3 edits)

Thanks for the feedback! Any player we can help give RTS a chance is a great win for us. :)

Yes, waypoints are not included in the next update, which will address other areas of the game, but the update after that will focus on wayposts/queueing actions for units.

The reconnect to multiplayer game we're not entirely sure about yet!

Thanks for the reply!

(1 edit)

I found a weird bug: i cant select more than 33 units at once.

Edit: Found some more:

- walls only visibly connect to one other wall, so crossings look weird

- towers only visibly connect to 3 walls (if i saw it correctly)

- production of new villagers slows down after ~150-200 inhabitants

The 33 max is intentional for now, but will change in an upcoming patch. :)

Thanks for reporting the bugs. Will look into them!

(+1)

I am loving the game! The starvation mechanic really adds a nice balancing act to the game.

Thanks for the feedback :)

Great Game, I like it!

Thanks for the feedback!

Loving the game - having a serious issue however with my villagers getting stuck returning resources back to the Village Centre.  Some villagers will drop off resources and return to work however, I would say at least 50% of my workforce gets stuck.

(1 edit)

Hey! I've never seen or heard about this issue before, but will definitely look into it. What OS system are you playing on and are you able to see the version number in main menu below game title? Thanks! :)

(1 edit)

I am running Windows 10 - and the version number I am playing is 0.6.4.2.

I also noticed that the food resource gathering (bushes and farms) are the most affected by this.

That is an old version. The newest is 0.6.5.0. Try to download it and see if the problem disappears. :)

Updating to version 0.6.4.5 did resolve this issue for me. Thanks for the help! 

Great!

(1 edit)

I think it would be funny if you added a little easter egg of the original cheat codes from AOE. Bigdaddy or photonman. 


Game is awesome, nice job guys. 

Haha! That would be neat. Thanks for the feedback. :)

Wow! Awesome progress on the game so far! I really love the feel and gameplay of it. Indeed old AoE vibes!

Some comments:
- Would it be possible to have walls connect between three or even four points? I extended my original wall with a protruding one (like a T-cross), but it didn't connect so it looked weird

- Would it be possible to destroy the clay pit after it has gone dry? Or is the idea that all the clay has been removed so that the spot is unusable to build on, even for other buildings?

- I'm sure you already have this in your mind, but some more settings possibility to the "Alpha Mission" would be nice, so that it's more of a skirmish play! (E.g. choose number of enemies, amount of resources on the map, etc)

- Is naval warfare part of your future plans? That would be awesome!

- It seemed to me that people inside of the walls could still get hit by archers on the other side. I mostly noticed this when I had villagers repairing the wall while I had enemies outside. Is this intentional?


Anyway, all in all, a great experience! I'm looking forward to updates to the game!

Thanks for the feedback!
1. Not sure if it will make it to the next patch, but yes, we will work on connecting walls between more points at some stage.
2. The idea is that it will be unusable so you need to think through where to put it.
3. Yes, this will come. Single player will start getting more focus after the next few patches. :)
4. Yes, naval warfare is part of our roadmap. 
5. That is intentional for now. We haven't found a way of preventing this yet without affecting performance too much. Line of sight algorithms can be fairly expensive, especially when there are big battles with lots of units. If you have any ideas let us know!

Thanks for your answers!

Looking forward to the upcoming updates! :)

Great game! 

Do you intend to open-source your code (with a model like ardour or even widelands maybe)? If not will you compile for arm32/arm64?

Hi, we have no plans for any of this at the moment. We're a small team, so maintaining x64, macOS and Linux builds is enough for us at the moment. Sorry about that! :)

Whenever I run the executionable, it just says 'File not found'. I'm not sure how to fix this, please help!

Hi, are you on macOS or Linux?

Windows

Oh, okay! I've seen that happen before if user tries to open from zip file without extracting files first, or if behind VPN/firewall which prevents files from being downloaded by game launcher.

(2 edits)

Also, maybe more than one enemy, and levels, and bigger maps, and enemies with more fortifications so it's more difficult to destroy them. Therefore, you would need to do more than one attack. Also, after finishing building the resource camp, the worker can automatically begin to chop down trees just like it does with the granary.

We will add a proper skirmish AI at some point with more map settings etc.
Regarding automatically chopping down wood, we're not 100% sure, since sometimes you might want to mine metal instead. We'll have a think about it!

(+1)

I also thought about that, the thing is that usually, the main reason for putting a resource camp is to collect wood, though not always, it is most of the time. Because trees are in abundance, and mines are more rare. Thanks for such a quick answer!

(1 edit)

It is really an awesome game! The walls don't update once they are built which is a bit annoying but not really super important. Also, you could add some new defense systems other than towers. Really proud how it's building up and hope for more and new updates!

Will add that the walls don't update once they're constructed to the backlog and look at it for the next update. :)

(1 edit)

Just had a look and walls seem to update as they should after they are constructed. Gates don't though, because they have a different set of collision points that will cause problems if there are units next to it and it rotates at any time.

The Mac version is broken too


the file is damaged and can't be opened

Hi, I just tried the file now and it works fine. After opening The Fertile Crescent.dmg, when a folder with the game executable opens, make sure you drag the file to another location, eg. desktop, before opening it.

huh thats weird... 

no problem on beginner, experienced is another story...

I usually play on expert and it's really easy

(+1)

Of course, we all know you're the pro

I think the Linux executable is broken...

For anyone else having this problem and seeing this, it's usually caused by being behind a firewall or VPN, which causes server to deny access to download the files.

Hey, i've tried the newest Version 0.6.4 via itch on Linux. It says:



I am running openSUSE Leap 15.2. It seems the linux unity export is not complete?

Cheers,

Bernd

(1 edit)

Hi, the Linux version should work fine as other Linux users have got it running. Have you tried to run it outside Itch? The launcher auto-updates so you don't need the Itch Launcher to automatically download new game updates. If you have tried to run it outside the Itch launcher and it's not working I will have a check within our community for possible solutions.

It seems you use "xdg-open" to run something. It complains that you use "xdg-open --args", which is not a valid parameter according to 1.0 and 1.1.

I'm on Discord if you need more information and a test pilot :)

(-1)

For anyone else having this problem and seeing this, it's usually caused by being behind a firewall or VPN, which causes server to deny access to download the files.

Those are two completely different areas. Problem still exists with disabled firewall.

Hi again! I only use Windows and macOS myself, and I don't have that much experience with Linux. We're exporting the Linux version as a courtesy, and most Linux users have been running the game without any issues. I suggest you check with the Discord community by asking in #general channel to see if anyone can help. Sorry that I'm not able to provide better help myself!

Also, are you downloading and running the game launcher manually and not through the Itch app/installer?

Deleted post

Thanks for sharing!

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(3 edits) (+1)

Very interesting and cool game. The graphics are top notch! At the moment though, theres just not enough content but I can see this becoming a great game. One small issue I had while playing with friends is that the feedback when your main base is attacked is very unoticable.  In general I think you should implement a mode where you dont lose just because your main base was destroyed. In one game, I had the superoir army but the enemy went all in on my base and destroyed it eventhough I played better. But other than that, great game :D

(+5)

Thanks for the feedback! When your village center gets destroyed the aristocrazy (you) gets wiped out and so there's no one left to rule your people! On a serious note, we are going to make it more obvious when you're under attack. There is an icon popping up on the minimap, and a sound is played, but it doesn't seem to be enough. At least you'll be able to wall in your base to protect your village center in the next update!

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-To-tooooooot!- The trumpets of heaven sound the apocalypse.

(1 edit)

maybe add wild animals like cows or wolves so weapons have a greater use outside of pure combat, maybe even make some animals eat crops.

(+1)

Wild animals will come. :)

Yay! Although my game is having problems when around 200 units friendly and enemy are all on the screen. When there are too many entities my game slows down and crashed almost immediately unless I manage to kill at least 10.

Its a good game but I can't save my progress.

It would be so useful.

wat u mean

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It's a planned feature. :)

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i have a idea 

i think the villager upgrade is not useful because u wont really need it

some maybe u could combine the woodworking and mining and villager upgrade into one upgrade to make it more useful

Thanks, we'll have a think about this. :)

(1 edit) (+1)

Such a great game! You should definitely implement walls and navy troops!

Walls coming up next!

no esta para win32?

(+1)

Unfortunately no.

hey i just want to say i think units takes too much food over time and it ruins fun to build up a army

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<3

1/10 its way to hard even on easy mode enenmys  keep comin and coming and i just cant make solders fast enough.

Hey! We'll make the beginner difficulty easier in the next version. Also, you'll be able to construct walls to keep them at bay. :)

(+1)

hey here are  some suggestions  

i think the upgrade time takes too long: it make matches boring and long

all units feel the same: every unit feels like a upgraded version of the last 

here are my ideas

if u wanna make a good AI try making a self learning AI and put different version of it in the game so that it feels like your going up ageist something fair 

thank u good job q:

Do you mean that it takes too long to research new technologies? We had a lower value before and players complained that it was too quick. When there are more techs we will revise this.

We might look into self-learning AI, but it's too early to say if this will be a good option for us to implement or not.

Also, hopefully the new siege units will add some cool variation! :D
Down the track we'll also add War Chariots and naval warfare. :)
Thanks for commenting!

thank u 

yea i still think technologies takes too long to research it just feels boring. i feel like u need to cut the time in half at least 

i just want to say also, i am not a casual Gamer, i like competitive games like csgo and AOE II but i understand if  competitive is not wat u are going for

sorry for my spelling 

Are you able to have high food surplus while you research new technologies?

We're going to lower the knowledge required at least some for the next build. :)

We want the game to be competitive as well!

yea i have max but still feels slow 

thanks

Hi! You could also add a second level on some of the technologies. For ex.: having a cart that can carry 20 items when on level 2, or faster production of siege units. I'm really glad the game continues growing!

(+1)

Played with three friends when steam was down. It worked flawlessly cross platform. Really good simple age of empires-esque game. Whack it on steam on early access and charge a few dollars.

That's really great to hear! We're considering Steam Early Access at some point. :)

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