ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
i like the multi-tasking the game does (ship movement), even though it messes with me sometimes
automatic ship name increment on modifying ship design = very cool
when a fleet stops moving at another fleet that is invading/blockading it joins in!
no spying or overly detailed ground combat - thank you developers!
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this game needs more documentation, but that's forgivable seeing that they want it to keep evolving. i've thought about something i wanted to do, like scrapping improvements more easily, and messed around enough to realize u can click several items then hit 'scrap'. so p-lease forgive if i complain about something that's in the game already and i just haven't discovered it.
steam's 'manual' doesn't work for me, but i found it elsewhere and was disappointed.
steam sux, btw. took several support emails to b able to play in offline mode. and the game doesn't run if i uninstall steam, which i'd prefer.
some annoying things i would prefer as toggled options
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magnify text size. on a 40 inch screen, the text looks appropriate for an old school monitor
magnify target area of ships, systems, tax slider, etc. - similar to text size
- instead of having to zoom in every time...
brighter or larger rings around explored moons - never noticed them until i wanted them
dynamic in-system view - moving planets on mouse-over - neat at first then annoying
moving starmap - saw someone mention this - mouse pointer on edge of screen to move
- this gets useless if computer speed is too hi or lo, mebbe a compass to click on?
- i've noticed mac users tend to like grabbing the map and pc users like the mouse/edge
- can we have both the map grab amd compass?
please toggle the 'floating map' feature. when i let go of mouse button, map stops moving!
- this really complicates the targeting (activating?) of ships/systems/sliders
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user no-so-friendly items
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remembering what we target or where we were (sticky-ness?)
- after moving a colonizer, i check the system, then have to re-target the colonizer
- after addressing item in turn summary (built improvements) i have to re-target the summary and start at the top of the list. cold it remember where i was instead an start there?
- with multiple fleets in combat, after the first fleet dies, a 'continue combat' would b nice
- center the map on the system when combat occurs - mebbe a button on the combat window?
also cnter map on system when it's invaded...
better grammar - 'on improvement' implies a one time fee. 'maintainance' or 'upkeep' or 'per turn' is more accurate.
scrolling text near current dust amount on main map screen - what is that? toggle it off?
- once it read 'low temp hydration' not informative AND hard to read??
ships not moveable? mebbe a message why not? not in fleet? can't attack peaceful faction?
empty all hangars button? an undocumented feature i found is clicking on the hagar column
- title that makes things a little easier, putting inactive ships at top or bottom, but i'd
- like a button that empties all hangars on empire management screen
when scrapping improvements or ship designs, please turn the scrap/delete button into a
- confirm y/n? button for smoother user interface
the row of buttons in top left corner (ships, diplomacy...) - could we make that moveable
- and rotatable so i can move it near the 'end turn'? currently i'm mousing from opposite
- corners of the screen to take a turn and manage everything. mebbe make all windowed
- messages (combat, delete confirmation, etc.) moveable, as long as it remembers where it
- was when it pops up again. mebbe also make the windows re-sizeable?
more multi-tasking? during turn calculations (computer thinking...?) could we mouse over
- the managemnt buttons to recall what we're researching, current dust amount, etc.
currently, when a ship has no movement left it doesn't show up in the 'ready for movement'
- queue, even though we could colonize a planet or give it new orders. could it use
- something else other than remainingMoves!=0 to b put in the queue? like ordersComplete=1?
similarly with systems that have nothing in queue like newly colonized or invaded could
- b put into the turn summary or just bring up the system automatically?
custom system AI. ideally i'd like a list of all improvements that my AI can prioritize
- if the improvement is available to build. also a 'scrap all' for buildings i don't want,
- perhaps with a confirmation for when i take over their mismanaged (heh!) systems
improvements build queue. could we have a toggle switch that adds new improvement to
- bottom OR top of queue?
fleet management. in a stack of many fleets, i'd like to split in different directions
- or leave some behind. mebbe shift+click to highlight several fleets to move them?
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other issues
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i like the combat cards, but they don't seem to affect combat much, other than ther retreats.
- could we assign a default card that fills in all 3 slots so we don't have to go back and
- forth 3 times. i'd like to see further implementation of these cards, but i find myself
- clicking 'auto' without bothering with cards, just to speed up the game.
new battle card? sacrificial assault (ramming speed!) to do extra damage but gurantees
- self-destruction
graphical combat a little lame. cntrolling combat only allows u to control point of view
- rather than which ships to shoot and with which (and how many) weapons. this is more of a
- comment than complaint/request, i'm ok with combat the way it is. it cuts game time down.
how do we see the affects (effects?) of ship xp? having ship xp seems silly as they don't
- live long enough to gain much xp and they get outdated as tech increases. is there an
- existing-ship upgrade mechanism that might take advantage of an out moded ship with xp?
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i'm glad my race picks keep me from getting heroes or interacting with other races as i'm sure this post would b even longer!
oh - PLEASE DO NOT REPOND TO THIS VIA QUOTES this is already way too much text!
thanks, i hope all my commas, are in the right, place(s) - heh
bluecap mold monopoly keeps popping up even tho i haven't gained or lost any
'ready-for-orders ship-count' was at 2, but there wasn't any. that game crashed, some error about object pointing to set not of the object (paraphrased?). when i restarted, the extra 2 were gone from the count, no further problem. prior to crash, i remember it acted as the 2 existed as i clicked through the list. reminds me of comparing a zero to an oh back in my c language class, and the instructor just pointing and laughing until i saw it. heh.
also - couldn't move a fleet away from opponent's extablish (with influence ring) system and we weren't at war. i saved the game, quit and reloaded - turns out the opponent fleet was attacking me, even though it wasn't showing up on lower right screen as an actionable event. after the reload it worked properly, after i completed the combat.
suggestions...
- would like to mouse over moons (and planets?) to check status/temple effects
- the stats at end of game - can we check those during the game without quitting the game?
curious - what happens if u invade a system with a populated gas giant and u dont have the tech to colonize it?
any 1 play harder than newbie? or use anything other than missiles for weapons?
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