comments for Infinite Conquest
sort: go backdeveloper response: looking at it... 200 hexes for enemy empire is quite a number, lol
EDIT: a hot fix was set. empires will be broken apart on rebirth if empires are much larger that player.
developer response: some people where finishing the game too fast. the real dificulty increase is actually the change in the algo, now you face all of the enemy empire troops, not just 4 or 5 at battle start , so you needed as much troops as the enemy or a bit more to battle them. you just have to build up your troops and battle tech a bit
developer response: fair, I will remove the red dot once the player visits the page.
developer response: thenks... I really have to change the very early game... this wait for the first ruler to die is senseless . will change that
developer response: it is not broken balance. it is by design. ofc later in the game there will be researches that speed up troop movement.
developer response: the "dead" tiles bug I think it is fixed. there were more than 1 of them already. on load game load I am placing fixes to correct the game data, which works but I fear I might miss the root causes. oh well. I will soon need game telemetry or else I might be blind as developer.
developer response: isit still blocked? i reverted... and can play and restart
developer response: yeah, it was broken in the early game... I restored an older version. should be working now.
developer response: yes, killing your sovereign breaks too large empires, I added that on purpose to avoid deadlocks to player. no need to wait for horde. next version, the omens bug is sorted out and you will even have red dots to not miss it.
developer response: thank you , I have been improving a lot the early game. giving out free rss to speed up the tutorials, but i think i need to block other user buys as they slow down the tutorial and cause frustation.
I am working on changing the war comands to be able to properly split and attack, there is also going to be new war modes like defense. next release.
i am really happy people like the concept, but it is so hard to develop the sandbox world and keep it balanced and performant, there are some crazy complicated algos in the model. but that is what gives this game its charm and thank to your comments, keeps me motivated to continue. thank you
developer response: I have already added bonus resources on quests to make the next ones easy, but if you buy other things, it gets slow... should i block players from buying their own things?
how long did you take for the first 5 tutorial quests?
developer response: answered you by private message... but its ok to do spoilers i think, not many people are reading these messages. the horde is supposed to come in 100 ticks-second once you do age of stone, ... after you lose, it comes every 10000 ticks, or 1000 years in the game timer. a tech you buy gives you the view to the timer. there is a bug in the tech.... its "horde omens" and you need to buy level 2 to see the horde timer. it suposed to unlock the timer at level 1, its anti intuitive...
I not sure all the stuff I added to the game can beat the horde yet, but new feature will come that will allow you to gain stats without going trough the quest mechanism. soon.
it get more longer the game running without pause
Long story short, tried to use defend radius, let enemy completely surround me, new lives became impossible.
I could try waiting to see if the horde doesn't do something but I suspect it's going to take far too long for the horde to attack for a possibility that it help my situation. Is there a button to summon the horde when you are pretty much as powerful as you are going to get that lifetime?
developer response: uh, why are new lives impossible? why? you can always trigger the sovereign death no? because rebirth breaks apart those large empires for balance. the horde comes every 1000 years. or around 3h real time, or near immediate with time bank. there is a tech that tells you the time to next horde
I will add a message to warn players that they should rebirth when an enemy is too big for them
developer response: there is indeed a bug, the empire at war loses focus... you have to click on it again.
gonna send a hot fix
update: hotfix live... reload
Additionally, combat makes no sense. If I have 10x the number of troops, and all my stats are better than the enemy's, with all research complete, why am I getting pushed back?
Good idea for a game - just poorly executed. Could get better with updates.
developer response: you right, the game is unfinished.
I am very aware of the things still missing in the game. I already released the first tier 2 enemies with better stats.
regarding the push back at long distances it has to happen to balance the game. what you prefer, a hard cap and you cannot attack the enemy empires or as it is with a soft cap?
regarding execution, uff, yes, so much to improve still. but I try to keep the game stable for players as the game updates
developer response: maybe... I am thinking removing the distance penalty alltogether... later in the game there is a mode without distance penalty.
- As i said before make the numbers in the top a bit bigger is too small at least for me
- Have a way where you dont have to recall you troops all the way to the capital to make them fight another war after declaring peace with someone else
- It makes sense that your army is less powerful the farther you are but dont make it exponential
In new content i hope to see also attacks from closer empires i think it would be fun.
developer response: :) nice! you made my day with that coment :)
- added an increase of 30 on web large viewports. next update
- I will have something there, soon more war comands associated with diferent war feature will come.
- i have to make it exponential for now. the goal is after to performance tune it when the game features are more stable, then i will let players go wild... :)
- yes, attacks by other empires is definitely in the works...














developer response: I assure you, all of the content is very human curated. the first quests are really tutorials (as it says) , and my intent was to fast pace the early game as these type of games usually are. tutorial quests should not take more than 1 h, that was my intent. real challenges are the quest 6 and the others to come.
I literally spend hours making scripts and simulators to balance the game. its notoriously hard to balance because every buy has a non trivial impact in sandbox world.
I can not just say to the AI, invent me some content and implement, would not work at all.