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Popular Content
Showing content with the highest reputation since 07/20/20 in Suggestion Comments
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you are right but say how many players pay attention to the version number? (except you, of course ) and it is located at the bottom maybe it should be like the election announcement or ''there is a new game update click here to see the changes'' and button ''ignore'' this message3 points
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a suggestion: wouldn't it be better to have a picture of a bunker(or other building) as an example and write the number of buildings of this type in the upper right corner on the picture? it will be more comfortable and will take less space.2 points
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Currently testing automatic restocking from NPC workers, as long as the APC hasn't increased. Will roll the feature out with some additional config providing it works well and doesn't cause any issues.2 points
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I like this in theory, although there should probably be some flexibility still. I personally use avg production cost and the 'target profit' setting to set sales price, so if this changes I'd want to change the sale price when listing new stock. There's possibly other reasons one might want to change the price of goods on the market (undercutting competition, raising prices without competition, something else). Removing this current flow would mean you'd need to then remove stock from the market and sell again in those situations. Honestly if you're just wanting to add to the current market stock at the current price, it might be better to add a setting to auto top-up market listings as long as the APC hasn't changed. So as workers work, the goods go straight to the market (perhaps with a configurable max stock).2 points
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Great ideas. I'd make the region clickable with a link to the region page: & based in Missouri. I'd also make the company clickable both there and in the dashboard: work for Cervezas ALU,2 points
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Oh yeah, both, I mean I was referring to the pages of the nation's, like it'd be good to know what companies are there, and I think the tool for the government is not working either, so there should be some way to check where are the companies in your country, both yours and foreign ones! And yeah @Ironman's ideas is good too.2 points
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Well I'm always in need of more, I mean 20 t3 books (4 days of reading) 20 food 10 t4 military 20 t3 drinks these are just the absolutely necessary stuff, taking 70% of the inventory, and the only reason I'm not buying more is that I have no more space. Haven't mentioned the cars and other vehicles, some occasional stuff in it, plus this is only for jets, if I wanted to be able to hit with something else too, I just don't have the space for it.2 points
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Hmm, we could possibly add most of the default header row to the battlefield. Playercard as you said. Inventory, but perhaps modified to instead show weapons/ammo/etc? Region card, with possibly extra icons for some of the battlefield status effects? That'd probably be it, housing doesn't have much use on a battlefield2 points
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We could even make the UI a bit more modern, showing a card/widget for each job offer. Showing the image for whatever the job makes (including appropriate tier), with info about the estimated pay, max shifts per day, perhaps something there about travel-only jobs? Could probably even show the icons for the skills required for each job on a card like this.2 points
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Yeah, though with some dropdowns or filters we could still do it from one page, what I hope is that it would be less confusing. Trying to think it through how it goes, so: 1st question, you're looking for a job. you click the find job button what you want to see? all the job offers in your country, or the ones you have access from where you are atm.? I think by default we should show all offers your country has (the eligible ones of course, the ones having enough raws, money etc.) the list could be sorted by projected earnings firstly, and perhaps by travel means secondly (or perhaps it's even better to provide some buttons to choose sorting order manually). Offers in the region you are would come first, a regional icon would indicate they are in the region where you reside atm. Next come the offers where the workplace is connected to a region by rail where you have a house, shown with a rail icon next to the offer. Below them would be the ones you'd need to use other means of travel, indicated with their own icon, for example if you'd need to use sea or air travel, indicate with both sea and air icons. If you'd need to use car only, show the car icon.2 points
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This has finally been resolved - an alert will now be displayed in-game when a user has unread message conversations on the forum, with a link to open the messenger in a new tab.2 points
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The primary things are food/drink to maintain their health/happiness, and a job to work at. The whole system still needs a lot of balance when I have time, and there are other factors that aren't fully implemented yet. I'll be adding more detailed info once the system is more developed/balanced, keeping this open until then as a reminder. Most infra actually help - they like a more secure region, with more 'things' to do. But infra also raises the regions overall appeal, which NPC's use to decide where to move when they're unhappy with their current region. So stronghold regions currently attract too many grumpy NPC's, who then get more frustrated at lack of jobs etc, and trigger uprisings, causing the "more buildings = uprisings" effect darki's observed.2 points
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to clarify my point is (for gathering) 1pp -1 health 2pp -2 health 3pp -3 health and so on p.s sometimes I think it's better to try speak Japanese or Hungarian better than trying to explain something in English, maybe I write with an accent2 points
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Changed Status to Completed1 point
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Changed Status to Accepted1 point
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I like it for the most part, though I'm not sure on blocking the proposal for lacking materials. For VBX it makes sense, since proposal will fail if there's not enough when its processed. For RM though, these are only consumed as workers build the infra, so it could be started without RM and them bought later1 point
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I think there's a bit much information after working, to fit in a notification. I had been working on upgrading work to reduce clicks - the button changing to "Work 1 Shift" hints at this, with plans to add "Work 5 Shifts" / "Work Max Shifts" (displayed depending on available AP, CEO settings etc). But I need to redo a lot of the inner workings of working to make this possible, and I've been putting that off until I overhaul the economy/skills stuff. I'm not really comfortable messing with the workings of the modal library (you know me and Javascript dont get along well). Perhaps instead we could add a "Work Again" button directly to the modal footer? (also need to change that text about not working again until day change!)1 point
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Love most of this. I'm not sure how well the VBX profit target will work (especially currently where the exchange rates are probably all sorts of broken, since that whole system relies on an active currency market).1 point
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Oh no, I meant just to show how they handle the flex to display stuff and keep them aligned regardless of the screen size, For example, the first one has the brand on the left, the menu on the right, when the screen size gets low, the menu is displayed in the middle vertically. The second similarly has branding on left, menu on right, if shrinked horizontally, then it turns into an icon with which you can get the menu to pop up. These two are amazing, because they are lightning fast, and don't use any scripts, just css. And then there is the MS version, obviously here with js you can do much more, So I just really meant these as some guides or help to create our own. Since we want the navbar to be visible everywhere on the page, we need it to be sticky. So in overall what I had in mind: - a flex navbar to be readable and usable with any screensize - make it sticky so it's visible and accessable when you scroll down1 point
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Citizenship approvals will be overhauled once the new Governor system is complete, and will include options to vote against or abstain from a citizenship request. Changing citizenship has been temporarily frozen until this work is complete.1 point
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I love the idea, just not sure on the best way to implement. (Of course we could add some way to leave comments, but I hate to "re-invent the wheel" so to speak). Perhaps we could do something with the Pages module on here - create a database page for Battle Reports and set the war script to automatically create a new report for each battle. It would then get all the usual comments, ratings, reactions etc from IPS. (For reference, the bug reports/features sections are using Pages. Although the default UI is kinda shit, and you know me and UI stuff lol)1 point
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It will work pretty much exactly like the current options for Power. For each RM, set a “maximum price” and automatically buy the cheapest up to this limit as needed, or manually buy from the market.1 point
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1 point
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I thought the purpose for Documentation was to have such kind of things in a near future. There were some good guides in the old media module. I guess they could work if updated, but I don't know whether it is possible to access old articles.1 point
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It's a good idea, and we definitely need some kind of wiki, problem is twofolds though, first we are still changing so many things, and secondly it takes tremendous time. Now I know that Xav don't have that kind of time by himself, what I would propose though is to create a kind of framework for the wiki, easily understandable, searchable and editable, then we'd be able to do t ourselves one by one!1 point
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Yeah, I think it might be better to block new infra being started in battlefield regions. Possibly with exceptions for Tank Traps and Bunkers since they make more sense during war than in peace (usually). I think it's reasonable to allow already-started projects to be worked on (possibly with a production penalty, and possibly also with them taking effect on the current battle once completed).1 point
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it also seems unfair to be able to build defense systems in an area that is under attack, you will be able to protect whichever region you want, where is the ''surprise'' the fun part and so on.1 point
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I mean it depends if we want more of a text-based or graphic-based UI I guess1 point
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1 point
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Unfortunately that's not really possible, it's true the discord API supports it, but those messages are from an external monitoring service that we don't have a lot of control over. I can adjust some of the alert settings so it's not immediately posting whenever a check fails but that's about it1 point
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True, I like that idea, when there is a new update it could be indicated with a single-time notification, something like "2022.x.x released, click here, or the version number in the bottom right to see what's new!" Then clicking the notification would bring up the release.1 point
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1 point
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A card-like list would be my holy-grail. It would be soooooooooo much more everything. modern, convenient, compact but useful, and flex would really start to shine and they could be the most simple cards ever, basically simple divs defined by flex. thats it That could be easily skinned at any point later1 point
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Maybe instead of a longer log, when I look at a region's infrastructure, I'd like infrastructure (and maybe even roads) to show labels saying when it was approved as National Project and when its construction was completed, so as who proposed the law. I know it might not be possible, but i'd like to be able to see when a monument was built, for instance. Sometimes I'm curious about the time I did not know much about the game and labels would help me know some history.1 point
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One potential issue here is it allows for "one-man governments" (although with our current player base thats almost normal lol). From memory of the old system, technically at the start of elections there are no congress. If President could propose laws then, he'd automatically vote for them as normal, and since there's 0 congress, the law passes. There'd normally be less risk of this the other way round, but with current player numbers its not unreasonable for there to be 1-man Congress, who could then pass laws without President approval. I'll keep it open for now though, as the entire political system is being overhauled to integrate the NPC's in the (hopefully near) future, so this may not be as big a problem after that is done (or perhaps some other solution can be implemented, like allowing the laws to be proposed, but not considered 'complete' until 24h after the election is finalized)1 point
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It does increase with each subsequent ticket bought, the 5 VBX was just added as a bonus cause otherwise, with the low player numbers we have these days it's basically pointless.1 point
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I like it in theory, though I'm not sure if dropdowns support images. Otherwise, something like font-awesome icons might work?1 point
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1 point
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1 point
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While I love the idea of the company upgrade in general, I was planning on an auto-buy power feature for all companies. I feel like this better simulates how a power grid would work, so shouldn't really need an extra cost.1 point
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Now only the affected tier vacancies will be removed. I haven't added anything to change tier, since the player can easily choose to do this manually and company managers can have different pay rates for different tiers.1 point
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I think the whole treaty system needs going over actually.1 point
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1 point
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Achievements for logging in weekly and 1 big prize session per month Implement a virtual pet, if it is a dog, simulate finding different objects in a random time1 point
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We definitely need to adjust the AP as we go on, I just don't feel confident enough yet to say how. In general I'd like to see a faster game-pace, meaning that I wanna get to a point where you could do something in-game without the need to wait too much. Firstly I'd say we should get rid of thinking in 100s, the problem is that it is such a small number, we'll be forced to use fractions for some situations. Instead I think it'd better to have like 1k or 10k even, which could be permanently extended by some buildings, and temporarily extended by boosts. That said, Xav knows this too, we are at very early stages of AP and more like experimenting with it, but I feel your pain m8, I want more AP too!1 point
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Unfortunately we can't recover the old wiki (though that might not be as bad as it sounds, since a lot of the info would be years outdated). We have a docs section that should be accessible by anyone, and essentially function like a wiki: https://www.vnations.net/docs/ We'll add official docs when/if there is time, but Zoltan is right, a lot of it will need to be community input. Map is a whole different beast, and unfortunately isn't likely to be added anytime soon.1 point
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Yeah both needed, I'd really welcome a map however basic it is as well, regarding the wikipedia I'm afraid to even be able to get to it, we will have to have somewhat finalized features too. I was thinking a lot about this too, thing is I'm not sure it'd make sense to start create a tutorial now, when in a couple of month I expect radical changes in both GUI and mechanics wise. Also I think this will be more or less a community effort, if we can do a proper startup and get the game going, people will start to create the relevant sections just like we did before.1 point