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The governor has mandated the taming of one Norwegian Blue.
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# ? Oct 20, 2014 14:49 |
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# ? Apr 23, 2024 23:21 |
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Deadmeat5150 posted:As a side note every replay I've made for weeks has been corrupted. It would be nice of people to tell me when this happens. What do you mean, "corrupted"? quote:Also, why do my soldiers utilize Fishman firearms? This blasphemy must stop! It started as a bug? We decided to leave it in as a horrible feature for now. Wolfgang Pauli posted:Wait, does the jobs menu have an actual impact on the game? I assumed all the buttons were broken since I couldn't use it to cancel jobs (seriously, we could cope with so many task-management bugs if we could just cancel broken jobs. I've wanted this since the "Overseer stands where foraged bushes used to be, pining for days long past" bug) No, I still have yet to hook up the "Cancel" buttons correctly. I will try to get to that today.
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# ? Oct 20, 2014 18:38 |
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Yeol: I have a replay which causes the infinite loop! I think! Huzzah! Fixing this now.
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# ? Oct 20, 2014 22:50 |
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Well I mean that if I try to load them the game crashes. The number system that used to be there is now wonky and seems to have set itself back to the thirties when it should be in the fifties. And if I try to zip them or move them at all my computer freaks out and I have to reset.
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# ? Oct 20, 2014 23:03 |
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Deadmeat5150 posted:Well I mean that if I try to load them the game crashes. The number system that used to be there is now wonky and seems to have set itself back to the thirties when it should be in the fifties. And if I try to zip them or move them at all my computer freaks out and I have to reset. Old replays - i.e. those replays made with a version of the game older than you have - will probably crash the game. I'm not sure I can help you with your computer freaking out if you move files.
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# ? Oct 20, 2014 23:26 |
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nvining posted:Yeol: I have a replay which causes the infinite loop! I think! Huzzah! Fixing this now. Huzzah! Huzzah! Cog save the Queen and all that!
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# ? Oct 21, 2014 00:46 |
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Probably fixed in REV 32A, which is now on the experimental tree with a) a handful of other fixes? b) pies.
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# ? Oct 22, 2014 01:25 |
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People pies confirmed. Next step: Orphan pies
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# ? Oct 22, 2014 03:04 |
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Deadmeat5150 posted:People pies confirmed. Devs plz implement barber shops and real-time beard growth.
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# ? Oct 22, 2014 07:23 |
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Ratoslov posted:Devs plz implement barber shops and real-time beard growth. An in-game artefact which, when integrated into any in-game device, causes the player's facial hair growth rate to increase exponentially until the save is deleted.
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# ? Oct 22, 2014 07:51 |
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Ratoslov posted:Devs plz implement barber shops and real-time beard growth. edit: VV After that happens there's a random chance a colonist goes to get a haircut, disappears, and a bunch of meat pies spawn on the stockpile VV Verloc fucked around with this message at 19:06 on Oct 22, 2014 |
# ? Oct 22, 2014 15:26 |
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Verloc posted:Cultist owned barber shops must provide bonuses to meat pie production. John Overcogsmith has changed the name of his Barbershop to Sweeney Tod's Barber and Surgery
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# ? Oct 22, 2014 17:53 |
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This week's blogpost: https://www.gaslampgames.com/2014/10/22/fight-or-flight/ Going into detail about how believable combat (or flight) behavior would look and how to make it that way in a game. It's pretty complicated!
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# ? Oct 22, 2014 22:45 |
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Speaking of combat I have some observations:
Soldiers carrying an object and there rifle will push their rifle through said object to fire it. Currently this has resulted in fishmen being menaced with fresh fruit. Soldiers will ignore the perfectly placed pile of logs next to them in order to grab a much more tantalizing pile on the other side of the planet. Soldiers are much more interested in finishing a delivering than answering a rally summons Soldiers who run out of bullets will grab hoes or axes, and never ever grab a gun again Frontier Justice apparently means "when we get to it" I think this replay actually works. I can send it if need be. Although there was a significant pause in the action as I ran to picture my daughter up and take her to the dentist.
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# ? Oct 23, 2014 00:30 |
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Deadmeat5150 posted:Soldiers carrying an object and there rifle will push their rifle through said object to fire it. Currently this has resulted in fishmen being menaced with fresh fruit. "Oy, lad. 'ere's how you get them coconuts open. Spear it on your bayonet, pull the trigger, an' Bob's your uncle."
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# ? Oct 23, 2014 01:50 |
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Daynab posted:This week's blogpost: https://www.gaslampgames.com/2014/10/22/fight-or-flight/ The fishpeople are wielding enormous carrots. I realize they're meant to be coral clubs, but they have that specific shade of carrot orange to them. And if you made them much pinker they'd look like the sausages. e: Deadmeat5150 posted:Soldiers carrying an object and there rifle will push their rifle through said object to fire it. Currently this has resulted in fishmen being menaced with fresh fruit. Battle the twin seaborne menaces of Fishmen and Scurvy at the same time! Dareon fucked around with this message at 08:53 on Oct 23, 2014 |
# ? Oct 23, 2014 08:47 |
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It's important we learn to defend ourselves!
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# ? Oct 23, 2014 17:20 |
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I'm back from vacation (and have celebrated by killing another infinite loop bug and doing some other UI improvements.) Did I miss anything?
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# ? Oct 28, 2014 00:25 |
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Clockwork Empires: Cabbage and Fruit Defense Simulator
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# ? Oct 28, 2014 00:46 |
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New blogpost: https://www.gaslampgames.com/2014/10/29/afflictions-jobs-religion/ Talking about fixing the weird issue of colonists just becoming lazier and lazier as you play the game. Also this:
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# ? Oct 29, 2014 22:15 |
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Email sent out posted:Truth is, we learned everything we know about religion from Dominions 4. You guys are seriously the best developers. Hard working yet you can still crack jokes.
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# ? Oct 29, 2014 22:22 |
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It is a very lovely lizard.
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# ? Oct 29, 2014 23:51 |
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Ghostwoods posted:It is a very lovely lizard. You can enjoy the lizard yourself in Revision 32B, now available on the Experimental Branch!
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# ? Oct 30, 2014 02:03 |
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nvining posted:You can enjoy the lizard yourself in Revision 32B, now available on the Experimental Branch! Do the lizards grow in size and start breathing fire if exposed to sufficient quantities of background Eldritch radiation?
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# ? Oct 30, 2014 02:07 |
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While I like Clockwork Empires, I'd be happy if it was the last game to use the Eldritch thing, because all of the dumb jokes are the absolute worst. e: From the fans, the developers are cool.
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# ? Oct 30, 2014 04:55 |
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Daynab posted:New blogpost: https://www.gaslampgames.com/2014/10/29/afflictions-jobs-religion/ It seems like when it comes to sandbox colony building games, there's always a problem with either laziness or not eating enough in the long term. Towns suffered from a long-term eating disorder and I think one other game had similar problems during development.
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# ? Oct 30, 2014 05:33 |
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Devs, plz tell me you did not implement churches because of my one-off joke. Also, have you considered some means of promoting useless lower-class blaggards to productive middle-class blaggards?
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# ? Oct 30, 2014 08:10 |
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Turtlicious posted:While I like Clockwork Empires, I'd be happy if it was the last game to use the Eldritch thing, because all of the dumb jokes are the absolute worst. 100%
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# ? Oct 30, 2014 13:49 |
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Turtlicious posted:I'd be happy if it was the last game to use the Eldritch thing Uh, the technical term is "adjective"?
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# ? Oct 30, 2014 20:03 |
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Alright so it seems if there's another memory leak of some sort. I can't play a game longer than 45 minutes without it dragging to a halt and sucking all of my computer's resources. This menu is really bugging the hell out me I dubbed him the Moonwalker cause he walked in place for 5 minutes before deciding he would sleep on the spot. Oh sure it says he's retreating, what he's doing is casually sauntering past the scary fishman on the way to bed You hold her arms, I've got the knife! Still heresy! So many more important things to do instead of running to the rally point and fighting. Pick it up Put it down Pick it up Put it down He did that over and over again until I drafted him to cancel the job. I think there was a mixup in the planning. Something got swapped. The chapel having some Unnatural Geometry issues. Does not bode well I have no idea why this happened Seriously though, the fishman attacks are really getting to be a pain in the rear end Somebody who retreats will only do so in a mostly straight line The result Retreating may as well be a death sentence This dude's fate The fighting is really starting to annoy the hell out of me. My colonies are at constant war with a foe they never antagonized in the first place. Should the fishpeople be fine until you start harvesting their children? Why are they sending 20 squads of goons to kill all my colonists after our third day here?
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# ? Oct 30, 2014 21:32 |
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If you have a replay where it's bogging down, let me know and post it on the forums. Combat seems to be a bit of a mess right now. I will prioritize Investigation (well, after I deal with the crashing, memory leaks, and problem of "people just constantly stare at the whiskey.") Man, I could stare at some whiskey this week.
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# ? Oct 31, 2014 00:34 |
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Go ahead and grab it here. Since the replays don't record pauses, it's not as long as it COULD be. Although I've crashed twice trying to view it.
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# ? Oct 31, 2014 01:36 |
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Deadmeat5150 posted:This dude's fate If fishpeople attacks are getting to be too much and you don't mind making changes you can change it pretty easily in the files. Easiest is just change how often the attack event fires, this is in CE\game\events\events.xml. Near the bottom is <event name="Fishpeople Attack"> and under that <require_timer name="Fishpeople Attack Timer" value="2000"/>, just up the 2000 to something higher to make it less common. IIRC there are 3000 ticks in a game day, ideally. Alternately in CE\scripts\embark_temperate.lus or embark_tropical.lua you can change the likelihood of an attack each time the event fires. Tropical biome has send("gameSession", "setSessionInt", "fishPeopleAttackChance", 2), and temperate has send("gameSession", "setSessionInt", "fishPeopleAttackChance", 3). So the chance of an attack is 1/2 or 1/3 respectively. So attacks are more common in tropical but since if an attack doesn't happen the anger is stored up (and actually given a bonus) temperate is more likely to get multiple attacks rolled into one. This is offset by send("gameSession", "setSessionInt", "fishPeopleRaiderCost", 2) for tropical and send("gameSession", "setSessionInt", "fishPeopleRaiderCost", 4) for temperate. This is the cost in fish anger per spawned attacker. So with the same amount of fish anger you will have half as many attackers in a temperate biome. Increase fishPeopleAttackChance to make attacks less frequent or increase fishPeopleRaiderCost to make fewer fishmen spawn per attack. Personally I think if the attack doesn't fire it should cool off the previous anger a bit and then give it a small boost, something like newAnger = (oldAnger * (7/8)) + 3. That way if you don't get attacks for a bit you aren't totally hosed by getting a massive one. A more interesting/complex formula would be to keep track of the anger when the attack didn't happen and if you haven't made them angry since then let them cool off otherwise make an attack more likely. So like if currentFishAnger == savedFishAnger then currentFishAnger = currentFishAnger * (7/8) else fishPeopleAttackChance = fishPeopleAttackChance - 1.
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# ? Oct 31, 2014 01:58 |
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I don't usually dig around in code that is probably going to change. Makes it hard to think. You'd have to have severe ADHD to understand that I think.
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# ? Oct 31, 2014 02:45 |
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Deadmeat5150 posted:I don't usually dig around in code that is probably going to change. Makes it hard to think. Hey now, I'll have you know I'm perfectly sane (and unlike Toady, my degree is math is only an undergraduate one, thank you very much)
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# ? Oct 31, 2014 05:10 |
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nvining posted:Hey now, I'll have you know I'm perfectly sane (and unlike Toady, my degree is math is only an undergraduate one, thank you very much)
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# ? Nov 1, 2014 22:05 |
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Today's blogpost puts my previous assertions re: sanity to question, as I continue to attack the OpenGL problem on OS X: https://www.gaslampgames.com/2014/11/05/a-crash-course-in-moving-a-legacy-opengl-codebase-to-core-opengl-3-2/
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# ? Nov 5, 2014 21:42 |
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nvining posted:Today's blogpost puts my previous assertions re: sanity to question, as I continue to attack the OpenGL problem on OS X: It's OK, NV. None of us ever believed those assertions anyway.
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# ? Nov 5, 2014 23:10 |
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Oh those were assertions. I thought they were fever-dreams.
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# ? Nov 5, 2014 23:12 |
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# ? Apr 23, 2024 23:21 |
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ASSERT(nvining_sane); Yep, I get an assertion all right. I did enjoy the blog post, though. Graphics isn't exactly my field, but I do remember that the last time I looked at OpenGL, 2/3rd of the documentation was about stuff that was hopelessly obsolete, so I can't say I fault them for getting rid of a lot of things. It also makes me appreciate that a lot of the APIs I use were created in the 80s and will exist until the heat death of the universe.
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# ? Nov 6, 2014 02:30 |