|
What's the benefit of Pumpkin Pies, btw? I spend 1 wheat and 1 pumpkin for 1 pie, when I could have 2 bread and 2 stews for the same input.
|
# ? Jun 6, 2015 13:32 |
|
|
# ? Apr 28, 2024 06:58 |
|
Wipfmetz posted:What's the benefit of Pumpkin Pies, btw? I spend 1 wheat and 1 pumpkin for 1 pie, when I could have 2 bread and 2 stews for the same input.
|
# ? Jun 6, 2015 15:09 |
|
Demiurge4 posted:Been trying to get back into this since it's so far along now. What's a good way to plan out your start? I tried following the earlier post that said carpenter->kitchen and it seemed reasonable but my people abjectly refused to sleep on the ground and were getting grumpy, designing a decent common house is a real chore that requires insane amounts of wood, plus you only start out with 6 cloth and I felt like the building was way too big. Also just started getting back into it. It's much smoother experience this time around. A couple of things that are still confusing are: I have no idea where each material comes from, I built a textile factory but didn't realize that I needed a certain plant for it to function for a while. No idea what side should the structures be and what furniture they need. I wish once the building is finished it didn't show the required materials and just showed building name (like the furniture does). Work crews are still a little confusing, you assign each crew to a building but allow them to do some side jobs when they aren't busy? Are you supposed to move them around based on what they are good at or do they get better at the job that they get assigned to initially? Other then that had a really fun day building my colony!
|
# ? Jun 6, 2015 16:20 |
|
Talkie Toaster posted:Presumably food will be classed at some point? Would be interested if instead of forcing classification, the happiness that you get from the food depends on the variety. So you can sustain yourself just on bread, but get a big bonus from having new food for the first time. Additionally you can have nutrition groups but that's just too complicated.
|
# ? Jun 6, 2015 18:37 |
|
Wipfmetz posted:What's the benefit of Pumpkin Pies, btw? I spend 1 wheat and 1 pumpkin for 1 pie, when I could have 2 bread and 2 stews for the same input. I don't believe there's any benefit, at present. Under the old, disused food system, foods had numeric 'Food Values' that satisfied a colonist's Hunger value, and those expensive compound foods had the highest Food Values. In the current system, cooked foods generate happy memories, and raw foods generate mildly unhappy memories. I imagine all that will eventually be balanced. tima posted:Work crews are still a little confusing, you assign each crew to a building but allow them to do some side jobs when they aren't busy? Are you supposed to move them around based on what they are good at or do they get better at the job that they get assigned to initially? Every colonist has a list of proficiencies in their information, and the overall speed of a Work Crew is determined by its Overseer. Colonists get better at stuff by doing it, so the Crew working in your Kitchen will eventually become your fastest cooks. Whether you want to swap them between Workshops is up to you, but I wouldn't recommend it. Whether your Work Crews do side jobs depends on the job filters you've enabled in the Work Crew list - all those little buttons beneath the Crew roster are job filters. When a Crew is assigned to a Workshop, the buttons are automatically set to allow only Workshop jobs. I've personally found it's okay to re-enable most of the side jobs, unless you really need them to be working in there 24/7.
|
# ? Jun 6, 2015 22:11 |
|
I am glad to hear that we are making progress! I am also pleased by that Zardoz icon which is just nifty as punch.
|
# ? Jun 7, 2015 03:43 |
|
nvining posted:I am glad to hear that we are making progress!
|
# ? Jun 7, 2015 09:42 |
|
Wipfmetz posted:Still no 3rd cat picture. We've savng them for the development progress portal: http://clockworkempires.com/development.html All three of my cats are currently represented, and I think we only have one cat on standby right now. One of our programmers has now taken to temporarily housing foster kittens so that we can keep this up. (Meanwhile, I'm still trying to rehouse the cat I rescued from my apartment building, who really needs a single cat house. If anybody in Vancouver would like a lovely animal, who just doesn't like other cats and has been affectionately nicknamed "Cat Drugs" by the office, please let me know.) Regardless, we can't waste important cat pictures by including them in the binary distribution. Well, unless Steam makes us do it again anyway.
|
# ? Jun 7, 2015 20:50 |
|
Important question, how many animals are in the office regularly and how does this enhance the development schedule?
|
# ? Jun 7, 2015 21:02 |
|
nvining posted:There has actually been an argument made, in office, that we should just take it out and that much of the functionality that would be in a minimap would go just as well in a "go home" beacon. It's not on the list of Revision 40 either way, I'll tell you that much. Honestly, SupComm/Rimworld-style infinite zoom completely obsoletes the classic minimap anyways. (I have no idea if infinite zoom is planned for CE, but I sure hope so.)
|
# ? Jun 8, 2015 17:06 |
|
Just want to say after playing with the new update its really starting to feel like a game now. I've mined up a few interesting things, excited to see what happens! The troops wandering by and stuff add a ton of life to the game as well i find.
|
# ? Jun 8, 2015 21:08 |
|
ToxicFrog posted:Honestly, SupComm/Rimworld-style infinite zoom completely obsoletes the classic minimap anyways. The wargame series has infinite zoom, but I still use the minimao extensively. Granted clockwork empires doesn't require snap reactions so much, but a minimap that lets you examine an area close in on your screen whilst simultaneously keeping an eye on the overall situation is still very useful, infinite zoom or not. Of course, possibly CE wants to actively restrict your ability to know everything, which is fair enough, but that's a very fine line between good gameplay and frustration.
|
# ? Jun 8, 2015 21:13 |
|
This game could use multiple (2) work shifts so my overseers can yell at each other/go to church without shutting down an entire industry. It'd be a novel mechanic though. I can't say I've played a game with actual work schedules.
|
# ? Jun 8, 2015 21:50 |
|
Do cats scare away the fish people?ToxicFrog posted:Honestly, SupComm/Rimworld-style infinite zoom completely obsoletes the classic minimap anyways.
|
# ? Jun 9, 2015 08:16 |
|
Today's blog post: David keeps working on factions! https://www.gaslampgames.com/2015/06/10/political-change-through-faction-crises/ (Don't ask what I'm doing, mainly stability and bugfixing stuff right now...)
|
# ? Jun 10, 2015 19:15 |
|
Revision 39C has now hit the experimental build, complete with more beatings and long pork: https://community.gaslampgames.com/threads/revision-39c-now-in-experimental-branch.15660/#post-102503
|
# ? Jun 11, 2015 03:22 |
|
There's a comment in the Steam Discussion forum where one guy mentions his solution to excessive Sleeping Due to Sadness was not to build beds. Although that particular behaviour has now been balanced, that's some pretty diabolical lateral thinking.
|
# ? Jun 11, 2015 04:37 |
|
Zaardvark posted:There's a comment in the Steam Discussion forum where one guy mentions his solution to excessive Sleeping Due to Sadness was not to build beds. Although that particular behaviour has now been balanced, that's some pretty diabolical lateral thinking. Truly a solution worthy of the modern colonial industrialist.
|
# ? Jun 11, 2015 04:49 |
|
Hm. How is negotiation with Fishmen supposed to go? They keep sending envoy parties, who then attack my crops and get hassled off. I don't have the option to switch to allowing crop destruction or to switch to the 'kill 'em all' policy either...
|
# ? Jun 11, 2015 13:41 |
|
Revision 39D is now in the Experimental Branch, fixing minor bugs with 39C (including module renovation not working.)
|
# ? Jun 11, 2015 22:57 |
|
Hello Sailor posted:Truly a solution worthy of the modern colonial industrialist. This game is getting a little too real.
|
# ? Jun 12, 2015 02:08 |
|
I bought this game yesterday and have been having a blast with it so far, it's a lot more polished than I was expecting for an early access thing. I do have two questions though, firstly, is there any way to rename work crews, or secondly, is there any way to speed up the game?
|
# ? Jun 12, 2015 20:26 |
|
Radiation Cow posted:I bought this game yesterday and have been having a blast with it so far, it's a lot more polished than I was expecting for an early access thing. I do have two questions though, firstly, is there any way to rename work crews, or secondly, is there any way to speed up the game? Awesome! Please tell your friends that we are now polished, and thank you for buying the one game on Steam that isn't actually on sale this week. In answer to your questions: 1) is on the TODO list, mainly so we can have ridiculous LPs here; 2) is not on the TODO list at present, as the simulation basically takes as much time as it takes to update.
|
# ? Jun 12, 2015 23:02 |
|
nvining posted:1) is on the TODO list, mainly so we can have ridiculous LPs here;
|
# ? Jun 12, 2015 23:15 |
|
Poil posted:Gee, I wonder how that will affect sales. "What do you mean, the overseer is named 'Leperfish'?"
|
# ? Jun 12, 2015 23:16 |
|
Revision 39E now up on the Experimental Branch, with much less horrifying memory corruption.
|
# ? Jun 16, 2015 04:56 |
|
Today's development blog: what actually happens when you send us crashes (oh, and why the game is more stable now): https://www.gaslampgames.com/2015/06/17/hunting-the-pointer-wumpus/
|
# ? Jun 17, 2015 19:09 |
|
I think my favorite part about bugs like those is that you can't use a debug build of the game to make debugging easier because that changes your timing and makes the bug go away. And when you're not using a debug build, your debugger starts lying to you constantly because it can't figure out what kind of optimizations the compiler did. So depending on the nature of the bug, you might be left with the unenviable option of going through the assembly instruction by instruction to figure out where you really are, and how exactly you've managed to get there. This is especially bad on consoles because the compilers base their optimizations on the fact that the hardware is fixed. So your simple function with a loop and two arithmetic operations somehow ends up containing 6 conditional jumps to various parts of other functions, and a bunch of vector instructions because the compiler figured out that this would make more effective use of the instruction cache or reduce branch mispredictions or who the gently caress knows what. Anyhow, I'm happy that's been fixed. It happened to me a couple of times, and it pretty much led to me losing interest in the game for a little while each time.
|
# ? Jun 17, 2015 21:31 |
|
I have written up the most useful Steam Guide ever. Hats: A Study in Fishman Anthropology. (Or is that Ichthyology?) link: https://steamcommunity.com/sharedfiles/filedetails/?id=463693640
|
# ? Jun 18, 2015 12:57 |
|
quote:Due to E3 and a giant Steam sale there’s not a lot of point in releasing anything this week.
|
# ? Jun 18, 2015 18:45 |
Zaardvark posted:I have written up the most useful Steam Guide ever. I do hope the humans in the future in this game get a wonderful selection of head gear too!
|
|
# ? Jun 18, 2015 19:05 |
|
Revision 40 is up! Beware THE REACTIVATION OF ASSEMBLAGE 14538: (For those of you hesitant to join the fun because of stability issues, this one is very, very stable, and has all sorts of wonderful new stuff added. I'm really happy with it.) Oh yeah, links. Full changelog since Rev 39 here: https://www.gaslampgames.com/2015/06/24/clockwork-empires-june-update-the-reactivation-of-assemblage-14538/ Updated CE development progress portal here: http://clockworkempires.com/development.html nvining fucked around with this message at 20:25 on Jun 24, 2015 |
# ? Jun 24, 2015 20:23 |
|
I'm finding getting sand to be a pain in the arse. It takes forever to get someone down to explore the beach. Is there another way I'm missing?
|
# ? Jun 24, 2015 20:37 |
|
Gooses and Geeses posted:I'm finding getting sand to be a pain in the arse. "Welcome to That said, I think that some of this will change about a bit once we have real biomes and starting locations from the menu, and not just fixed starting colonies. nvining fucked around with this message at 20:53 on Jun 24, 2015 |
# ? Jun 24, 2015 20:39 |
|
Maybe a pile of sand near the spawn points would be very helpful...
|
# ? Jun 24, 2015 21:06 |
|
"volumetric blueprints"?
|
# ? Jun 24, 2015 21:53 |
|
Wipfmetz posted:"volumetric blueprints"? The blueprints are now volumes, not projected onto the ground, so that you can see the area that the actual foundation will occupy. In other words, theyr'e now solids. It feels more satisfying and just seems like a better idea (but it still needs some sound effects and maybe a little polish at various intervals.)
|
# ? Jun 24, 2015 21:57 |
|
Gooses and Geeses posted:It takes forever to get someone down to explore the beach. Not that it helps with the lack of sand, or if you are using this method or not, but open the Work Crews page, goto Military, and click the "Set squad rally point" button and use that to explore places instead of the main "Explore" command.
|
# ? Jun 24, 2015 23:57 |
|
Gooses and Geeses posted:I'm finding getting sand to be a pain in the arse. Also, if you're friends with the Fishmen, the otherwise dubious 'gifts' they bring you frequently include sand.
|
# ? Jun 25, 2015 08:37 |
|
|
# ? Apr 28, 2024 06:58 |
|
Version 40 seems super steady, at least compared to earlier versions. 45 colonists, 35 days and no crashes so far. So far I've run into a couple of script errors with foreign corpses which seems to be a reported issue on the official forums as well. A few other problems have cropped up too: sometimes soldiers retreat in place and keep doing so for a long time, colonists get stuck in place and are starving, and repairing seems to be slow (no material/repairer arriving). Now if I could only find some Obeliskians.. for Science of course.
|
# ? Jun 25, 2015 16:38 |