|
LonsomeSon posted:
with Alpha 42, the way to get NCOs is to build a Barracks building, and assign a Work Crew there. The Overseer will become a militia NCO, and her crewmates become militia (all in browncoats). They will spend time doing pushups and marching, and when they have enough memories of training, they graduate up to Redcoats (which makes them better soldiers).
|
# ? Sep 1, 2015 08:09 |
|
|
# ? Mar 28, 2024 18:14 |
|
Today's blogpost is writ in a manner, suggestive of old Viking Saga. It might have been a mistake - I've got quite the headache, because of the trochaic tetrameter. https://www.gaslampgames.com/2015/09/02/technical-progress-updates-as-viking-saga-or-the-kalevining/
|
# ? Sep 2, 2015 19:21 |
|
nvining posted:Today's blogpost is writ in a manner, I was never more glad to spend 30$ on a game that I barely played. This alone is worth the price, and makes you much better than any AAA-company.
|
# ? Sep 2, 2015 19:32 |
|
We aim to get you your money's worth. That said, why haven't you played it? Just waiting for the complete product?
|
# ? Sep 2, 2015 19:43 |
|
Like TorakFade I haven't played much. Mainly because a lot of the early concept work had piping and train tracks and stuff that looked really cool. I've mainly been watching those LP the new update things that were posted in this thread and the game looks great so far, but I'm waiting for some of the neat early concept stuff to really start making it in before I pick it up and start playing.
|
# ? Sep 2, 2015 20:04 |
|
nvining posted:We aim to get you your money's worth. That said, why haven't you played it? Just waiting for the complete product? I'm not playing it right now because it runs like a 1 legged mule on my laptop and my desktop is packed. I'm not mad though - I know that optimization is pretty pointless during development.
|
# ? Sep 2, 2015 20:29 |
|
I bought it really early on but got frustrated by the inability to remove... Something. Walls maybe? Or maybe storage areas. It was something small but my sperginess/ocd couldn't handle it. That said I dont regret buying it all, and its probably been fixed by now.
|
# ? Sep 2, 2015 20:40 |
|
nvining posted:We aim to get you your money's worth. That said, why haven't you played it? Just waiting for the complete product? Yes mostly that, I really like the game but I don't want to burn out on early access; I just log in now and then, build giant houses and watch my colonists fantasize about murdering their fellows for an hour or so. Lots of fun!
|
# ? Sep 2, 2015 23:33 |
|
Today we hit Peak Blog
|
# ? Sep 2, 2015 23:41 |
|
Kris xK posted:I bought it really early on but got frustrated by the inability to remove... Something. Walls maybe? Or maybe storage areas. It was something small but my sperginess/ocd couldn't handle it. Buildings, modules, zones and stockpiles can now all be removed. Gabions can't be removed yet. I know this one pissed a lot of people off, which is incredibly surprising to me because I don't have that particular set of OCD tendencies, so I was shocked at the number of complaints we got. Then we fixed it and suddenly it was quiet again.
|
# ? Sep 2, 2015 23:48 |
One thing that I miss from this simulator is the ability to build ridiculous structures in a short of dwarf fortress/mine craft fashion. To have my small colony build a ridiculous castle so to speak. No matter, it is it's own thing and fun regardless
|
|
# ? Sep 2, 2015 23:57 |
|
Goodpancakes posted:One thing that I miss from this simulator is the ability to build ridiculous structures in a short of dwarf fortress/mine craft fashion. To have my small colony build a ridiculous castle so to speak. Well, this was the original goal of having the freeform building creator. Certainly there will be other Walling Structures besides gabions, and I know people are enthused about roads/pipes/whatever. Our building interface is certainly good enough to make an obscene image with, but I agree we could use more of this.
|
# ? Sep 3, 2015 00:20 |
|
nvining posted:Well, this was the original goal of having the freeform building creator. Certainly there will be other Walling Structures besides gabions, and I know people are enthused about roads/pipes/whatever. Our building interface is certainly good enough to make an obscene image with, but I agree we could use more of this. Ah, the good old 'will this penis?' test.
|
# ? Sep 3, 2015 04:36 |
|
Zaardvark posted:Ah, the good old 'will this penis?' test. I know our audience. And yes, yes it will, as long as it doesn't have ovens sticking out of the corners.
|
# ? Sep 3, 2015 05:24 |
|
Zaardvark posted:Ah, the good old 'will this penis?' test. Civ V passes.
|
# ? Sep 3, 2015 05:31 |
|
nvining posted:Well, I'm definitely interested in the UI things as well. Let's hear 'em! UI might not be the right word but these issues, but I can't think of an alternative term at the moment. It might just be my computer, but I also ran into a few weird graphical glitches and other wonky things as well. Some of these might be works in progress and I apologize if I'm regurgitating. 1 - At the Colonial Embarkation screen, the arrow defaults to New Antipodia. If you click on the map icon, the name changes to New Antipodea. Nothing major, just thought it was funny. 2- The first one for gameplay reasons would be having the ability to remove foundations after you've clicked done but haven't added modules yet. As it stands now, if you made a mistake in shaping you have to wait for the building to be built and then wait for the building to be demolished. You should be able to click on the foundation and have a demolish icon until a module gets built. 3 - I should be able to tell my milita/soldiers/NCO to pick up guns. For some reason they prioritize pistols and love to run back and forth dropping them around the camp. Which I don't have a problem with. But they seem to refuse to pick up long arms and I have no way currently to tell them too. So they keep dying to superior arms despite the stockpile of guns I have. Glitches(?): 1 - After awhile, my NCO in control of my barracks will spontaneously transform into a basic standard overseer. They stay in command of my NCO group, but lose the "Set Rally Point" ability and I can't toggle it on. If I switch the owner of the barracks for a second and then switch back, they turn back into an NCO. However, all Footsoldiers that trained up under the NCO suddenly turn back into militia Footsoldiers and are no longer able to train back up to regulars. They still fight like regulars though. Trying to get a picture of this one happening. It doesn't happen every time. 2 - After awhile, one of my buildings will spontaneously become translucent and the floor will be replaced with grass. The foundation still exists and all modules in the building still exist and can be used. However, I cannot click on the building anymore nor can I add modules to the building. Reloading doesn't help and basically the building is useless in most case. Sometimes they will still let me click on them to change orders, etc, but more often than not it won't. I have some pictures of it happening almost immediately after placing the Ceramics shop. I could still click on it at least. I then tried placing my Smith next to it and couldn't use it. Still let me use the Ceramics though. Also everyone stopped attempting to install modules at this point in the Smith. That all being said, I'm really looking forward to this game. I like the interaction between colonists which I don't feel is really present in Rimworld.
|
# ? Sep 3, 2015 16:29 |
|
Reason posted:Like TorakFade I haven't played much. Mainly because a lot of the early concept work had piping and train tracks and stuff that looked really cool. I've mainly been watching those LP the new update things that were posted in this thread and the game looks great so far, but I'm waiting for some of the neat early concept stuff to really start making it in before I pick it up and start playing. This, and the actual lovecraftian horrors are what I'm waiting for. Colony sims are a dime a dozen, show me the horrific monsters.
|
# ? Sep 3, 2015 16:36 |
|
Aww man, this is all you've got? These are easy!Stretch Marx posted:1 - At the Colonial Embarkation screen, the arrow defaults to New Antipodia. If you click on the map icon, the name changes to New Antipodea. Nothing major, just thought it was funny. Fixed for revision 42D. quote:2- The first one for gameplay reasons would be having the ability to remove foundations after you've clicked done but haven't added modules yet. As it stands now, if you made a mistake in shaping you have to wait for the building to be built and then wait for the building to be demolished. You should be able to click on the foundation and have a demolish icon until a module gets built. You're on the non-experimental build, aren't you? This was fixed in either 42B or C, I don't remember. quote:3 - I should be able to tell my milita/soldiers/NCO to pick up guns. For some reason they prioritize pistols and love to run back and forth dropping them around the camp. Which I don't have a problem with. But they seem to refuse to pick up long arms and I have no way currently to tell them too. So they keep dying to superior arms despite the stockpile of guns I have. This one is currently being worked on. quote:1 - After awhile, my NCO in control of my barracks will spontaneously transform into a basic standard overseer. They stay in command of my NCO group, but lose the "Set Rally Point" ability and I can't toggle it on. If I switch the owner of the barracks for a second and then switch back, they turn back into an NCO. However, all Footsoldiers that trained up under the NCO suddenly turn back into militia Footsoldiers and are no longer able to train back up to regulars. They still fight like regulars though. Trying to get a picture of this one happening. It doesn't happen every time. I believe this was fixed in the experimental branch; it's certainly a known issue that David is chasing. quote:2 - After awhile, one of my buildings will spontaneously become translucent and the floor will be replaced with grass. The foundation still exists and all modules in the building still exist and can be used. However, I cannot click on the building anymore nor can I add modules to the building. Reloading doesn't help and basically the building is useless in most case. Sometimes they will still let me click on them to change orders, etc, but more often than not it won't. This is the famous "don't put things in the corners of your buildings" bug, which people seem to be complaining more about these days. It's been in since the start of Early Access since I have yet to find the time to do the deep, horrifying mathematics and debugging necessary to fix it. At this point I think I'm going to do it sooner rather than later just because we're getting a lot of complaints about it (probably because more things are working now, naturally.)
|
# ? Sep 3, 2015 18:22 |
|
nvining posted:You're on the non-experimental build, aren't you? This was fixed in either 42B or C, I don't remember. I purchased off Steam, so I'm running whatever version that is currently. So probably not. Honestly that was one of my biggest cripes currently. Otherwise, I'm just waiting for the features to show up. quote:This is the famous "don't put things in the corners of your buildings" bug, which people seem to be complaining more about these days. It's been in since the start of Early Access since I have yet to find the time to do the deep, horrifying mathematics and debugging necessary to fix it. At this point I think I'm going to do it sooner rather than later just because we're getting a lot of complaints about it (probably because more things are working now, naturally.) This might also explain the other graphical glitch I've run into where placing doors on buildings will sometimes result with the door being placed correctly, but the gap in the wall is always off by a space. You can see through the gap inside, but colonists continue to pass through the doorway (which is in the wall) and ignore the gap. I've noticed it does it more often if I put the door in the corner.
|
# ? Sep 3, 2015 19:06 |
|
nvining posted:Buildings, modules, zones and stockpiles can now all be removed. Gabions can't be removed yet. I know this one pissed a lot of people off, which is incredibly surprising to me because I don't have that particular set of OCD tendencies, so I was shocked at the number of complaints we got. Then we fixed it and suddenly it was quiet again.
|
# ? Sep 3, 2015 21:56 |
|
gently caress the ROW posted:This, and the actual lovecraftian horrors are what I'm waiting for. Colony sims are a dime a dozen, show me the horrific monsters. This, please. Watching colonists think about cultist murder and summoning Quaggaroth is fun, watching them actually do so will be amazing.
|
# ? Sep 4, 2015 00:09 |
|
I love following this game and bought it basically day 1 but haven't played it much yet either. Partially that is to avoid burning out on an early access release of a game that'll be much more satisfying later, and partially because my goal in these sorts of games is to build Enormous Sprawling Industry (think Tekkit mod for Minecraft or Factorio, stuff like that) and it doesn't seem like a lot of that sort of thing is in yet. I do check in on new builds occasionally though just because I love the art style and it's always rad to see your little people run around building things.
|
# ? Sep 4, 2015 02:59 |
|
So now that I have both worked out how to mass-produce firearms and was given the hot tip about what the barracks actually does, my colonies have become virtually invulnerable to attack once I've accumulated enough upstanding citizens to throw into Now, based on my most recent experience, putting beds into the Barracks results in whoever went looking first sleeping there. Is there any reason why I shouldn't just build multiple Barracks filled with Delightful, Enticing Cots instead of lower-class bunkhouses? I'd rather avoid redundancy where possible. Also, is there a quick guide as to how many rugged frontiersfolk one should have assigned per X area of farms? At this point, other than smallish plots for flax and opium, I'm basically only growing large amounts of maize due to its ability to be either stewed or brewed into Refreshing Beverages. For that matter, I've been putting down 6x6 farms based on something dimly remembered from Earlier in the Release; is there some kind of Optimal Farm Size? It seems that a single work crew can do assignments on multiple fields; is there any disadvantage to larger/very large farms? The farm layout tool, at least for me, semi-regularly glitches and results in a farm which is one tile smaller than the footprint I drew. I've been having the floor of my kitchen disappear every game, and in retrospect it's because I changed my default kitchen layout to 5x3 with the ovens all on the rear wall...though I typically stash my initial stone crucible and charcoal furnace in a single corner of my Metalworks, in order to leave room for Progress!, without Floor Transparency issues. Which I guess is a good segue into the burning question: do upgraded modules allow colonists to work faster, or break less often, or any benefit other than style (which is of course worth pursuing for its own sake, but not in advance of carbines and revolvers)? e: vvvv you're like my hero and poo poo. If ever I encounter a living human being with a Steam account and who is on the fence about CE, I'm going to buy them an Early Access copy just on principle. ee: my barracks-as-bunkhouses question wasn't supposed to be a dig at you and yours, I was actually asking a threadful of theoretical power gamers if they've found a downside to doing that. eee: I figured they would eventually provide a benefit, but am informed that for now substantially increased Murder Flavors is a more worthwhile pursuit. Because, even if they're just for style, stylish killing tools have always been more appealing to me than stylish constructive tools! LonsomeSon fucked around with this message at 08:03 on Sep 4, 2015 |
# ? Sep 4, 2015 03:15 |
|
LonsomeSon posted:So now that I have both worked out how to mass-produce firearms and was given the hot tip about what the barracks actually does, my colonies have become virtually invulnerable to attack once I've accumulated enough upstanding citizens to throw into One day, hopefully soon, I will finish the property claiming system. When this day comes, this won't happen. quote:Also, is there a quick guide as to how many rugged frontiersfolk one should have assigned per X area of farms? At this point, other than smallish plots for flax and opium, I'm basically only growing large amounts of maize due to its ability to be either stewed or brewed into Refreshing Beverages. For that matter, I've been putting down 6x6 farms based on something dimly remembered from Earlier in the Release; is there some kind of Optimal Farm Size? It seems that a single work crew can do assignments on multiple fields; is there any disadvantage to larger/very large farms? The farm layout tool, at least for me, semi-regularly glitches and results in a farm which is one tile smaller than the footprint I drew. I will look into the footprint thing for you, I can do that. It should feel solid, I agree. I don't know what the official best farm strategy is; the only person who knows is Chris, and he's not telling. I just make a lot of pumpkins and this seems to get me to the point where I can test whatever I am testing. quote:Which I guess is a good segue into the burning question: do upgraded modules allow colonists to work faster, or break less often, or any benefit other than style (which is of course worth pursuing for its own sake, but not in advance of carbines and revolvers)? Again, they will produce more goods and let you work faster; however, we're not quite there yet. Soooonnn....
|
# ? Sep 4, 2015 07:10 |
|
LonsomeSon posted:Also, is there a quick guide as to how many rugged frontiersfolk one should have assigned per X area of farms? At this point, other than smallish plots for flax and opium, I'm basically only growing large amounts of maize due to its ability to be either stewed or brewed into Refreshing Beverages. For that matter, I've been putting down 6x6 farms based on something dimly remembered from Earlier in the Release; is there some kind of Optimal Farm Size? It seems that a single work crew can do assignments on multiple fields; is there any disadvantage to larger/very large farms? The farm layout tool, at least for me, semi-regularly glitches and results in a farm which is one tile smaller than the footprint I drew. Farming is currently more of an art than a science at present. Two revisions ago, plants all grew at the same rate and had the same output, and each plant ultimately yielded four meals. Flash forward to the present: plants have varying growth rates, varying yields, and will now only produce one meal per planting. A workable general strategy seems to be to survive on high-yield labour intensive crops (chilli peppers, cabbage), transition through medium crops (pumpkin), and finally go all in on wheat (highest yield), maintaining small patches for utility crops (opium, flax). There's no functional difference between several small farms and a single large farm - make them as large as possible, juuust short of spoilage due to insufficient labour. Personal experience says a colony of 60 will require approximately half its Work Crews to do nothing but farm, in order to sustain a wheat crop large enough to feed everyone with only a little bit of starvation. Upgraded modules will complete their jobs faster - small ovens will cook much faster than stone ovens, for example. The same goes for all those modules in the Metalworks. I don't believe they break any more or less frequently. Weapon upgrades, specifically, are always beneficial. Depending on the weapon, it may improve damage, range, or reload speed, so you may actually find it necessary to buff your military before you worry about kitchen efficiency.
|
# ? Sep 4, 2015 08:26 |
|
Just bought this game yesterday, and it's been fun so far! But I had a few (well, a lot) of questions. 1.) What is the cube of meat for? My colonists can't seem to cook and eat it. I did see a bandit using one to shoot at someone though. 2.) How do you smelt the scrap iron that the fishpeople bring? 3.) I built a mine by placing a small building over a coal node and adding a mine module to it, but it's not functional. Any tips on how to build a functioning mine? 4.) How do you get the militia to defend against bandits? When bandits attack, my militia just goes about their business... usually sleeping, despite the panicked screams of people getting stabbed to death just meters away. The "set rally point" button doesn't seem to do anything. 5.) Is there a good way to keep giant beetles out of crops? My colonists will chase them away if I command them to hunt the giant beetles, but then they chase the beetles all over the map and the hunt command can't be cancelled. 6.) Is there a way to assign specific laborers to specific work parties? A menu where you could see a list of laborers with their traits, and drag and drop people into work parties that suit them, would be really useful. 7.) Is there a way to assign a particular work group to construct a building? My colonists always neglect building construction. 8.) I've noted several items in my stockpile that the colonists don't ever seem to use. They're listed in the commodities menu also, but it's as if they're not there. Is this a known bug? 9.) What does the Vicar do? I built a chapel and assigned a colonist as the vicar, but he never holds services. 10.) Is there a way to expand a building, farm or cemetery without demolishing the old one and starting over? Thanks for your help!
|
# ? Sep 6, 2015 22:31 |
|
Citrus Sky posted:Just bought this game yesterday, and it's been fun so far! But I had a few (well, a lot) of questions. 1) The cube of meat currently has no function. Just a friendly gift from your fishy neighbours, like a potted plant. 2) Your metalworkers will autonomously grab bushels of scrap whenever they would grab raw hematite ore out of your stockpile, no input needed. 3) A mine should start producing ore when you assign a Crew to work in there. Make sure their job filters (accessed via the Work Crew menu) allow them to do mining jobs. 4) Setting a rally point may actually be complicated things, because Rallying can sometimes have a higher priority than attacking or hunting. Try cancelling the Rally marker after they've arrived. 5) It's generally not necessary to actively hunt the beetles destroying your cornfield - after a short delay, everyone in range will shoot, punch, or stomp on beetles. 6) It used to be possible to drag and drop colonists between Crews, but that was removed when the Work Crew interface changed (and it changed because having to draw the faces of literally every colonist was causing severe lag), so, who knows if it's coming back. It would be nice, but not at the price of bogging the simulation down. 7) You can fiddle with job filters to prohibit a Crew from doing anything but construction jobs, if you like. Similarly, you can prohibit other crews from doing construction. 8) I suspect the stockpiles sometimes list items that are not physically present at the site (commonly, phantom steak from an aurochs that died a long way away). 9) The Vicar has several jobs, although they're easy to miss, because generally, they look like someone standing around and talking: he / she will do stuff like taking confession from others, giving sermons, and praying. Generally speaking, these will help create positive memories and maintain colony morale. Unless your vicar is also an insane cultist, in which case, the opposite of everything I just said. 10) Nope, expanding things generally requires demolishing the old thing first. Zaardvark fucked around with this message at 03:41 on Sep 7, 2015 |
# ? Sep 7, 2015 03:39 |
|
Surround your crops with short Gabions. Leave one or two opening towards the closest building. Giant beetles (and Aurochs) seem to get confused with that.
|
# ? Sep 7, 2015 03:47 |
|
I REALLY want a medical building of some sort. My soldiers are only good for about one or two engagements before they are worthless. I would also like it if when I assigned a group to the barracks, if they would bloody well sleep there! I have also noticed in my longest running game yet that after 50 colonists things get very chuggy. And I really wish the quality of food kept people full longer. I have an expert cook! Her meat pies should be AMAZING. Deadmeat5150 fucked around with this message at 16:54 on Sep 8, 2015 |
# ? Sep 8, 2015 16:27 |
|
Deadmeat5150 posted:And I really wish the quality of food kept people full longer. I have an expert cook! Her meat pies should be AMAZING. I really need to play this a bit more with the recent changes. I'm in the same boat of not wanting to spoil the finished version when everything has been put in; I know if I really start to dig in I'll basically binge play until I'm burnt out.
|
# ? Sep 8, 2015 17:30 |
There should be a Barber Shop which also does minor surgery on the side as well as a dedicated doctor group/hospital building.
|
|
# ? Sep 8, 2015 19:53 |
|
Alright so a few mores thoughts on my recently ended colony:
Alright that's all I've got SeanBeansShako posted:There should be a Barber Shop which also does minor surgery on the side as well as a dedicated doctor group/hospital building. This would make getting a cultist barber an... interesting thing. Sweeney Todd? Deadmeat5150 fucked around with this message at 21:03 on Sep 8, 2015 |
# ? Sep 8, 2015 20:53 |
|
Thanks for the tips! I got my mines working, and tried the gabions around the crops. Of course after building them, not a beetle to be seen! I have the same problem as Deadmeat, that my soldiers don't use optimal guns. Or they'll drop them somewhere and not be able to find them again, even though they left it right on the floor of a building where everyone in the colony has to step over it every day (and are probably complaining about the regiment leaving their clutter around everywhere). It would also be nice to be able to order a senior NCO to visit for a few days to train the troops - maybe using some prestige points, like you do for an artisan. It could give an extra bonus to the troop skill level, and help balance out all the bandit raids. I agree that keeping the food supply up is a constant struggle. This area could use some balancing, I think.
|
# ? Sep 9, 2015 01:55 |
|
Today's blogpost talks about what we're doing with the UI and showing information better to players: https://www.gaslampgames.com/2015/09/09/willy-wonka-toto-or-something-to-do-with-a-sausage-factory/
|
# ? Sep 9, 2015 22:26 |
|
Revision 42D has hit the experimental branch! (Yes, the Mac build should be working again.)
|
# ? Sep 12, 2015 03:21 |
|
Wait did you take away the workhouse population start? That was my favourite one by far.
|
# ? Sep 12, 2015 08:05 |
|
Man you guys must be busy as hell. I think this is the first nvining hasn't popped in to comment on people's observations.
|
# ? Sep 12, 2015 19:11 |
|
Deadmeat5150 posted:Man you guys must be busy as hell. I think this is the first nvining hasn't popped in to comment on people's observations. Actually, I was doing my laundry. That said, I'm working through a handful of crash bugs right now and will probably prep a hotfix. The worst thing is - a bunch of my new office stuff isn't quite baked enough yet to get into 42D. I don't know if it will make it into 43 either, but look for it soon. Should be exciting to have working barbershops and stuff.
|
# ? Sep 12, 2015 23:41 |
|
Given the wide variety of stuff any given set of patch notes seem to cover, how do you decide what to work on at a given moment? Ticket priority? Personal interest level? Degree of victory with the feature/design in any given Knife Fight? Other?
|
# ? Sep 13, 2015 00:03 |
|
|
# ? Mar 28, 2024 18:14 |
|
I put up a small hotfix, Revision 42E, which fixes the game stalling sometimes with certain progress bars appearing. Otherwise, it's identical to 42D.Rydash posted:Given the wide variety of stuff any given set of patch notes seem to cover, how do you decide what to work on at a given moment? Ticket priority? Personal interest level? Degree of victory with the feature/design in any given Knife Fight? Other? A mixture of the above. We do about two-week sprints, and occasionally other stuff will just naturally get done as part of that sprint.
|
# ? Sep 13, 2015 03:08 |