|
I can't speak for anyone else but just being able to start towns near (or further away from) each other and do some trading, helping with military, "helping" with military and stuff would be enough to be very fun to play for me. Competing for favor with the home country (quests to produce things to send home or setting up an advanced building and being first makes you win a reward of some kind), sneaky sabotage, having fancier hats, using diplomacy with fishpeople and cults to your advantage against other players could be fun too, but you've probably already thought of those things.
|
# ? Jan 28, 2016 00:47 |
|
|
# ? Apr 19, 2024 12:27 |
|
Poil posted:I can't speak for anyone else but just being able to start towns near (or further away from) each other and do some trading, helping with military, "helping" with military and stuff would be enough to be very fun to play for me. Competing for favor with the home country (quests to produce things to send home or setting up an advanced building and being first makes you win a reward of some kind), sneaky sabotage, having fancier hats, using diplomacy with fishpeople and cults to your advantage against other players could be fun too, but you've probably already thought of those things. If nothing else, this entire pitch sounds loving perfect for an expansion.... but i bet you already have a million of them too.
|
# ? Jan 28, 2016 00:49 |
|
nvining posted:Today's blogpost: I'm rewriting the building creator to make it fun and awesome and not terrible. Poil posted:I can't speak for anyone else but just being able to start towns near (or further away from) each other and do some trading, helping with military, "helping" with military and stuff would be enough to be very fun to play for me. Competing for favor with the home country (quests to produce things to send home or setting up an advanced building and being first makes you win a reward of some kind), sneaky sabotage, having fancier hats, using diplomacy with fishpeople and cults to your advantage against other players could be fun too, but you've probably already thought of those things.
|
# ? Jan 28, 2016 09:38 |
|
Fine with me. I don't like multiplayer in such games, anyway. I like to slowly grow my colonies/cities/islands, tabbing out for hours, stuff like that.
|
# ? Jan 28, 2016 21:59 |
|
Poil posted:I always assumed the same map. The Anno series does it but they have way fewer "people" moving around to keep track of. Mostly ships and some armies and the townsfolk are, presumably, just client side decoration.
|
# ? Jan 29, 2016 23:58 |
|
My kitchen (in which healthful and pleasing food may be cooked) got renamed to The Tenebrous Doom-Stove. I'm fine with that. This is a good game. Now it's The Just Oven. Okay. Wipfmetz fucked around with this message at 20:34 on Jan 30, 2016 |
# ? Jan 30, 2016 20:13 |
|
... do trees regrow, eventually?
Wipfmetz fucked around with this message at 20:34 on Jan 30, 2016 |
# ? Jan 30, 2016 20:22 |
|
Wipfmetz posted:... do trees regrow, eventually? Nope. Occasionally saplings seem to mature. If you need lumber you can grow bamboo (might take research now).
|
# ? Jan 31, 2016 01:24 |
|
Alavaria posted:Of course the new anno series has no multiplayer, except that weird voting for bonuses and this world market thing, what reason did they give for that? Personally I really don't like the newest with its same static maps, no proper shipping, no exploration, no AI islands and forced specific spots for certain buildings. Obviously you can only build a mine where there are resources but arbitrarily limiting so many buildings for no reason is just boring.
|
# ? Jan 31, 2016 11:00 |
|
Redchaostry posted:Nope. Occasionally saplings seem to mature. If you need lumber you can grow bamboo (might take research now). Just research the Green Bamboo (47A only, v47 doesn't need this) and make a max size farm of 14x14 and then farm away.
|
# ? Jan 31, 2016 22:37 |
|
While I am continuing to wrestle the building creator rewrite into submission, David has been busy retrofitting bandits to play nice with the foreign office: https://www.gaslampgames.com/2016/02/03/our-friend-the-bandit/
|
# ? Feb 3, 2016 23:02 |
|
Wipfmetz posted:My kitchen (in which healthful and pleasing food may be cooked) got renamed to The Tenebrous Doom-Stove. I'm fine with that. This is a good game. Your colonists outgrew their goth phase.
|
# ? Feb 5, 2016 23:53 |
|
Alpha 47B has now hit the Steam Experimental branch, where I push an entire rewrite of the building, module and zone creator on a Friday afternoon on a long weekend and somehow think this is a good idea. Well, I dunno. Await the hotfixes, I guess. Changelog: https://community.gaslampgames.com/threads/alpha-47b-now-in-experimental-branch.16945/
|
# ? Feb 6, 2016 03:22 |
|
Building and module placement is definitely a lot smoother now. I was having a hard time enjoying the game while fighting with the old janky system but it's starting to feel more like a proper city builder! Kudos.
|
# ? Feb 6, 2016 06:11 |
|
DarthJeebus posted:Building and module placement is definitely a lot smoother now. I was having a hard time enjoying the game while fighting with the old janky system but it's starting to feel more like a proper city builder! Kudos. Glad to hear it! I'm chasing a few crash bugs and of course I need to make it not look ugly as hell, but I'm pleased that the rewrite has generated the desired results, UX-wise.
|
# ? Feb 6, 2016 09:57 |
|
Monsters! Flatten terrain removed.
|
# ? Feb 6, 2016 13:36 |
|
I'm loving the module placement rewrite, it feels a lot more solid. Having modules jump out from under my hand while I'm trying to place them was pretty irritating for creating my perfect geometric bunk-prisons.
|
# ? Feb 6, 2016 14:44 |
|
Redchaostry posted:Monsters! Flatten terrain removed. Temporarily, it wasn't working properly with the new stuff.
|
# ? Feb 8, 2016 20:34 |
|
Gotta say, my first reaction to this Doctrine system was that it'd be really cool to have multiple in your colony and end up with warring and schisms
|
# ? Feb 10, 2016 20:24 |
|
Alpha 47C is up! https://community.gaslampgames.com/threads/alpha-47c-now-in-experimental-branch.16973/#post-110604 Work crews now need to be happy to work effectively. We await the fallout of screwing up *everybody's* strategies.
|
# ? Feb 13, 2016 04:41 |
|
flatluigi posted:Gotta say, my first reaction to this Doctrine system was that it'd be really cool to have multiple in your colony and end up with warring and schisms The Hatfields and The Whateleys are at it again.
|
# ? Feb 13, 2016 08:53 |
|
nvining posted:Alpha 47C is up! >FIXED 47B: Terrain flattening is back
|
# ? Feb 13, 2016 14:34 |
|
Im trying to figure out why the game crashes on my end every time I try to load it up. It has to ve on my side, because it isnt the only game to do it.
|
# ? Feb 13, 2016 20:12 |
|
Hey nvining, you posted before Christmas that the game was mostly mechanically complete but there was a ton of content yet to be hooked in, would you be willing to talk about any of that or does it fall under semi-emergent mysteries? The game is coming along well but right now the cults and eldritch stuff mostly stand as quirks to the fairly typical single town management gameplay.
|
# ? Feb 13, 2016 20:45 |
|
Orv posted:Hey nvining, you posted before Christmas that the game was mostly mechanically complete but there was a ton of content yet to be hooked in, would you be willing to talk about any of that or does it fall under semi-emergent mysteries? The game is coming along well but right now the cults and eldritch stuff mostly stand as quirks to the fairly typical single town management gameplay. One should never talk too much about content in public because, well, Star Citizen. I will note the following: this month's pushes have been two-fold, at least on the technical side. First, rewrite the building placer so it's not terrible. This has mostly been done; I have a few little issues left to sort out for Alpha 48. The second push has been to actually have happiness matter, and to fix the things causing the citizenry to actually be happy. As of Alpha 47C, your productivity is directly tied to your happiness, and we have gone ahead and fixed the churches and pubs and things so that citizenry can experience things that will make them happy. Personal property also needs to be completed as a part of this ticket. We'll see if I get it in under the wire or not. The building placer rewrite was essential because it lets us get in conduits (formerly dynamics), which means we can start requiring you to power your buildings and run axles and things all over the place. So that'll be exciting, and will unlock a bunch of new modules (which should now be easier to place.) It also lets us get in some more military stuff - pillbox bunkers, minim gun turrets, and (hopefully soon) real walls and fortifications. All of this has had art completed for it for, uh, years. It's the same process for everything else. The other major technical challenge besides conduits that still remains is the overworld. That's going to be fun, and I really need to start working some long and hard hours to get that wrapped up. Something new for cults will most likely be in for Alpha 49.
|
# ? Feb 13, 2016 22:54 |
|
Deadmeat5150 posted:Im trying to figure out why the game crashes on my end every time I try to load it up. It has to ve on my side, because it isnt the only game to do it. You know where to send those DMP files if you need help. Run Alpha 47C, the latest one, and fire 'em over.
|
# ? Feb 13, 2016 22:54 |
|
nvining posted:One should never talk too much about content in public because, well, Star Citizen. Sounds good. The technical aspect is still coming together and that's fine, I just occasionally visit the game to see what's changed, and there's some stuff around the edges that is definitely out of place anywhere but an evil arctic embark in DF or something, but I still have to squint and wonder at all the crazy stuff that is no doubt awaiting its turn. I get you on the smoke and promises though.
|
# ? Feb 14, 2016 03:26 |
|
nvining posted:power your buildings and run axles and things all over Stopped reading here to immediately post I feel shame for being this excited over a video game feature!
|
# ? Feb 14, 2016 06:33 |
|
Yea the idea of conduits is what sold me the day they announced the game. Hopefully the system will be flexible enough to give us creative freedom when it comes to designing machines and contraptions, in the vain of DF or Factorio. I'm also excited to see round robin LPs where the overseer screws it up and pumps fishman slurry into their steel furnace.
|
# ? Feb 14, 2016 15:20 |
|
LonsomeSon posted:Stopped reading here to immediately post I feel shame for being this excited over a video game feature! DarthJeebus posted:Yea the idea of conduits is what sold me the day they announced the game. Hopefully the system will be flexible enough to give us creative freedom when it comes to designing machines and contraptions, in the vain of DF or Factorio. I'm also excited to see round robin LPs where the overseer screws it up and pumps fishman slurry into their steel furnace. This right here. I've had the game shelved for a long time because it's, well, boring and doesn't have a lot of content to make it interesting. If anyone here has played Space Station 13 and know about the goon map's generator then this is exactly what I'll be turning my colony into.
|
# ? Feb 14, 2016 16:39 |
|
That is frightening on so many levels.
|
# ? Feb 14, 2016 18:42 |
|
Deadmeat5150 posted:That is frightening on so many levels. See also Amnesia: A Machine for Pigs.
|
# ? Feb 14, 2016 19:54 |
|
There could also be heating, since that's fairly important in arctic environments and during winters. All that would be needed is a boiler for the aristocrats, a fireplace for our middle management and a stove for plebeian buildings.
|
# ? Feb 14, 2016 20:28 |
|
Triple A posted:There could also be heating, since that's fairly important in arctic environments and during winters. All that would be needed is a boiler for the aristocrats, a fireplace for our middle management and a stove for plebeian buildings. I approve of boiling the aristocrats, the common people will need a ready source of food in the event that they get snowed in for weeks.
|
# ? Feb 14, 2016 20:48 |
|
Triple A posted:There could also be heating, since that's fairly important in arctic environments and during winters. All that would be needed is a boiler for the aristocrats, a fireplace for our middle management and a stove for plebeian buildings. Sure this sort of slapdash accomodation may well be made in the earlier stages of a Colony, but Progress! demands that we pipe live steam to each residential structure, to be circulated through the floors in order to provide warmth. Anything that could possibly go wrong with this probably wouldn't be that bad, get to it!
|
# ? Feb 15, 2016 09:35 |
|
LonsomeSon posted:Sure this sort of slapdash accomodation may well be made in the earlier stages of a Colony, but Progress! demands that we ... Which is fine since we will cover these
|
# ? Feb 16, 2016 21:45 |
|
Alavaria posted:Amusingly it's shaping up to be a "the beginning is the hardest" type of thing where you can out-build or out-scale various problems. Well; pollution, corruption, industrial disasters and becoming a target for serious invasions can be end-game challenges. After all, when the Stahlmarkians bring out their flammenwerfers you know they are serious.
|
# ? Feb 16, 2016 22:08 |
|
FYI currently you can turn all the three foreign nations into allies.
|
# ? Feb 16, 2016 22:10 |
|
Alavaria posted:FYI currently you can turn all the three foreign nations into allies. How low has a colonial governor sunk when he must rely on the good graces of the cabbage-eaters?
|
# ? Feb 17, 2016 00:14 |
|
|
# ? Apr 19, 2024 12:27 |
|
I need advice. Most of my colonies are barely getting to a stable fabric base before the bandits arrive. Should I just let them take what they want while I have three soldiers hanging around? Admittedly it did appear that my soldiers were undecided as to whether they should be inside or outside a building, but that didn't matter as the bandits were shooting through the structure. Currently I start with a small single bench carpenter, then start building a kitchen with a couple of ovens, and place a couple of fields. After that, it's the blockhouse and a barracks, splitting most of the working class volunteers between soldiers, farmers and haulers. My soldiers never seem to be very effective though, dying within seconds. Is there a secret to their longevity I'm missing? Music is top notch. The nighttime music is quite unnerving.
|
# ? Feb 17, 2016 00:28 |