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nvining posted:I'm not totally sure what to make of the fact that when we write serious, useful posts about things like design decisions and the building of systems, we get "huh" and when I go off the rails after a frustrating day in the code mines, I get a million comments along the lines of "Best Post Ever."
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# ¿ Aug 30, 2013 08:48 |
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# ¿ Apr 27, 2024 22:34 |
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I'm sure I've seen this come up elsewhere and the dev's respone was My Games was introduced in Vista, so it didn't really take off as everyone stuck with the old method. IIRC that's why it's standard for GFWL, because even if you're running XP GFWL will have made the directory. Of course, XP-compatibility may not be a priority these days.
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# ¿ Aug 5, 2014 12:34 |
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Gabions are now some sort of horrifying deathtrap for their builders. If you order multiple, your whole military will lay down their arms and pick up shovels whilst they build. Should they come across a Loathsome Fishman en route (say, whilst collecting logs yet to be stockpiled) they'll just flee, refusing to drop their tools or go pick up a rifle. I've had multiple proud soldiers of the Empire chased to the bounds of the map and hacked to death with coral axes because of this.
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# ¿ Sep 17, 2014 09:26 |
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Work parties so seem a little reluctant to actually do their workshop jobs this patch- my chefs & woodworkers have farming on so they can collect food & bamboo when out of supplies, but instead spend all their time on it.
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# ¿ Jan 26, 2015 17:28 |
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Is there a downside to unhappiness now? Previously unhappiness led to cults and then to murder, right?
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# ¿ Feb 15, 2015 03:46 |
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nvining posted:Oh yes, this happened last night: Great so far- one thing though, resources committed to something under construction (but not yet built) still count as being in your stockpile. I tried building 2 buildings, each requiring 6 bricks, with a 10-brick standing order on and ended up stuck for no obvious reason.
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# ¿ Mar 18, 2015 14:01 |
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nvining posted:Done!
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# ¿ Mar 19, 2015 16:53 |
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It doesn't seem like you can use bamboo for planks, but my colonists don't realise that and keep lugging it up to the carpentry bench, then to the stockpile, then back.
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# ¿ Mar 21, 2015 12:07 |
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nvining posted:So THAT's where the meat is coming from! *files ticket*
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# ¿ Apr 26, 2015 14:35 |
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Burial just seems to confuse my colonists. I've got 6 uncancellable 'Bury Body' jobs that keep flickering between colonists for <1s or so and never getting done.
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# ¿ May 31, 2015 00:07 |
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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.
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# ¿ Jun 6, 2015 15:09 |
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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...
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# ¿ Jun 11, 2015 13:41 |
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Loving the creepy Obeliskian stone circles- I hope we get to mine and use the stone at some point. I'd happily make an Obeliskian brick oven if it cooks faster. However, in the current build I keep getting mysterious hangs where colonists simply walk in place. Menu options don't work, the game doesn't respond to alt-f4, only killing the process in task manager will close it (not even 'End task'). A save from just before my latest colony locks up is here.
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# ¿ Jul 22, 2015 13:46 |
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LeJackal posted:Well, combat still seems to be borked. My squad just stands around as bandits stab them in the back.
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# ¿ Jul 25, 2015 22:24 |
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Legin Noslen posted:In my opinion the biggest pain in the rear end is housing, or rather trying to make enough enormous 7x11 lower-class bunkhouses or tiny 5x5 middle-class houses so that nobody has to sleep on the floor. In CE, housing requires multiple resources that are slow and labour-intensive to acquire (stone and flax), and requires one be processed in a specially-built workshop. It eats up a substantial portion of your colony's industrial capacity for quite a long time. In addition, because construction is slow and colonists arrive quickly (at least early-game) you perpetually feel behind and don't have the time to do anything fun with housing. It becomes a chore, not something you have control over.
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# ¿ Mar 23, 2016 14:10 |
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Alavaria posted:Flax and textile workshop are gone now,
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# ¿ Mar 23, 2016 17:30 |
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How does farming work now? I built a chili farm, it works sort of sensibly- workers pour labour in, plants are planted, grow, harvest, disappear, are re-planted. Which seems a bit weird given they're labelled 'annual' but hey, I'm not complaining. I planted a field of tea, it took weeks to grow, provided one harvest, then just got stuck on fully-grown plants and never gave up another harvest? I thought that maybe it was a bug with just that field, so I built a coconut field and it's on step 5: growing- constantly filling up the work counter and ticking back down to 0. Is that... per tree? Do I have to hit a full growth ticker per tree before it goes onto harvesting? Does time play any role in harvesting now or is it just labour in -> food out when it hits the cap? We can still assign multiple fields to a work team but when I did that for my full 5-person chili team they just kept working on their tiny plot.
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# ¿ Apr 20, 2016 00:22 |
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Farms are definitely broken. My coconut farm gets to 88/88 Labour on Growing Stage 7/7, then *poof* all the coconuts vanish and it cycles back to 5/7. I've put a save on dropbox here: https://www.dropbox.com/s/38jjmo1uiz0eva2/ClockworkEmpires-038.zip?dl=0
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# ¿ Apr 23, 2016 00:44 |
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nvining posted:That said, we explicitly tried it the other way (with global queues) and it was just a hideous mess that pissed off everybody for an entirely different set of reasons, and we're certainly not doing per-module queues and job lists for the exact same reason - it will still confuse everybody as to "hey, why are you making 50 planks when nothing else is getting done, and what's going and why" except multiplied by every module in your workshop. So it seems like the issue is that you can't have as many workbenches or whatevers for the things you want to queue up without incurring a massive happiness penalty?
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# ¿ Aug 8, 2016 00:04 |
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Decor is still... odd. I really don't get the point of it at the moment. If you built Wooden Decor at a Carpentry from planks and constructing a Cabinet required 1x Wooden Decor, then that'd be fine. It wouldn't work as well with the trade system as boxed goods, but it's probably good enough to just sell 'Wooden Decor' to traders. If you built a Boxed Cabinet at a Carpentry from planks and constructing a Cabinet required a Boxed Cabinet, then that'd be fine. More fiddly, as you have to keep going back and making new requests for different types of cabinets as you can't keep a standing order for each type open without a huge workshop with a rock-bottom Quality, but fine. Now... You have to build Decor at your Carpentry from planks. Then build a Boxed Cabinet from the same workbench from Decor. Then place the cabinet. Why are there 3 steps, not 2? All it seems to add is the ability for you to make any decor out of wood OR glass OR stone & clay. But doesn't that just remove a lot of the distinction of biomes and different start locations anyway? You can build a clay pot from wooden planks, or a barometer from stone, which means that colonies that're wood-poor but stone-rich look exactly like those in a verdant forest.
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# ¿ Dec 11, 2016 14:04 |
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# ¿ Apr 27, 2024 22:34 |
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It probably didn't help they kept having to rewrite lots of fundamental stuff. Stockpiles, workshops, memories, the job system... they kept changing pretty late on in development.
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# ¿ Jan 26, 2017 04:47 |