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CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost
I just tried the Workers & Resources: Soviet Republic game, and refunded it. I really wasn't read for that to just drop me on a blank map and say "go for it." Seems like if someone really wanted to get deep into a game, that would be the one, but that was more then I'm looking for.

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Boksi
Jan 11, 2016

CitizenKain posted:

I just tried the Workers & Resources: Soviet Republic game, and refunded it. I really wasn't read for that to just drop me on a blank map and say "go for it." Seems like if someone really wanted to get deep into a game, that would be the one, but that was more then I'm looking for.

It's a bit old fashioned in that it has a bunch of tutorials cordoned off in their own section of the main menu, but if you just press 'new game' it won't hold your hand at all.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
i like the vibe of workers and resources and the tutorials are funny but i had to shelve it for now because it is very fragile and seems to hard lock my computer if i sneeze on it

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost

Boksi posted:

It's a bit old fashioned in that it has a bunch of tutorials cordoned off in their own section of the main menu, but if you just press 'new game' it won't hold your hand at all.

I found the tutorials fine and went through them, I just didn't expect the game to drop me to a empty field. Was looking for something a bit more laid back then that.

Azhais
Feb 5, 2007
Switchblade Switcharoo
I watched quite a few youtubers playing W&R:SR and "laid back" was never something I came away with. It was super micromanagy with shipping lines and such

Boksi
Jan 11, 2016

CitizenKain posted:

I found the tutorials fine and went through them, I just didn't expect the game to drop me to a empty field. Was looking for something a bit more laid back then that.

Fair enough. I don't think it's odd for a city-builder to just give you an empty field and tell you to go hog wild, that's pretty standard, but I can get how that would feel stressful when you don't really know where to begin since it's a little bit more complicated than something like Cities: Skylines.

Drone
Aug 22, 2003

Incredible machine
:smug:



Azhais posted:

I watched quite a few youtubers playing W&R:SR and "laid back" was never something I came away with. It was super micromanagy with shipping lines and such

Yep, this is extremely what it is.

That being said you don't -have- to have it drop you into an empty map... the map selector is a little confusing, as you have the default choices between a random world or two versions of the same pregenerated one -- one with towns, and one without. Unfortunately the "with towns" map is something I find even more overwhelming than a blank one, because the instant you plop down a building in one of those towns, all of its existing inhabitants are going to pretty much immediately demand that you fill their requirements.

I adore W&R:SR but it's somewhat of a hardcore citybuilder and isn't really for everyone.

The game is not the most optimized either, though it's definitely gotten better over time as it's still EA. It really, really doesn't like alt-tabbing and it uses up far more video memory than it probably should.

But when that game hits, it hits good. It's one of those games with a steep learning curve that, once you hit a certain level of familiarity, you can look back at what you've built and the efficient little production and industry lines you've set up (together with happy citizens and no more rubles in the bank) and go, "drat, I made something cool."

Drone fucked around with this message at 08:01 on Nov 9, 2020

Drone
Aug 22, 2003

Incredible machine
:smug:



Figured I'd load up a little bit of a tour of my fledgling republic of Nova Bliblina. This save is around 15ish hours old and is the first one I've had where I really feel like I figured poo poo out.

Screenshots may look all kinda samey to some folks because this is game is extremely into Soviet bloc aesthetics and so there's lots of grey and blocky. It's kinda pretty though in its own weird way.

This is the town that started things off, located roughly mid-map along the bank of a big river (camera shot here is looking southward). The guides are correct when they have you start with your own power generation. Not only will a single well-supplied and crewed power plant provide you with an absolute poo poo ton of power for future growth, but you can also sell the excess power off to the Soviets or to NATO for cash. Big note here is that understanding how electricity works takes a few minutes of figuring out -- the different types of power lines are not just aesthetic.

Anyway, in the foreground you see a coal mine and a coal processing plant. These produce usable coal, which is fed into three sources: the power plant, the heating plant (vital in winter otherwise your entire town is going to freeze to death/defect to the west), and my brand-new still mill. In the background on the right is the town proper, far enough away from the pollution of industry so my people can breathe fresh. They are all very happy and have all of their basics in life covered. We even have two pubs! :cheers:



Heading south from that city you see the high-voltage power lines that form the backbone of my power network, alongside a road (unfortunately highways aren't in-game, but this one functions as one) and a railway that leads to the other two cities on the map.

The next city along our highway was set up second in order to build up a native construction industry (gravel, asphalt, cement, etc), which are vital for doing just about anything past the early game. The way the game works is that you can construct buildings by just outright buying the resources and workforce from the Soviet Union or NATO (the two currencies on top), or you can build them yourself using resources you have collected and providing your own workers -- which has the benefit of making construction absolutely free. Nestled in the mountains outside of town are the gravel mines, and behind the mountain you would see an iron mine that ships iron ore via cable car down into the valley to be processed and sent via rail to the steel mill in the first town. This town is also directly adjacent to the NATO border and despite that hasn't had a single defection :toot:



The third town far to the south on the bay is the one that focuses on utilizing my republic's rich coastal oil reserves. This is a smaller city built almost exclusively around the oil rigs and the fuel refinery, which (at the moment) is used only for exporting to the Soviets for cash via train. Right now it's a mediocre injection of money every month or so, but the fuel processing plant also produces bitumen in enough amounts that I'm going to start exporting that too shortly for an even tidier sum. As you can see, my ruble reserves aren't huge, so now I need to focus a bit on making some cash... and I've been dipping into my dollar reserves to help me build roads.



Now that I have a construction industry, my next big goal is to kickstart agriculture -- for this we are completely reliant on Soviet imports. Unfortunately it's too late in the year to sow new fields, but I can start working on a meat industry town, which I'll place somewhere between the construction industry town and the oil refinery... lots of wide open flat land there.

Drone fucked around with this message at 08:56 on Nov 9, 2020

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

zedprime posted:

Can you elaborate on the neat parts?

The reviews seem kind of useless or are meta arguments about early access.

It's an odd game, that feels like it crawled out of the 90s in some parts. You start by owning your own starship company with space drydock, which you can use to build ships. You either build the ships on commission (and get cost plus flat fee), or you build ships to perform actions such as clearing space lanes, rescuing ships, fighting space pirates, etc.

Where the game shines is the part where you actually design the spaceship itself. You'll have a variety of different hull types to research, which cost different amounts for different amounts of internal space. You need to place various components into the ship, from the basics like life support to various additional objects the buyer would like. Because you're doing the blueprint yourself, you'll end up having to try to figure out how to actually cram all of the things in, in a reasonable amount of space.

Once you've finished designing the spacecraft of your dreams, you send it through trials to see how it performs in different scenarios. There are different attributes and types of tests etc etc. This can either be automatically performed, or you can enter a real time tactical display to control crew members yourself, although after trying a few i didn't really care for it.

It's a bit hard to describe, but for like 3 bucks, do absolutely check it out.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Rise to Ruins sucks.

Space Haven could maybe be a good game one day, but it is sooooo. Sloooow. To start. Derelict exploration is a weird mix of tense and boring. What's in it is polished, but it's made for someone way more patient than I, and I like to take my time.

edit: Oh this is a new page now. Well, my opinions stand.

metasynthetic fucked around with this message at 10:48 on Nov 9, 2020

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I've started playing Anno 1800, enjoying it so far except each time I climb a "tier" my computer chugs for a minute or so.

Question about organisation: Is it OK to keep plopping down isolated "units" of productions (i.e. farm and clothes factory) more or less out of the way, and eventually make a posh neighbourhood somewhere that doesn't smell of pig poo poo? Or is some city planning necessary?

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

Fat Samurai posted:

Question about organisation: Is it OK to keep plopping down isolated "units" of productions (i.e. farm and clothes factory) more or less out of the way, and eventually make a posh neighbourhood somewhere that doesn't smell of pig poo poo?
This, but on an island-level. There's not really much of a "local pig poo poo smell", it's more an island-wide number. You'll have pigshit-islands and residential islands.
And since your pigshit-colonies aren*t build to please their inhabitants, you could exploit their workers through minmaxing and suppressing any riots with police.

Anno 1800 isn't really gloryfying that era, even if it looks and sounds that way at first.

Wipfmetz fucked around with this message at 11:04 on Nov 9, 2020

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Interesting. When the game asked me to "rescue" workers from your evil uncle and your sister keeps droning on about happy workers (by happy she means drunk) I wasn't expecting police brutality.

PerniciousKnid
Sep 13, 2006

CitizenKain posted:

I just tried the Workers & Resources: Soviet Republic game, and refunded it. I really wasn't read for that to just drop me on a blank map and say "go for it." Seems like if someone really wanted to get deep into a game, that would be the one, but that was more then I'm looking for.

I just started with a populated map, built a power plant and coal mine, and answered the red text on the houses. I probably should have started nearer to a red star border but it's not a big deal to borrow a couple million if you run into trouble. I'm working on ag next, and then a rail network so I'm not sending my exports on trucks down mud roads.

LLSix
Jan 20, 2010

The real power behind countless overlords

Drone posted:

Figured I'd load up a little bit of a tour of my fledgling republic of Nova Bliblina. This save is around 15ish hours old and is the first one I've had where I really feel like I figured poo poo out.

Screenshots may look all kinda samey to some folks because this is game is extremely into Soviet bloc aesthetics and so there's lots of grey and blocky. It's kinda pretty though in its own weird way.

This is the town that started things off, located roughly mid-map along the bank of a big river (camera shot here is looking southward). The guides are correct when they have you start with your own power generation. Not only will a single well-supplied and crewed power plant provide you with an absolute poo poo ton of power for future growth, but you can also sell the excess power off to the Soviets or to NATO for cash. Big note here is that understanding how electricity works takes a few minutes of figuring out -- the different types of power lines are not just aesthetic.

Anyway, in the foreground you see a coal mine and a coal processing plant. These produce usable coal, which is fed into three sources: the power plant, the heating plant (vital in winter otherwise your entire town is going to freeze to death/defect to the west), and my brand-new still mill. In the background on the right is the town proper, far enough away from the pollution of industry so my people can breathe fresh. They are all very happy and have all of their basics in life covered. We even have two pubs! :cheers:



Heading south from that city you see the high-voltage power lines that form the backbone of my power network, alongside a road (unfortunately highways aren't in-game, but this one functions as one) and a railway that leads to the other two cities on the map.

The next city along our highway was set up second in order to build up a native construction industry (gravel, asphalt, cement, etc), which are vital for doing just about anything past the early game. The way the game works is that you can construct buildings by just outright buying the resources and workforce from the Soviet Union or NATO (the two currencies on top), or you can build them yourself using resources you have collected and providing your own workers -- which has the benefit of making construction absolutely free. Nestled in the mountains outside of town are the gravel mines, and behind the mountain you would see an iron mine that ships iron ore via cable car down into the valley to be processed and sent via rail to the steel mill in the first town. This town is also directly adjacent to the NATO border and despite that hasn't had a single defection :toot:



The third town far to the south on the bay is the one that focuses on utilizing my republic's rich coastal oil reserves. This is a smaller city built almost exclusively around the oil rigs and the fuel refinery, which (at the moment) is used only for exporting to the Soviets for cash via train. Right now it's a mediocre injection of money every month or so, but the fuel processing plant also produces bitumen in enough amounts that I'm going to start exporting that too shortly for an even tidier sum. As you can see, my ruble reserves aren't huge, so now I need to focus a bit on making some cash... and I've been dipping into my dollar reserves to help me build roads.



Now that I have a construction industry, my next big goal is to kickstart agriculture -- for this we are completely reliant on Soviet imports. Unfortunately it's too late in the year to sow new fields, but I can start working on a meat industry town, which I'll place somewhere between the construction industry town and the oil refinery... lots of wide open flat land there.

You've sold me.

I would love to see more posts like this as you progress.

Drone
Aug 22, 2003

Incredible machine
:smug:



LLSix posted:

You've sold me.

I would love to see more posts like this as you progress.

I'm very into this save, so I'll definitely check in a bit once I've progressed further. Next plans are getting agriculture started and finally develop some universities, either in one of the existing cities or in some new model socialist City of Science. :ussr:

If you run into any questions, feel free to post them here. The community for this game seems very small and the wiki is utter trash.

Drone fucked around with this message at 19:39 on Nov 9, 2020

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


A thing I realize I love about Banished, Rimworld, and ONI is that you usually get a substantial lag after realizing things are wrong, which gives you time to fix it. Or try, and fail hilariously. It's not "whoops, you're dead" so much as "you're dying, do something".

explosivo
May 23, 2004

Fueled by Satan

I restarted a new ONI game and have been having a good time but am just about reaching the point I always give up at where a bunch of things go wrong at once. I'm relatively on top of the breathable air problem this time by using filters and piping stuff around but just realized I just tapped into the last water source around me and am kind of running low on food too. I tend to like sitting back and watching my systems work together in games like this too much and ONI really needs you to keep expanding to find new sources of stuff from what I can tell.

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


explosivo posted:

ONI really needs you to keep expanding to find new sources of stuff from what I can tell.

Yup. Always be digging. You will run out of resources.

Zerf
Dec 17, 2004

I miss you, sandman
Whaaaa

After a hectic 2 weeks of release bugs, I decided to peek into the forums (not that active here anymore :v:), I sort of wanted to see if someone here had played our game, and lo and behold, some of you have played our game, :science: Hammerting :dance:

So, we know we are far from finished, but if you have any questions for us devs, shoot, and I'll try to answer :) It's getting late here though, so if there's any interest, I'll probably answer tomorrow :)

Stormgale
Feb 27, 2010

Zerf posted:

Whaaaa

After a hectic 2 weeks of release bugs, I decided to peek into the forums (not that active here anymore :v:), I sort of wanted to see if someone here had played our game, and lo and behold, some of you have played our game, :science: Hammerting :dance:

So, we know we are far from finished, but if you have any questions for us devs, shoot, and I'll try to answer :) It's getting late here though, so if there's any interest, I'll probably answer tomorrow :)

What sort of plans do you have to make production chaining easier? One of the biggest bugbears for me is having to go "I want to make granite blocks, but I also need to queue up a bunch of granite" is there going to be something where I can just feed things or set stockpile requirements ( craft until I have X in store?)

lordfrikk
Mar 11, 2010

Oh, say it ain't fuckin' so,
you stupid fuck!
Tried A-Train PC Classic and refunded it. The fact it's a Nintendo DS game with all that entails ported directly to PC is a big mark against it for me. I really want to play a game like that because the description of it sounds amazing but I can't see myself staring at it for hours on end. I appreciate it even exists on PC I guess but I also wish the developers put some more effort into it (like proper fullscreen and higher resolution UI at the bare minimum!) before asking 60 whole bucks for it :holymoley:

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

lordfrikk posted:

Tried A-Train PC Classic and refunded it. The fact it's a Nintendo DS game with all that entails ported directly to PC is a big mark against it for me. I really want to play a game like that because the description of it sounds amazing but I can't see myself staring at it for hours on end. I appreciate it even exists on PC I guess but I also wish the developers put some more effort into it (like proper fullscreen and higher resolution UI at the bare minimum!) before asking 60 whole bucks for it :holymoley:

Meanwhile I just took three hours to finish/solve the first scenario and I kind of love this game. Balancing passenger rails with material rails was an interesting challenge on that island, and seeing the little towns develop into towns with ferris wheels as I got them populated/material-ed was a cool touch. I just had to get used to the timing of the game - I had to fast-forward a lot so my numbers could grow.

deathbagel
Jun 10, 2008

StrixNebulosa posted:

Meanwhile I just took three hours to finish/solve the first scenario and I kind of love this game. Balancing passenger rails with material rails was an interesting challenge on that island, and seeing the little towns develop into towns with ferris wheels as I got them populated/material-ed was a cool touch. I just had to get used to the timing of the game - I had to fast-forward a lot so my numbers could grow.

I remember loving A-Train but I played it 30 years ago on my Amiga so I can't honestly remember any of the details about it. When it came out in 1990 though it was an A++ game for sure, so I'm not surprised a DS port still holds up.

Zerf
Dec 17, 2004

I miss you, sandman

Stormgale posted:

What sort of plans do you have to make production chaining easier? One of the biggest bugbears for me is having to go "I want to make granite blocks, but I also need to queue up a bunch of granite" is there going to be something where I can just feed things or set stockpile requirements ( craft until I have X in store?)

The first thing we're going to add is a simple "Maintain X at building". We expect this to show up quite soon, because it's so annoying without it and many people want it. It's probably quite simple to make a when at <min>, craft until <max> from there. For simple recipes, you'd ideally want "Queue inputs at another building" as well, though for complex recipes I'm not sure how to specify it, UI-wise. Maybe we'll figure something out.

In the end though, I ideally want an "item designer", where I can say, "I want to craft 'Soldier's Epic Doom Sword of Slaying' and be able to specify all inputs, and queue all parts at production facilities the same time.

Stormgale
Feb 27, 2010

Zerf posted:

The first thing we're going to add is a simple "Maintain X at building". We expect this to show up quite soon, because it's so annoying without it and many people want it. It's probably quite simple to make a when at <min>, craft until <max> from there. For simple recipes, you'd ideally want "Queue inputs at another building" as well, though for complex recipes I'm not sure how to specify it, UI-wise. Maybe we'll figure something out.

In the end though, I ideally want an "item designer", where I can say, "I want to craft 'Soldier's Epic Doom Sword of Slaying' and be able to specify all inputs, and queue all parts at production facilities the same time.

That seems good, I think you're right in that for anything with multiple possible inputs you probably will need to specify templates but I think chains could work for things like granite production, medicine, food.

The only other thing (and this is personal) is I don't think levelling up individual stat points on my dwarves is something I find engaging. Like levelling up str dex etc. I'd much rather have the stats come from the skills they train in, or there to be a way for me to not have to keep going back to drarves and clicking buttons, some auto level or even random stat levelling could add some charm.

lordfrikk
Mar 11, 2010

Oh, say it ain't fuckin' so,
you stupid fuck!

StrixNebulosa posted:

Meanwhile I just took three hours to finish/solve the first scenario and I kind of love this game. Balancing passenger rails with material rails was an interesting challenge on that island, and seeing the little towns develop into towns with ferris wheels as I got them populated/material-ed was a cool touch. I just had to get used to the timing of the game - I had to fast-forward a lot so my numbers could grow.

I'm glad you get to enjoy it because it seems like a good game. For me the technical side of it is not something I can overlook, though.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

lordfrikk posted:

I'm glad you get to enjoy it because it seems like a good game. For me the technical side of it is not something I can overlook, though.

That's completely fair. And to be clear I agree that it's insanely overpriced and I only bought it thanks to the sale.

explosivo
May 23, 2004

Fueled by Satan

Zerf posted:

The first thing we're going to add is a simple "Maintain X at building". We expect this to show up quite soon, because it's so annoying without it and many people want it. It's probably quite simple to make a when at <min>, craft until <max> from there. For simple recipes, you'd ideally want "Queue inputs at another building" as well, though for complex recipes I'm not sure how to specify it, UI-wise. Maybe we'll figure something out.

In the end though, I ideally want an "item designer", where I can say, "I want to craft 'Soldier's Epic Doom Sword of Slaying' and be able to specify all inputs, and queue all parts at production facilities the same time.

I am really enjoying the game and can't wait to see how it progresses! Everything said here will fix so much of what frustrated me, I like the crafting system but there was a lot of manual micromanagement involved with it because this was missing. I have to echo Stormgale w/r/t leveling stats, I never really got the impression that assigning individual stats was making much of a difference, even if it actually was. I eventually started randomly leveling stats by the end because leveling each dwarf up one by one when they all needed to be leveled felt tedious. I like the D.W.A.R.F system but I'd be alright if each Dwarf leveled stats up automatically based on their class type, then letting the player pick milestone perks or something every few levels.

I popped into the Discord a while back to throw this last one out but an easier way to automate exploration would be nice too. Since the Dwarves are money hungry I had the thought of something like how it works in Majesty where you can put a silver bounty out on a hidden part of the map and it'll incentivize Dwarves with high exploration stats (or greed!) to go out and explore there. Or just an auto explore button :shobon:

Zerf
Dec 17, 2004

I miss you, sandman

Stormgale posted:

That seems good, I think you're right in that for anything with multiple possible inputs you probably will need to specify templates but I think chains could work for things like granite production, medicine, food.

The only other thing (and this is personal) is I don't think levelling up individual stat points on my dwarves is something I find engaging. Like levelling up str dex etc. I'd much rather have the stats come from the skills they train in, or there to be a way for me to not have to keep going back to drarves and clicking buttons, some auto level or even random stat levelling could add some charm.

We might go with random stat gains, but I think one major problem right now is that the dwarves just levels too fast - there's so many dwarves and sooo many level ups that it just becomes a mess. I think it's something we'll redo in the near time, maybe just halve the XP gained, and maybe just simplify that you get 1 or 2 attribute points per level or something like that.

explosivo posted:

I am really enjoying the game and can't wait to see how it progresses! Everything said here will fix so much of what frustrated me, I like the crafting system but there was a lot of manual micromanagement involved with it because this was missing. I have to echo Stormgale w/r/t leveling stats, I never really got the impression that assigning individual stats was making much of a difference, even if it actually was. I eventually started randomly leveling stats by the end because leveling each dwarf up one by one when they all needed to be leveled felt tedious. I like the D.W.A.R.F system but I'd be alright if each Dwarf leveled stats up automatically based on their class type, then letting the player pick milestone perks or something every few levels.

I popped into the Discord a while back to throw this last one out but an easier way to automate exploration would be nice too. Since the Dwarves are money hungry I had the thought of something like how it works in Majesty where you can put a silver bounty out on a hidden part of the map and it'll incentivize Dwarves with high exploration stats (or greed!) to go out and explore there. Or just an auto explore button :shobon:

Yeah, I think I agree with all this as well. See above for the stat gain bit. Auto-explore, yes please!

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

lordfrikk posted:

Tried A-Train PC Classic and refunded it. The fact it's a Nintendo DS game with all that entails ported directly to PC is a big mark against it for me. I really want to play a game like that because the description of it sounds amazing but I can't see myself staring at it for hours on end. I appreciate it even exists on PC I guess but I also wish the developers put some more effort into it (like proper fullscreen and higher resolution UI at the bare minimum!) before asking 60 whole bucks for it :holymoley:

They ask $60 because they have to pay licensing fees to the Japanese trains the game uses. And they tried removing the Japanese trains to reduce the cost of the game but the fans went batshit. so the trains came back. The tutorial for the DS/PC version is much better than the regular PC version but if you don't like the DS look A-Train without the DS look is also available. Don't know if it's on sale or not though.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Stormgale posted:

That seems good, I think you're right in that for anything with multiple possible inputs you probably will need to specify templates but I think chains could work for things like granite production, medicine, food.

The only other thing (and this is personal) is I don't think levelling up individual stat points on my dwarves is something I find engaging. Like levelling up str dex etc. I'd much rather have the stats come from the skills they train in, or there to be a way for me to not have to keep going back to drarves and clicking buttons, some auto level or even random stat levelling could add some charm.

it would be more engaging imo if stats leveled up based on use and then on level you could select perks which were gated behind stat gains, or some interaction between stats and dwarf clan

e: hammerting is one of the more promising early access games i've played in a while and i've uninstalled it for now but i'll be keeping an eye out for future enhancements. Zerf, what is your timeframe for the next big feature patch?

Mr. Fall Down Terror fucked around with this message at 22:59 on Nov 9, 2020

Zerf
Dec 17, 2004

I miss you, sandman

luxury handset posted:

it would be more engaging imo if stats leveled up based on use and then on level you could select perks which were gated behind stat gains, or some interaction between stats and dwarf clan

e: hammerting is one of the more promising early access games i've played in a while and i've uninstalled it for now but i'll be keeping an eye out for future enhancements. Zerf, what is your timeframe for the next big feature patch?

We're aiming for the next feature patch to be ready in December, but it's going to be really tight to deliver that. It'll most likely be active on the 'experimental' branch (an under-development branch available to everyone who has bought the game) at that point, but I don't know if we'll be able to release it in time for Christmas.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Volmarias posted:

It's an odd game, that feels like it crawled out of the 90s in some parts. You start by owning your own starship company with space drydock, which you can use to build ships. You either build the ships on commission (and get cost plus flat fee), or you build ships to perform actions such as clearing space lanes, rescuing ships, fighting space pirates, etc.

Where the game shines is the part where you actually design the spaceship itself. You'll have a variety of different hull types to research, which cost different amounts for different amounts of internal space. You need to place various components into the ship, from the basics like life support to various additional objects the buyer would like. Because you're doing the blueprint yourself, you'll end up having to try to figure out how to actually cram all of the things in, in a reasonable amount of space.

Once you've finished designing the spacecraft of your dreams, you send it through trials to see how it performs in different scenarios. There are different attributes and types of tests etc etc. This can either be automatically performed, or you can enter a real time tactical display to control crew members yourself, although after trying a few i didn't really care for it.

It's a bit hard to describe, but for like 3 bucks, do absolutely check it out.

Checking it out. First thought: OMG the in game currency is bitcoin.

Stormgale
Feb 27, 2010

Zerf posted:

We're aiming for the next feature patch to be ready in December, but it's going to be really tight to deliver that. It'll most likely be active on the 'experimental' branch (an under-development branch available to everyone who has bought the game) at that point, but I don't know if we'll be able to release it in time for Christmas.

Anything I talk about at least I totally understand might not change for a while, just giving you my gut feels when I play.

Small thing while I'm at it. It might be good to highlight the entrance tiles of a room, I noticed dwarves not entering from the edge but it dosent seem to just be the middle 2. Makes prioritising floor building easier. I could be wrong though.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Facebook Aunt posted:

Checking it out. First thought: OMG the in game currency is bitcoin.

milliBitcoin :colbert:

Yeah, it's an odd game that feels like several different games put together. The financial and research aspects feel like they were added because they had to be. The financials part in particular breaks things down with numbers for All Time, and then graphs which show those same numbers but for each quarter. It's not helpful.

The actual space ship design part is solid. That said, apparently, the ratings for each ship required you to actually perform each scenario simulation yourself, which is just insane. The developer thought that it was the most fun part of the game and didn't know why people didn't like it, but at least he listened to the community and made it abstracted as an option.

The ship design aspect is a little buggy, but in general it's a very solid concept and implementation, and somewhat puzzle like in that you'll need to fit all the blocks you want into the space you have, but if you're just building on commission you may want to save money by using only the cheapest things that still satisfy the customer. It's an interesting balance, and that part definitely has me hooked.

It also takes like 3 minutes to load on startup, inexplicably :psyduck:

I have no idea what is happening that's making it take so long.

I feel like this game has such a solid underlying concept and could absolutely be so much better.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Volmarias posted:

It also takes like 3 minutes to load on startup, inexplicably :psyduck:

I have no idea what is happening that's making it take so long.

It's very slow in general, even hitting next turn takes forever compared to the amount of things going on. Late game Civ turns take less time than end of quarter 1 in this game

papersack
Jul 27, 2003

Vegetable posted:

I'm only about an hour into Overcrowd: A Commute 'Em Up but boy is it scratching an itch for me. Build train tracks, deploy staff, manage tasks, organize logistics.

I'm thinking of picking this one up. Any other thoughts on it?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Azhais posted:

It's very slow in general, even hitting next turn takes forever compared to the amount of things going on. Late game Civ turns take less time than end of quarter 1 in this game

Since I haven't gotten very far, I'm assuming that it's simulating some things in the background in a particularly grognardy way that's not at all visible to us because ??? but the delay on startup is just bizarre.

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Azhais
Feb 5, 2007
Switchblade Switcharoo

Volmarias posted:

Since I haven't gotten very far, I'm assuming that it's simulating some things in the background in a particularly grognardy way that's not at all visible to us because ??? but the delay on startup is just bizarre.

I feel it's just optimization that they'll hopefully get to eventually. Aurora, which is a way more complicated game, is much quicker at simming

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