ALPHA 47B now in Experimental Branch

Discussion in 'Clockwork Empires General' started by Nicholas, Feb 5, 2016.

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  1. Alephred

    Alephred Royal Archivist for Queen And Empire

    In my case, it happened in the course of playing. I saved the game so I'd have something to submit for a bug report.
     
  2. MOOMANiBE

    MOOMANiBE Ah, those were the days. Staff Member

    Please don't jump to public conclusions like this when you're not the one spending time on work crew balance :p
     
    Tikigod likes this.
  3. Nicholas

    Nicholas Technology Director Staff Member

    Well, it's news to me, okay? Perhaps a more accurate statement: I have yet to see anybody in the office playing who starts the game with a swath of terrain-flattening.
     
  4. MOOMANiBE

    MOOMANiBE Ah, those were the days. Staff Member

    I generally flatten the local area a bit, as it's rather quick to do - especially considering how much longer stuff like logging takes in comparison.
     
  5. Tikigod

    Tikigod Member

    Given the typical spew out by the map creation system, how could anyone playing not using debug/dev work arounds NOT use flatten terrain?

    Imagining how a colony that was designed working around the non-build areas must look... well it's troubling...

    [​IMG]

    This being an example of the kind of terrain you often see right when you start.

    Even @Alavaria and their weird and twisted colonies where everyone lives and works in 4x4 beach huts and every inch of the ground is a 1x?? stockpile couldn't exist there. :)
     
    Last edited: Feb 7, 2016
  6. Alavaria

    Alavaria Member

    Well yes, I certainly don't start with it, and later on I only do a little bit if necessary.

    But how else are we building these large farms and building complexes without it?
     
  7. Alephred

    Alephred Royal Archivist for Queen And Empire

    I imagine the barbershop should not be extending the foundation of a building under construction, right?

    barbershop.jpg

    Also: you never realize how much you flatten terrain until you can't.

    flatten.jpg
     
    Last edited: Feb 8, 2016
  8. Hoggypare

    Hoggypare Member

    The new module system is neat, despite its graphical problems at the moment, I am liking it very much.
    There is just one issue that bugs me - how do you deconstruct modules or cancel their placement now?
     
  9. Puzzlemaker

    Puzzlemaker Member

    When you build buildings or certain zones, it should automatically flatten the terrain. That's what most builder games do, to simplify things. It would let everything flow much smoother.
     
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  10. Nicholas

    Nicholas Technology Director Staff Member

    There will be a "delete module" button next to the "move module" button. This is all on my cleanup list.
     
  11. Tikigod

    Tikigod Member

    So all interactions will be done by having a UI button that switches to a fixed interaction mode then?

    So a 'Move' button along the bottom UI that has to clicked in order to be able to click on modules to move them, a 'delete' button has to be clicked to be switch to a state so you can click on modules to delete them and so forth for whatever other interaction options might potentially be a later idea (E.G. A upgrade option for modules that have a next tier that is the same gride size).

    That's going to make changing/moving building contents about once there's more incentive to actually bother with later tier modules quite a bit more clunky feeling compared to the old object context menu.:(
     
    Last edited: Feb 8, 2016
  12. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    Well, I gave it a try... Found it a bit frustrating. I am guessing I need to further modify my play style....
     
  13. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    Found another case: A colonist with an item in hand stomped on bugs and became attached to the item.
     
  14. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    The tool tip for muskets in the metalworks still shows an iron plate needed in addition to the iron pipe and board.
     
  15. Alavaria

    Alavaria Member

    Huh, when was this change made, that's good news :)

    Looking at the workshop job, does the job actually try to find *two* sets of iron pipes (though it only uses one!)

    A totally amusing description for steel ingots:
    And now you are naughty.
     
    Last edited: Feb 9, 2016
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  16. Samut

    Samut Member

    If I'm reading that correctly, the job actually would look for two sets of iron pipes, even though it's dubbing the first set iron_plates as an internal variable name.

    The line should probably be changed to something like (changes in bold):

    <require_gameobject input="iron_plates" range="100" tag="iron_plates"
    failure_reason="Requires available iron plates." closest="1" require_owned="1"/>
     
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  17. dbaumgart

    dbaumgart Art Director Staff Member

    Logged as OC-4407.

    Logged as OC-4406.

    Thx for reports!
     
  18. Alavaria

    Alavaria Member

    The issue is that it never actually tries to pick up or use input="iron_plates" regardless, we'd have to check but I suspect it locks the item and then when job finishes unlocks it without causing any error.
     
  19. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    Fortunately, trees and such don't block farms and stockpiles... And they don't seem to have a negative effect on the operation/use of such.
     
  20. Insanius

    Insanius Member

    So if I use the move module option on a placed module and then click any number of options in the bottom bar to effectively "cancel" the placement... what is supposed to happen? In practice the blueprint simply disappears without affecting the state of anything, save for the fact that I can now place other modules on top of it.
     
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