Discussion in 'Clockwork Empires General' started by Nicholas, Jul 8, 2016.
Trying out this new experimental. Early game is definitely a lot slower now.
I think that's backwards. 57 should be the # of repair trunks you have, 7 is the # of repair trunks needed each week. I'll double check.
Another one. Crashing during autosave.
Strange that that I did not get crashes in the swamp biome. Not sure if it is somehow tied to the biome.
Any thoughts on anything other than the crashes or the repair trunks?
Interface - not too bad. Still would like to be able to click on the supervisor in building's info panel and be taken to the squad config area.
Trees not growing back
Hand symbol not showing up all the time when a workstation finishes it's goods
Soldiers do not seem to be training
Nope - for that screenshot, 57 is the number the system thinks it needs and 7 is the number in stock. The former grows rapids when you sneeze at a building
My current status - day #36. 3 full time workmen making the basic repair set ...
Can the system remember the tasks assigned to modules after a repair. At present, it forgets all the queues.
The save crash may also have to do with the new living quarters. I only built a low income home in the other biomes (not swamp).
Incoming traders with empty hands
Hi! So. There is, unfortunately, a bug with upkeep. When you build multiple of the same module, instead of adding x upkeep, where x is the upkeep value of that module, it adds (x*number of existing modules of that type) upkeep, making upkeep effectively exponential. This results in upkeep figures massively more than we intended it to be, sorry about that! D:
Whew! You guys aren't as sadistic as I thought.
goddaaaammnnn, even when you have enough trunks it still is a mess
(Nicholas has informed me he will be attempting to do a hotfix.)
No wonder the numbers are so crazy lol
I am looking forward to trying this again once a few of these crashes are sorted. I really like the idea of housing being important, although I have not gotten far enough into a game yet this build to be able to see how this system is working out.
There's something odd about the Crowding QOL. When just starting my colony my colonists say it is not crowded, but am getting unhappiness from crowding. Unless I'm misunderstanding what I'm reading?
Holy crap... just noticed the 52B announcement screen on the Clockwork Empires twitter feed... the one with the burning people running from something. Look at the looming shadow on the ground. That's got to be Quag'garoth! The giant Obeliskian Old One featured in the 2013 teaser trailer. I have to wake him.
Oh, I thought the absurd upkeep was a balance issue, not a bug. I'll probably wait for the hotfix, then. That, or restart in a forest.
Having to build houses to get the workforce I need is also pretty difficult, but that's probably the point. It'll probably be more reasonable once I can use wood and my carpentry team for anything besides upkeep.
i think the main problem now is how quick they need it and the fact that the trunks are delivered one by one instead of in a stack, now my people are constantly busy delivering trunks
The repair system has definitely made me build mines much sooner.
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