Roll up for the great community colony experiement!

Discussion in 'Clockwork Empires General' started by mailersmate, Jul 24, 2015.

  1. Nicholas

    Nicholas Technology Director Staff Member

    (Do you have a save file showing a work job that was "turned off"? i.e. before you fixed it)
     
  2. Alephred

    Alephred Royal Archivist for Queen And Empire

    I noticed this oddity as well, the Work Crew job filters reset themselves to 'everything off' a couple of times, for no reason I was able to see.
     
  3. Nicholas

    Nicholas Technology Director Staff Member

    (Okay, this is the work crew job filters? And not the workshop jobs? I was under the impression we were talking about workshop jobs here.

    Work Crew job filters resetting themselves ought to be easy enough to catch.)
     
  4. FIbinachi

    FIbinachi Member

    ( Apologies - for me it's both. Work Crew job filters fritz, generally when you change an order form "Produce X amount" to "Standing Order X Amount".

    Workshop Jobs are also dropped, but rarely and I can't seem to find out why. The Kitchen, for instance, starts empty in 0019 after razrien mentions "Cranking up production", so you load his save and it has no standing orders in the kitchen for any production.

    Also, the giant beetle is a corpse no one can slaughter in these games.

    And upon loading Razrien's save, you can cancel all the "Mine Surface Node" jobs and the "Mining Pick icons" will persist as interactable objects with no job attached. This was why building the middle class housing took so long - no one was actually going out to mine the clay nodes designated in that mine surface job, so I had to cancel it and re-order.

    Also when bandits steal things, ownership isn't changed.

    OBSERVE THE UNTOLD STORY OF GUY MANDEL, COG AFFILIATE AND WEEKEND PREACHER:
    2015-07-26_00035.jpg

    2015-07-26_00036.jpg

    2015-07-26_00037.jpg

    And then he walked home, having "return goods"'d the cube of clay into the cube of clay bandits stole previously.)
     
  5. razrien

    razrien Member

    Confirming this as well.

    I thought I was losing my mind the first couple times I noticed it, because its a very subtle thing that you don't pay attention to until you're actually scrolling about through your work groups, and I thought the UI lag had made me click an extra time or something.
    I also want to say its a new-ish bug thats only popped up within the last revision or so. Right around the time workshops and jobs got that mini overhaul.

    Ah, that one was my fault, actually. I don't like doing standing orders for food.
    When I said that, I basically meant "I hit the fungus and cabbage buttons about 50 times"

    I noticed that as well, and I think that might be a problem we'll continuously encounter in this.
    It seems that canceling jobs before they're done doesn't always clear the little icon. ...or the job itself.
    I needed other things done, so I clicked the little x's in the job list to free up some work crews, but none of the icons disappeared.
    I hoped that it would've cleared itself up eventually.
     
  6. mailersmate

    mailersmate Member

    I did not anticipate getting such a cool roof pattern from that house.
    Also, I noticed at the start of my turn that there were no textiles production orders despite having everything else set up and bunks waiting for them.

    Also I've been seeing the icons persist after cancelling jobs even during single player games.

    @FIbinachi Does Streaky Haddock have the save file? I'm not seeing it anywhere.
     
    Last edited: Jul 27, 2015
  7. Alephred

    Alephred Royal Archivist for Queen And Empire

    I believe Fibinachi's save file is attached to this post.
     
  8. I've been asleep :p Just woke up, had coffee, will play my session now!
     
  9. Alephred

    Alephred Royal Archivist for Queen And Empire

    Mr. Haddock is the last person on the list; are we going to continue by wrapping back around to the top of the list (me)? I'm actually in the middle of making my monthly Clockwork Empires Youtube series, so I'm a bit strapped for time. MrClint declined his turn earlier, so maybe he'll want after Streaky Haddock?
     
    Last edited: Jul 27, 2015
  10. mailersmate

    mailersmate Member

    Yeah, I'm basically assuming we go round robin on the player list unless people skip their turn for whatever reason, so MrClint is currently next up.

    At this point I was going to ask which revision the save game is currently using, but 41b is actually on the stable branch, so thats academic. I think we need to add something to the rule book to request that people post the revision number with the post so that we don't start introducing issues into the save file.
     
    Last edited: Jul 27, 2015
  11. Noratoxin

    Noratoxin Member

    Whatever you do, don't stop this. This thread is amazing, fits the game so well, too.
     
    Tarod likes this.
  12. Alephred

    Alephred Royal Archivist for Queen And Empire

    The stable version is actually up to 41B (41B is compatible with 41A saves, both of which were on the Stable Branch).
     
  13. mailersmate

    mailersmate Member

    Hey Alephred, I realised that after posting and was actually editing the post to correct that before you replied. So thats why youe quote and my post don't match :)
     
  14. Day 16 - Revision 41b Experimental Branch

    Junior Bureaucrat S. Haddock reporting! Let's see what we have going on here!

    streakyrotationbugaloo.png

    Oh dear.

    streakyrotationbugaloorepublicanforge.png

    "Je suis desoleƩ monsieur but it would 'elp many times if you scratch the tip of my nose, yes. Yessss. Merci."

    Oh deeeeear.
    streakyrotationcrewometer.png

    Let's just... this can't be right. The Crew-o-Meter is off the charts! This equipment is worse than the tools at the academy!
    Oh wooow. Also those joooobs. Clearly my skills are required here.

    I'm going to set the work crews to hauling/clear/flatten jobs, mining jobs and construction jobs.
    There is a long line of gabions inexplicably set along the side of the graveyard. Although, I do see that a skeleton has been unearthed and a white officer's cap has been dug out so many fencing off animals has merit.
    I immediately begin boosting labourer assignment to whichever work crew is operating on the gabions at any time. Although, it seems that gabions are not considered a 'construction job' and more a 'hauling job' so I don't think my additional labourers are having an effect.

    I daren't delete these jobs because I'm aware that the floating designators of my Chalkbracket's JOB-O-GOGGLES will remain forever.

    Wait, who is this? Who are you?

    streakyrotationcourier.png

    "Oh. Uh. Empire Tax. It's all absolutely legitimate."

    Okay, that makes sense. You seem a little... heavily armoured to be the tax man.

    "Dangerous world out there, chum."

    I suppose you're right.

    Uh. Carry on, then.

    I'm also going to increase brick and wood production to 50. Planks may require some attention but once we hit a stockpile of 50 bricks we can safely unassign the ceramics workshop to help cut down on the tremendous job orders, unless we decide we need more glass.

    I've also recalibrated stockpiles since they all seem to be accepting all goods. I've altered the one near the kitchen to only accept food.

    Day 17

    Construction of the Middle and Lower class Bunkrooms are, for the most part, complete not that I would know because I have been chewing on cocum leaves ever since I arrived. I think I could stay awake forever!

    After some crop spoilage, I begin to specialise my workforce further. I set some work crews to farm and haul, others to construct and haul, others purely to haul and others to mining and hauling.
    After the brick stockpile reaches 50 I unassign the work crew from the ceramics workshop to enable them to do other things.
    I have assigned a workcrew to the textiles workshop and cordered them to process the remaining flax. Once that's done I plan to un-assign them, at least until the next flax harvest.
    I also set non-standing orders at the kitchen to process the remaining food we have, and I am comfortable leaving the farms to produce wheat for the brewery (after increasing beer production) as we have tons of food that should last us a good week or two.

    streakyrotationbeerproduction.png

    I have also ordered the Metalworks to produce charcoal and produce iron whilst a Mine off the edge of town, ordered by my predecessors, has been completed. However with so many work orders I am disinclined to order a work crew to it when we aren't struggling for fuel or -

    streakyrotationcourier2.png

    "Empire Tax!"

    Oh. Are you sure? You seem a little nervous. We were just taxed yesterday!

    "Uh. Uh. Uh. Quarry collapse, we need stone."

    Just the one?

    "Yes."

    Can I get someone to help you with that?

    "NO! No. No, I am a strong lass."

    Well... if you say so.

    Day 18

    I've noticed the log stockpile growing *SNNFFFF. SNFFFFF* Hurhrhhh. Mm. Apparantly this cocum stuff can be boiled into a powder. Anyway. The log stockpile is growing a little low, and I still have to complete the gabion order from the previous overseer, as well as power the plank supply and the charcoal supply. So I've set the work crew that I unassigned from the ceramics workshop to cut down some nearby trees.
    There are lots of stumps and detritus littering the colony but I'm really not in the mood to add to the tremendous work load as it is, and I'm willing to forego the privilege of aesthetics for now. At least the place is well lit!

    Emery Whistle began looking into their family tree, and discovered they have a relative in this very colony! Not sure why I should care, it's not like they're related to a noble or somesuch.
    An NCO was complaining about not having firearms and gave me some loud about fishness and foreigners and bandits which is the first I've heard of anything. I always presumed those greeny-blue skinned boys(?) merely had a nasty skin condition. I'm not going to question them if they're only bringing sand to us.

    Some Overseer, Agammenomnonem whoever uncovered some pyramid or whatever and is apparantly losing his marbles, so I've packed him off to the booze stockpile to settle down and get his head straight. Somehow I don't think it's working.

    streakyrotationcourier3.png

    "Empire Tax!"

    Oh. Is it every day?

    "Yes."

    Oh. Well, I'll just add it to my ledger.

    "No, don't do that!"

    Why not?

    "Just don't. Stop. No. Put that book down! DOWN. Doooown. Good boy... I see you reaching for that pen."

    I'm starting to think these aren't the tax men. After tonight, I'll depart for the homeland. I'm hoping that my attempts to alleviate the work orders, and maintain as opposed to expand will do this colony in good stead for the future.

    For my Successor

    I have been stockpiling prestige with the intent of bargaining for additional colonists this next day.
    The Carpentry Workshop has been set to stockpile 50 planks, after which you can safely unassign the carpentry crew for a day or two.
    The Ceramics workshop has been unassigned.
    A Mine which can draw coal, hematite and malachite has been constructed reasonably close to the colony, but it does not have a work crew assigned to it because I don't want to tie up an additional work crew when there are so many surface nodes already assigned to be mined.

    We have enough glass for a Naturalist's office, though I don't see the point in constructing one now we already have a mine. You may want to smelt copper pipes/plates for the purposes of constructing a laboratory.

    We have plenty, plenty of food. But do keep an eye on the stockpile as that can change very quickly.

    Notes to the Developers

    Lots of foreign troops standing around not running away.
    Bandits keep taking from our supplies without notification or resistance. If a previous player acquiesced to avoid a fight a and just let them pillage, I would expect them to take from us in a group and once. Instead, a stream of bandits has been coming over a 3 day period to take from the supplies and I can't resist them.

    Gabions don't seem to be a construction order, which makes sense considering it was originally a military order. However this means they are placed at the same priority as hauling, and the crew isn't united in constructing them which means they can take a long, long time to be built.

    Attached as thumbnails are pictures displaying some bugs.
     

    Attached Files:

    Unforked likes this.
  15. mailersmate

    mailersmate Member

    WHO SWITCHED OFF WHISKY PRODUCTION??!!!

    Also, love the write up :) (we seem to be absolutely churning out iron)
     
  16. Unforked

    Unforked Member

    Wow, this is rolling along much faster than I thought it would. Such great stories and screens. I was in a bit of a rush with mine, I'll try to get more screens and edit more thoroughly next time.
     
  17. Nicholas

    Nicholas Technology Director Staff Member

    (Whose save game has the stuck Stahlmarkian? I've been looking for one of those.)
     
  18. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    My last crash save has a stuck enemy soldier. (See R41 crash thread)
     
  19. Mine, but it was like that when I got there so maybe it was the guy before me.
     
  20. Alephred

    Alephred Royal Archivist for Queen And Empire

    Fibinachi's save has Stahlmarkians 'walking a long way' standing motionless, and at least one guy stuck inside a stone oven.