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BETA 51H: AIN'T NO ESCAPE FROM HOTFIX CITY

Discussion in 'Clockwork Empires General' started by Nicholas, Jun 18, 2016.

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  1. Sethiusdraven

    Sethiusdraven Member

    commodities in big list are off for me as well. it was still listing cooked sausages from the game start for a while afterwards. not sure if its still there. The disappearing commodities is still persistant, at least with planks. mouse over item/building information cut out on me once, worked again after save load.

    I would have more info, but I kinda ran myself into a problem of running out of stone and wood well before I could get research lab up. coming up on day 40 and almost to palm tree farms. Most my population is not happy at all and walking the starvation line :p
    *cooked chili seemed to only product 1:1 - mouseover says 1:2
    *sugarcane to molasses in stone oven produced 1:2 - mouseover says 1:4
    ****both maybe cause of unhappiness?
    *dead bodies are not taken to graveyard if a fishperson has gotten to them first
    *hunt animals on giant beetle reverts if (I think) you select to hunt just as tea time is starting. Possibly other times, have had to periodically select 2 or 3 times before it "sticks".
    -nco's should run if their health gets below 1/3. we can bring on more soldiers, overseers are a premium.
     
    Last edited: Jun 19, 2016
  2. Alephred

    Alephred Royal Archivist for Queen And Empire

    I'm still having what I suspect are commodity problems. For instance, in the screenshot below, my stockpile shows no logs (and the Carpentry is idle), while the list show 97, And in that particular game, there were no logs lying around waiting to be hauled back to town - the count is just not accurate.

    shot105.jpg
     

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  3. tojosan

    tojosan Member

    Yes. Commodity mismatch. This restart I've not seen it but it went a while in the last game till it got out of whack.
     
  4. Drumhead

    Drumhead Member

    Everything was going fine till my colonists started eating each other (save is a few min before crash). Sadly the crash dump didn't get created.
     

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  5. Manamoo

    Manamoo Member

    LMAO!! I just loved the delivery of your post...and had to comment...I have yet to see my people eat each other...I think I'm feeling a bit disappointed by that fact... :D
     
  6. Delgotta

    Delgotta Member

    got a crash. happened during a fresh startup after a previous exit to load screen without saving.
     

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  8. Bluebird

    Bluebird Member

    Yup - complete mismatch between listed commodities and those actually available. Wondered why my workers were so unhappy then realised they had no food in practice.
     
  9. Nicholas

    Nicholas Technology Director Staff Member

    I'll take save games for both of those, thanks.

    It should be minor. I'm a little puzzled as to why the mismatch is so large and why it was not showing up in extensive testing last week. Oh well, I'm sure I'll find some thing that just isn't getting hit over here that is the problem.
     
  10. Bluebird

    Bluebird Member

    Oh - and traders now arriving with no goods in their hands. Arms outstretched but nothing in them. In this saved game, I just used diplomacy points to request ore traders - they arrived bearing air :)

    Also worth noting, the save game has 2 trading posts now as traders started to dump their goods in random places again - thought this might help. The blank traders started after this behaviour if I remember correctly.
     

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  11. Braincooler

    Braincooler Member

    GTX 760, Windows 7 64bits, latest nVidia drivers. I only had graphic bug once, since months.

    For the stock problem, it appears that when people get items (like eating or manufacturing) it doesn't always decrement stock quantities. It then stays higher than it is, and the workshops stop producing things, because they think the quantities are reach. It's really annoying because it sabotages all productions.
     
  12. mistrornge

    mistrornge Member

    I have had commodities problems. Full count table shows 5 iron bars that do not exist in any of my piles.
     
  13. Delgotta

    Delgotta Member

    I have a laborer standing in a lower class bunkhouse pulling a "blair witch project" starving himself to death on a self imposed time out. I'm guessing its a bug where he got stuck in the building, or he feels reeeeaaaallly guilty about something. Ill mark "Ambrose Thatchcowl" for some frontier justice just in case.

    edit: went back to an earlier save file, demolished the building and he was freed up. no need to put him down.
     

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    Last edited: Jun 20, 2016
  14. Delgotta

    Delgotta Member

    stockpile problems here as well. under stocked on general production, but I think someone may be hiding fungus stew under their cot. i'm missing about 50 of them.
     

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  15. Delgotta

    Delgotta Member

    crashed when my naturalist building had a work group assigned, but refused to build it, tried to cacel project and got a crash.
     

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  16. Braincooler

    Braincooler Member

    I've also had a few crashes when deleting buildings or modules.
     
  17. dbaumgart

    dbaumgart Art Director Staff Member

    Chilli: Fixed!
    Molasses: Fixed!
    Dead bodies: Fixed! (they needed to set a reset to interactions after butchery, turns out)
    Hunt Animals: Fixed!
     
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  18. Alephred

    Alephred Royal Archivist for Queen And Empire

    Steam Knights are neat an all, but I think they need to obey the usual Military commands; as it stands, Steam Knights just wander around where they want, typically close to civilisation, but they don't obey rally orders, and they don't appear in the Work Crew menu. They also don't hunt, and they're just generally un-interactive guards.
     
  19. Nicholas

    Nicholas Technology Director Staff Member

    Got the commodity thing, thanks. I think. Going to push 51I shortly.
     
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  20. tojosan

    tojosan Member

    I will say that other than a few false starts this build has been more stable around crashes.
    Looking for 51i!
     
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