FORUM ARCHIVED

Just got the game 15 minutes ago!

Discussion in 'Clockwork Empires General' started by onebit, Mar 7, 2015.

  1. onebit

    onebit Member

    You can't remove zones? I am disappoint to say the least. Game looks really good, but I'm very surprised to find this feature hasn't been added in 3 years.

    Maybe you're hung up on how many resources to return? I have a simple solution for that: zero. The feature just needs to be there. It's very important in games of this genre, e.g. Prison Architect, Gnomoria, and Dwarf Fortress, to be able to change your base as it grows.

    Sorry for my first post to be a complaint, but I was honestly shocked by this. Enough so that I'm not sure I want to continue.

    /restarts game to fix messed up stockpile
     
    Last edited: Mar 7, 2015
  2. Nicholas

    Nicholas Technology Director Staff Member

    (It's in 36B, hitting the experimental build!)
     
  3. Nicholas

    Nicholas Technology Director Staff Member

    The actual issue behind it is that zones were actually one of the first things we put in at the start of development, way before we even had Lua scripting. Consequently, they have been around for a long time, and have required ... well, basically a rewrite to get them working again, correctly. At one point we even supported removal, but it got broken during the transition to Lua and... yeah, well, that happened, finally.

    I expect to still be picking shrapnel out of the build until Revision 37.
     
  4. onebit

    onebit Member

    That's really good to hear. I was reading this steam post about it being planned for 6 months and I was kind of worried :)
     
  5. Alephred

    Alephred Royal Archivist for Queen And Empire

    Incidentally, you may want to opt in to the experimental branch (since the default installation is the stable branch, and that won't see the stockpile changes until version 37).

    That can be done in Properties > Betas > Experimental (no password required)
     
  6. Nicholas

    Nicholas Technology Director Staff Member

    ... and Revision 36B is now pushed. I've left it off for graveyard demolition because I'm still trying to figure out what to do with the bodies once you remove the graveyard, but (barring the usual debugging fun of an experimental build) it should work for farms and stockpiles just peachy.
     
  7. Jim Andrews

    Jim Andrews Member

    You could just remove the headstones and leave the bodies in the ground. Nothing bad could possibly come of that...


    They're baaaaack.