Alpha 48A of Clockwork Empires has now been posted to the experimental branch. It primarily consists of fixes for various random crashes. Unfortunately, these fixes also break the save game file compatibility, so we didn't want to push it as a regular hotfix to the main branch. CHANGELOG: - things crash less - added new work crew names
Aww, I got my first colony to about 45 people last night. Oh well, gotta get into dat experimental branch, for Progress
Mostly 2 things. 1. How to best use the overseers in day 1/2 2. How early (day 4? after getting 2 new overseers or something?) to start farming flax and building bunkhouse.
Still crashing. It seemed to last a bit longer than usual but generally at around the time I am thinking of starting metal production the game CTDs for no apparent reason. A method of equipping soldiers with decent weapons would be greatly appreciated. As would a method of removing unwanted weapons, even deleting them. Once someone has trained as a redcoat they should really remember their training, instantly/very quickly return to being a redcoat once re-recruited and be preferentially selected to join the military. Alternatively have a surviving redcoat gain a field promotion to NCO, at the very least until the threat has passed if not permanently. As it is NCO deaths place a heavy strain on overseer numbers (I lost 3 last game due to hordes of bandits) and its highly annoying to have your former military run away from a single bandit while still heavily armed. I have noticed that random colonists would pick up forbidden pistols (I think it was for self/crop defense) and then carry them about strapped to their backs, presumably this is intentional? The game crashed quite soon after this happened so I'm not sure what would have eventually happened to the pistols. The 'suck up to' job is using the placeholder name in the colonists info window, it was for a name that I haven't seen before so presumably it was recently added?
Giant beetle swarm ; soldiers just watched despite being told to hunt them and having hunting enabled. Was working fine for other foe. When they return 2 days later, they are then hunted
Anyone else see the small beetles not being stomped on? Had to munch their way through crops with farmers working around them.
I saw them getting stomped on, although the colonist was doing the stamping animation a fair distance away from the actual beetle.
Done right and getting that carpentry pooping out things like there's no tomorrow within the first day, cloth production by day 3 (and as such flax farming) is certainly doable. Day 4 tends to be a standard day to aim for churning out cloth if you want to really nail sleeping arrangements for everyone on their own assigned schedule rather than trying to make colonists sleep around each other. But a part of it really depends on how colonists decide to set their own orders the first 1-3 days and if you end up with construction work focusing on the wrong things, which can very easily happen if you plan out your full layouts right away which means your construction crew end up locked up by the kitchen construction work forever, rather than building things elsewhere like the barracks, finishing the carpentry, tailor etc.
I've experimented with juggling 2 construction crews working on two different products, and assigning the one lower-class worker to the one working on the bigger project. Works pretty well. Not that you'd normally think on how to coordinate all this... even then, I had Barracks, Carpentry and Kitchen built, but the Stone Oven was only finished early day 2.
Heh. seems the game really like crashing on me. Still rather fluent gameplay. although, think I have to begin getting two barracks. one to defend and one to chase attacking bandits. PS. any news on when we can tell or military to pick up specific guns. Id rather have my NCOs have jezail rifles so they are safely behind their troops.
Can someone update me on how the level terrain tool works now? I attempted to make flat terrain but instead got a hill that I couldn't remove. Also, since it's being discussed. I too would really like to see soldiers get promoted to NCO if the NCO is killed. Currently it is very annoying that you can loose 5 military units with the death of one, possibly reducing your military to 0 instantly. Maybe drop the skill level a level or two, or even reset it when someone is promoted. Spit-balling here. Edit: drop the squads morale levels when their NCO is killed?
With level terrain I always ensure that the box includes some terrain at the right height, I haven't had any oddities with this method.