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Got up to day 40 - my many observations/questions

Discussion in 'Clockwork Empires General' started by Honorable_D, Jul 18, 2014.

  1. Honorable_D

    Honorable_D Member

    Hello! This game is a real gem, very rough and unpolished, but I can already see its brilliant shine. Sucked me right in it did and I found myself addicted to the continual expansion of my lil colony.

    Heres a picture of my colony about half an hour before I decided to end the session for those that care: http://cloud-2.steampowered.com/ugc/586909633489580079/D6572074EF0B3E5791DFAB44BCA3703822127156/

    I'm just gonna start right out and say I dearly hope the military/defense side of the game will be developed greatly. Numerous times I found myself wishing I could build walls/towers/turrets to protect my colony and also hoping that I'd be invaded by more than 1-2 fishmen at a time. Just think of all the possibilities! Fields of landmines, machine gun/tesla/occult energy turrets, steam tanks/knights, flying machines, artillery loaded with special shells... with all the occult business going on you could easily add in all manner of horrific enemies like living siege beasts and flying terrors to keep things fresh. Toss in a research system thats fueled by rare resources and artifacts that can be used to unlock ever more powerful weapons/defenses/turrets and you've got the potential to keep the player hooked for dozens of hours on one combat-focused map!

    Anyways, as for what I got from my long play session in no particular order or grouping:

    1) Didn't crash once! Well, I did crash when I went to quit game, lol

    2) Frame rate was strange and didn't seem to be related to what was on screen. At one point I zoomed almost to the ground and it was still very choppy. I also noticed everything would pause upon building a stockpile for a few seconds and everyone would start to move in a hitching manner at random times and then smooth out again. Frame rate often went from smooth to choppy to smooth again for no real reason that I could tell. It did eventually go more choppy than smooth towards the end of my session so definite degradation as the game went on and I had more colonists/buildings. I have an I7 2600k and a GTX 680.

    3) Stockpiles seemed heavily bugged. Colonists would stack many and different types of items onto one space. They would also no longer use a stockpile slot after it had resources removed from it - wasn't freed up when it should have been.

    4) The major reason I decided to end my 40 day run was that my lumber workshop froze. Had an overseer and a laborer in good health but they no longer went to collect logs to cut into planks. I had well over 30 logs according to my commodities tab. The two of them would often go inside the shop to sweep/look at pictures and then they'd always leave to "gossip". This same duo worked in that workshop just fine for many days and produced a lot of planks... no idea why they just stopped.

    5) Dear god, please add a way to automate or add a continual craft order on resources you designate. I grew very tired of telling my Kitchen to continue to pump out food along with all the other "basic" workshops and their goods. Also the work order list was bugged to hell and my orders kept jumping up and down the list and often when I went to spam an order it'd divide it up into 3-4 orders for new reason.

    6) Colonists would often eat raw foods like pumpkins and cabbage even though I had tons of cooked versions. I also noticed that they'd head into a house to set the food on the table, then immediately pick it up and eat it. I get what you were going for here, a bit of immersion seeing them go to their table to eat but it looked a bit silly. Perhaps you could expand on this by creating a special Refrigeration stockpile or even a Grocery building where the Kitchen drops its cooked goods off at and the colonists prefer to get their food from that would be great. Was getting tired of colonists making off with uncooked steaks and dodos before my chefs could get to them...

    7) As for housing there seemed to be a major bug in that colonists only went to sleep ONCE and then never needed to ever again. Very strange. I also observed colonists going into a house, sitting down for all of half a second, then leaving again. A sort of Rest and Relaxation need where the colonist seeks out a spot to sit and grabs a beer would be very cool so hopefully you guys expand on that. Speaking of beer it had no purpose yet that I could tell.

    8) Fishmen... pretty much zero threat. I didn't lose a single colonist in all 40 days played. Also tons of fishmen bodies, everywhere. My colonists never butchered them for meat and I saw no option to click and "forage" them or even just dispose of their corpses which remained forever.

    9) Man oh man I really hope we get some sort of steam truck or something so that colonists can move to far off resource gathering/mining sites and collect a load of the stuff and bring it back to the stockpiles. Towards the end of my run my colonists would have to walk a great deal away to collect resources they needed to craft... I had berries, ores, fungi and all sorts of other stuff strewn all over the map, haha

    10) No way to renovate housing? Would have liked to add a few more tables and chairs since those seemed to be the only things the colonists actually used... see #7. :p

    11) Lots of missing tooltips on what modules do and such. Pretty sure you guys know about that though and they'll be added in later. ;)

    12) Buildings in general... need more character. A lot of the workshops you could get away with tiny little squares... and why wouldn't you build that way? I like the lamps/pictures and hope even more things will be added like rugs/benches for tired workers/water coolers -- just lots of things that actually affect morale and provide little boosts to worker efficiency while also being visually pleasing and adding character to the building. Right now the only buildings I can see that will need to be large are the housing structures and thats only if you need to have 1 bed per colonist once the sleeping thing is fixed.

    13) Need more feedback on colonists... what is their hunger level? Their happiness? How much hunger did that food fill them up for? What do they need to be more happy - a better bed, more chairs to sit on, tastier food? What are their skills and skill level? Would be awesome if that soldier could level up and gain a few special perks/abilties after extended, valorous service! Or that weaponsmith, once shes skilled enough, could add special perks to all the weapons her workshop creates like more damage/longer range/chance to cripple enemy etc.

    Well, I think thats enough for now! A big thanks to all that take the time to read it and an even bigger thanks those those that respond!
     
    Marak, charle88, Dahn and 3 others like this.
  2. AmblingAlong

    AmblingAlong Member

    Agreed on everything, but 5), 12), and 13) are critically important.
     
    Last edited: Jul 19, 2014
  3. Micah J Best

    Micah J Best Member

    First: thanks for your kind words and taking the time to notate all that. Stock-piles and other bugs have come up frequently (and building modifications are coming, just a few more bugs) , but I'm really interested in #2. The stutter every time you create a new structure is known and has to do with recalculating a bunch of values for pathfinding and AI. It's my list to optimize with some Computer Science wizardry, but things like saves are taking priority. The stuttering other than that... I'm wondering if it could be this rare bad pathfinding case that I want to eradicate where it has to serach half the map before deciding where to go. Would you be so kind as to post a replay from this -- and with a game that long that would be gold for us (instructions for which I believe are in the Bug thread).

    Thanks again!
     
  4. Honorable_D

    Honorable_D Member

  5. hert

    hert Member

    Yea I hope they implement number 5. It gets too tedious having to add everything over and over.
     
  6. Ratcliff

    Ratcliff Member

    Yeah, #5 is a big deal.
     
  7. Dr3amT

    Dr3amT Member

    Only me who find #6 critical?

    My peeps were eating up all the raw food I harvest even tho the chefs were queued to cook it.