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Let's talk about Revision 34!

Discussion in 'Clockwork Empires General' started by Daynab, Dec 18, 2014.

  1. Nicholas

    Nicholas Technology Director Staff Member

    Micah has spent some time this week implementing ownership, where people will only do things to stuff that they own (I get to finish hooking this up, uh, tomorrow.) This is part of multiplayer, but it will also solve this problem: we can make it clear that the corpses are, or are not, forbidden.

    However, I am amused.
     
  2. Nicholas

    Nicholas Technology Director Staff Member

    Uh. Okay. Other stuff.

    Check your drivers. Alternately, is there something consistent that you are doing between days 10 and 11? If you are running REV 34A, send us your .DMP files and we can work it out from that. If you are on OS X, there seem to be other mysterious problems on that platform we need to hunt down (somehow)...

    Geometry generation faults, actually. The smelting forge does it the most because, well, it's the largest mesh. Either way, on the known list of bugs to address, which will be addressed One Of These Days (TM)

    Congratulations, you are today's Bug of the Day! Wow. Okay! Gosh.

    I have discussed this a bunch with Daniel and David, and we are implementing PLANS.

    I'm guessing this is either a broken Obeliskian transformation, or... something else? I'm not sure.

    WIP, being revised. (Right now they're definitely very filler-y.)

    Known bug to be fixed for REV 34B.

    Hopefully these will be helped with Daniel's AI rework this month. I need to play the longer supply chains more and get a feeling for why colonists are... idiots.

    "raw opium (oddly, not eatable)" should be fixed. I have a few ideas for workshop code that might help.
     
  3. Alephred

    Alephred Royal Archivist for Queen And Empire

    Specifically regarding 34a:

    With the changes to soldier behaviour (which may have been fixed for the next revision), I'm having a game-breaking issue with raiders - raiders will steal stuff and go back to camp. Colonists will wander to that camp with the intention of hauling goods back to the colony, and die. More colonists will stream toward the camp to both haul goods and bury bodies. This results in a suicidal lemming behaviour that self-reinforces over time. Soldiers refuse to rally or shoot under any circumstances. The more enthusiastic ones may still stab with their bayonets.

    The current soldier behaviour problem does shed light on another issue: colonists should probably not be wandering to bandit camps to retrieve stolen goods as part of regular hauling behaviour. Or if they do, it should only be under explicit instructions from the colony administrator. A similar conundrum exists for corpse retrieval / burial: I know that corpses that lie a long way away have lower priority, but what about corpses that lie in bandit camps, which can be quite close? Maybe some way to tag the surround area as 'out of bounds' for foraging and corpse retreival?
     
    Last edited: Jan 9, 2015
  4. Wolg

    Wolg Member

    Not sure if something similar has been done already, or if this is possible, or there are Other Plans, but I'd like to see bandit-stolen goods, once they have been moved a certain distance from where they were nicked, get tagged "stolen" on drop.

    Stolen goods would be ignored by hauling and workshop jobs, but on area-drag or direct click of the dropped object, prompt a Recover Goods order. This would show up in the (cancellable) jobs list and be accepted by crews with hauling enabled. Once brought back to civilisation or a stockpile, the stolen tag would be removed.
     
    devil_may_care likes this.
  5. Jacq

    Jacq Member

    This is probably not useful, but it made me laugh.

    [​IMG]
     

    Attached Files:

  6. forfor

    forfor Member

    What about setting items stolen by bandits as being under bandit ownership, thereby preventing lemming behavior until the bandit is killed. Or they could generate an aura which invalidated non-militaristic orders in a certain distance. Both options have pros and cons.