FORUM ARCHIVED

REVISION 37C NOW IN EXPERIMENTAL BRANCH

Discussion in 'Clockwork Empires General' started by Nicholas, Apr 6, 2015.

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  1. MOOMANiBE

    MOOMANiBE Ah, those were the days. Staff Member

    Out of curiosity, does anyone have any thoughts on the changes I made to the music? (particularly day-night).
     
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  2. Kiojan

    Kiojan Member

    Once I managed to play through for longer than a week without crashing out I noticed that work crews are far slower to accept jobs, particularly non-workshop ones (even after I re-permitted all other jobs for workshop crews). I had several idle work crews (not sleeping, eating or hauling) and two empty fields; eventually, one colonist started plowing one of them but stopped after planting single square. Afterwards the fields law fallow for a day or two. I think this has been touched upon in some other threads, but the job assignment system seems borked right now.
     
  3. Kiojan

    Kiojan Member

    The transitions are more audible and distinctive, yes. I miss the ominous music that would play following the death of a cultist in earlier builds; there were a great variety of spooky and eldritch tunes.
     
  4. Wolg

    Wolg Member

    From today's website post re the Seven Dwarves Experiment:

    Please, if you do this, please make sure that the "overseers never participate in flatten terrain jobs" bug is addressed first...
     
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