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Where should Fief go next?

Continue with the industry and action development and survival portion of the game.
- 13 (44.8%)
Straight track to peasants and town management, add other industries and skills later.
- 16 (55.2%)

Total Members Voted: 29


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Author Topic: Fief: the Medieval Manor Simulation  (Read 34226 times)

Tilla

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Re: Fief: the Medieval Manor Simulation
« Reply #45 on: October 28, 2013, 05:47:10 pm »

black screen problem can be fixed by pressing new in world creation area there will be a map that becomes available then press start
Thanks for that, this needs to be more clear on the screen (or heck, grey out the start button until one has been generated)
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #46 on: October 28, 2013, 05:53:03 pm »

black screen problem can be fixed by pressing new in world creation area there will be a map that becomes available then press start
Thanks for that, this needs to be more clear on the screen (or heck, grey out the start button until one has been generated)

Yes indeed.  Already fixed for next release, although not sure if that screen will still be there (it was temporary anyway) as I implement larger world generation.
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Neyvn

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Re: Fief: the Medieval Manor Simulation
« Reply #47 on: October 28, 2013, 09:03:59 pm »

Heres a little starters guide if anyone is interested...

1: Start off the game with a Tiny Holding, until things are more fleshed out, the survival stage can't be effective in larger areas due to the expansive area it is. Up the ante each time you gen a new world with a "successful" life/death/restart.

2: The sliders are generally reversed to what is commonly used, the far right means little to none. Thought the sliders are tied into the stage above each. For example, you can't have mountains without hills therefore if there is no hills there is no mountains and so forth. After fiddling around, I am sure you will understand, also. Erode at least once...

3: Climate afaik is placeholder, haven't noticed much there.

4: Start the game in Summer, you have a higher chance of some berries and acorns being fully grown and harvest-able. Gardening is the skill used for this.

5: Lets start. Are you in a Grassland? They have the Rocks and Trees and a few different coloured grass tiles which are the crops to be gathered later. If not find one...

6: First go up to a tree and press S -> U you need to use hotkeys for this cause its currently bugged. Anyway, select gather branch...

7: You hands are full, it goes to the ground. Open your inventory by either clicking the bag icon in top right or E. Click on the ground button and click drag the item to the backpack, while your at it, drag the waterskin and bread too. The backpack can hold 4 separate items, I think, haven't tested this fully when it comes to items with stacks...

8: Gather a couple more branches. 3 at minimum. You will notice that your Stamina (green bar) will rapidly deplete. Rest with the Numpad5 key. this will give a slower rest time then using the menu choice. This is much more controllable then the other, don't use it...

9: Find some rocks and gather at least 2 or so...

10: And this is generally where I get up to. I make a hammerstone by putting a rock into the crafting window, knap another stone with the hammerstone in the main hand (this is how you use tools of course), attempt to make anything else but their 3 day long workshift means I have to stop early and go scavenging in the forest for berries which sometimes can be rare as fuck, also if your hands a full you forget that they drop to the ground and you whole trip is wasted as you attempt to go back and find them.
Generally this is where the current flaws come in...

How does one make a firepit useable? I can build it, but does branches not count a fuel, do I have to make firewood? But that requires an Axe, cutting down a tree, chopping tree to logs, logs to blocks then finally blocks to firewood. This seems to take up a lot of time...

Even then, is lighting it a free action or do I need flint and steel like item to ignite the fuel?

Sleeping can lead to character sleeping all night and day if not paying attention, be aware of that...

Hunger goes fast, you will be ravenous almost instantly, just getting it to a green bar will do, as it looks like that bar's volume is your overall health.

Character dies if that or water drops to Zero. Instant death...

At least now everyone is on the same page I am on, if your further please let me know how...
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #48 on: October 28, 2013, 09:43:40 pm »

How does one make a firepit useable? I can build it, but does branches not count a fuel, do I have to make firewood? But that requires an Axe, cutting down a tree, chopping tree to logs, logs to blocks then finally blocks to firewood. This seems to take up a lot of time...

You can add branches, but not through the GUI at the moment, you have to drop them to the ground and use the Move command into the firepit.
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Sinlessmoon

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Re: Fief: the Medieval Manor Simulation
« Reply #49 on: October 28, 2013, 11:16:53 pm »

Wow! I've been waiting for this for awhile, can't wait to play! I've already downloaded it and I'm going to give my impressions afterwards. :)

Edit: Hrm... Seems to be that when I try and craft two stones and a branch together, It ends up perpetually creating something that takes one step. Whenever I hit escape it says interrupted by player, but it never actually interrupts it. 

Edit 2: Also, I took the liberty of creating a wikia site for this game, just because I know anyone who plays is going to need it, I certainly would. :P
http://fiefthemedievalmanorsimulator.wikia.com/wiki/Fief:_The_medieval_manor_simulator_Wiki
« Last Edit: October 28, 2013, 11:48:16 pm by Sinlessmoon »
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #50 on: October 29, 2013, 01:33:53 pm »

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Sirian

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Re: Fief: the Medieval Manor Simulation
« Reply #51 on: October 29, 2013, 03:55:57 pm »

I'm getting this :


Deleting options.xml doesn't do anything and I still get the same message whenever I try to open fief.jar with java.
I'm using Windows 7 (64) sp1 (in french if that makes any difference). Any ideas ?
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Sinlessmoon

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Re: Fief: the Medieval Manor Simulation
« Reply #52 on: October 29, 2013, 03:57:43 pm »

Deleting options.xml doesn't do anything and I still get the same message whenever I try to open fief.jar with java.
I'm using Windows 7 (64) sp1 (in french if that makes any difference). Any ideas ?

Try reinstalling Java with the latest one, that fixed it for me.

Sirian

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Re: Fief: the Medieval Manor Simulation
« Reply #53 on: October 29, 2013, 04:35:38 pm »

Thanks, that worked somehow. My version was up to date but after reinstalling, no more error :)
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Svampapa

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Re: Fief: the Medieval Manor Simulation
« Reply #54 on: October 29, 2013, 04:41:53 pm »

I've been watching you for a year or so now and I'm glad to hear you're still going. Strong too it seems. :)

Glad to hear you're going forward with LIBGDX. I've only played around with it a bit, but it seems totally awesome.

I realize it's an early version, but please don't DO_NOTHING_ON_CLOSE. Will never understand why they let us take control like that away from the user.

Found no other way to exit the app except for task managering it away. Not good.

So as not to end on a downer: Thanks for releasing it into the wild and let our grumpy paws at it! :)
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Sinlessmoon

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Re: Fief: the Medieval Manor Simulation
« Reply #55 on: October 29, 2013, 05:06:05 pm »

Thanks, that worked somehow. My version was up to date but after reinstalling, no more error :)

No problem! :)

I realize it's an early version, but please don't DO_NOTHING_ON_CLOSE. Will never understand why they let us take control like that away from the user.

Found no other way to exit the app except for task managering it away. Not good.

Yeah, I agree with this. Its a big pain having to exit with task manager, I was slightly confused when I couldn't close it the usual way I do. :P

Sirian

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Re: Fief: the Medieval Manor Simulation
« Reply #56 on: October 29, 2013, 05:38:58 pm »

My impressions so far :

bugs :
-Sometimes, dragging stuff to the "consume" area crashes the game (the window closes but it seems that the java process keeps going).
-Sleeping consumes satiety way too fast... Sure i'm hungry when I wake up, but not ravenous/skinnied.
-Some crafting actions seem way too long/exhausting to me in comparison to some others.
Edit:
-This time it crashed when I dragged my stone edge in the backpack...
-Some items get negative values (like these 5 branches that got created when i built my shelter). Once, when making a stone edge, the unfinished product went over the max value in "condition" and had a negative time to completion when worked on.

tips:
-Starting in a forest seem to be important, since they have berry bushes for food. You need plains somewhat near though, for rocks.
-If you drag two stones in the crafting window you'll get the recipe for a grindstone, drag only one with the shift key pressed to have the hammerstone and stone edge recipes.
Edit:
-the simplest shelter seems to be the one you can create from 5 branches and 5 underbrush leaves. To cut the leaves you need a stone edge, but if you rush it you can be done in time for your second night. I'm assuming that sleep inside a shelter is more effective, because I barely get any rest when sleeping outside. (I couldn't test it this time due to crashes).
« Last Edit: October 29, 2013, 06:33:24 pm by Sirian »
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Neyvn

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Re: Fief: the Medieval Manor Simulation
« Reply #57 on: October 29, 2013, 07:01:29 pm »

Gods, Hate sleeping, hit it for a second and its the second night already by the time you get your guy to wake up. It happens WAY WAY WAY too fast...

EDIT:: Crashed when trying to drop Waterskin...
« Last Edit: October 29, 2013, 07:07:13 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #58 on: October 30, 2013, 04:07:58 pm »

Thanks for the comments everyone!  :D  I'm trying to implement the suggestions as they come up.  Going to add a console output file soon so you can all post error messages, as this will greatly help in fixing these bugs.  Thanks again for all your help!

BTW: New version up!  [v0.3.148]  www.arboreantears.com/fief/download
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Tilla

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Re: Fief: the Medieval Manor Simulation
« Reply #59 on: October 30, 2013, 06:11:12 pm »

You know what I would like? Some form of context-senstivity for moving around. For instance if I try to walk through a tree, I'd love to be promoted if I want to chop it down. Cuts down on button presses and makes it more comfortable to play. Something UnrealWorld also needs a lot.
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