Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 15 16 [17] 18 19 20

Author Topic: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)  (Read 50323 times)

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #240 on: June 16, 2016, 10:44:26 am »

Not sure, usually we build the new houses near their old ones, so there might be some things to discover in your case where they move to a new place. We'll make a note to have a look at those cases, or maybe you'll find out more yourself.
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #241 on: June 16, 2016, 11:43:31 am »

Reckon I'll see about uploading a save once I get back to that part if it happens again.  If you want it.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #242 on: June 16, 2016, 11:49:13 am »

yeah, a save would be interesting to see. thanks.
Logged

Viken

  • Bay Watcher
  • "Fight, or Die. Easy."
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #243 on: June 16, 2016, 02:45:37 pm »

After playing a bit more I have to suggest some automation features.  Farming and cooking, for example, are way too nitpicky.  Especially when trying to find enough firewood to make enough food to feed everyone. @.@''
Logged
"It takes being a nerd to be a dorf, and I'm more than happy to compensate."

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #244 on: June 16, 2016, 02:47:40 pm »

After playing a bit more I have to suggest some automation features.  Farming and cooking, for example, are way too nitpicky.  Especially when trying to find enough firewood to make enough food to feed everyone. @.@''
Automation is coming in the next major patch, as he's said a few times
Logged

Zangi

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #245 on: June 16, 2016, 06:15:18 pm »

yeah, a save would be interesting to see. thanks.
http://www.megafileupload.com/bau8/House-_Before.sav <-- New housing set-up, before demolition of old homes.  I beefed up gathering orders in my corner of the map and other jobs, specifically to keep colonists away from new housing.

http://www.megafileupload.com/baua/House-After.sav <-- After demolition and is middle of night, colonists sleeping outdoors, despite room.  The 2 colonists who became residents apparently hauled items into it.  Some others did haul a few items, but they didn't take up residence.

I have another save where I lowered priority of gathering, so colonists all hauled items into new houses, so they had plenty of trips to establish residency.

EDIT: Oh right, GEForce GTX 860M runs worse then whatever my integrated graphics are.
« Last Edit: June 16, 2016, 06:53:53 pm by Zangi »
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #246 on: June 17, 2016, 09:25:23 am »

//////New update 0.8.0.0 is out now!///////
'Continuous production feature' spells an end to micromanagement. Also, democracy and much more. Read about it in the patch list:
http://steamcommunity.com/games/284100/announcements/detail/939379559244144867

@Zangi  thanks for save files, we'll have a look! But inspired by your previous report, with the new version we have already improved the AI regarding colonists moving to new houses, so maybe you want to have a look at how it works now. They take into consideration difference in comfort and distance to the house from camp center - also number of residents per dwelling.
« Last Edit: June 17, 2016, 10:47:38 am by MoPed_UnclaimedWorld »
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #247 on: June 17, 2016, 09:38:19 am »

Excellent! I'll give it a go later today
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #248 on: June 17, 2016, 05:57:37 pm »

Well I can confirm that the resolution fix works fine with my massive monitor, so I can now see the entire map at once. :)
Logged

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #249 on: June 30, 2016, 04:13:08 pm »

//////New update 0.8.1.0 is now available!//////

Version 0.8.1.0 wraps up the automation features by adding automated farming and hunting. Also includes a new 'cookhouse' building, a convenient UI overlay  for doing construction and many smaller fixes which are a result of feedback from you and other players. Check it out:

http://steamcommunity.com/games/284100/announcements/detail/924744079585620925
Logged

Xinvoker

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #250 on: July 08, 2016, 01:16:48 pm »

Does anyone have a problem with colonists not building the pyre in the first tutorial?
Mine just refuse to do it, obviously I have the materials, they are moving the materials next to the pyre, and then they idle until the end of time. I've tried deleting the task and remaking it, no use.

Scenario name is "Castaways".


Ok so apparently it had to be a specific area which was not shown.
« Last Edit: July 08, 2016, 01:23:54 pm by Xinvoker »
Logged

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #251 on: July 08, 2016, 03:46:58 pm »

Does anyone have a problem with colonists not building the pyre in the first tutorial?
Mine just refuse to do it, obviously I have the materials, they are moving the materials next to the pyre, and then they idle until the end of time. I've tried deleting the task and remaking it, no use.

Scenario name is "Castaways".


Ok so apparently it had to be a specific area which was not shown.

Ok you were able to get through the tut, but maybe it needs improvement - I'd like to hear some more details on the problem, because I don't really understand. (We haven't had this complaint before.)
Logged

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #252 on: July 21, 2016, 02:43:28 pm »

New update is out now:
0.8.3.0: Simulation of Trade and Resources
This new update adds more details to the trade system, making it more realistic and varied:

-Simulation of supply and demand
-Randomized trade partner
-Difference in buy/sell prices
-Rare/advanced trade items

Also respawning of resources such as vegetables, firewood and fish:

-Respawn/regrowth of ground resources
-Peat fuel

Additionally, a host of different fixes. Read the full patch notes on Steam:
http://steamcommunity.com/games/284100/announcements/detail/926997732932118404



Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #253 on: July 21, 2016, 02:47:51 pm »

Does this make Clay a renewable resource as well? I had been thinking of making a tribe with pottery/earthenware economy trading to the high tech neighbors. :P
Logged

MoPed_UnclaimedWorld

  • Bay Watcher
    • View Profile
Re: Unclaimed World [Sci-Fi Frontier Colony Sim] (aka Conlan's Claim)
« Reply #254 on: July 21, 2016, 03:05:14 pm »

No, clay, stone, ores and minerals don't respawn, we don't think that would seem realistic. However, many of these resources, such as clay, bog iron and peat  can be extracted indefinitely if you find a resource deposit where a 'pit' or mine can be built.  (In the new update, we've made it easier to find these 'places of interest' when you use the EXAMINE action.)
So you have to find a 'clay deposit' and build a clay pit there.
Logged
Pages: 1 ... 15 16 [17] 18 19 20