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Freeside

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About Freeside

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    Tetrapod

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  • Steam Name
    wallyrc
  1. Construction not occurring SEV3

    I reported this, oh, 3 releases ago? Sad to see it's still there. Workaround is to manually remove the assets (trees/rocks/plants) from the site using TK. The building will then get built. It's a very annoying bug, easy to reproduce. Buildings will also sometimes not build if they're placed too close to an edge (lake/mountain).
  2. Cool :-) The second image clearly shows the problem I describe. If you can remove with tk the herbs/food the building should progress.
  3. I couldn't load your pics but this sounds like the problem I tried to report in another thread. I think I have a better idea of what's happening now. In the early game, when you have plenty of workers and you place a building on a resource (stone/wood/food) hordes of site clearers form a snake-like chain removing all the resources ready for delivery of the required resources and pre-building starts as soon as they arrive. All good. I believe the trigger to the problem is when iron is required. Two conditions have to be met: the building requires iron AND the building is placed over a resource. The building will collect all the other resources (stone/wood/glass/cement) but not iron. The building won't pre-build. Large numbers of nugs collect outside the building. They seem to be a mix of supporters, delivery guys (iron?) and pre-builders (maybe?). There are two ways to fix the problem. If you are lucky enough to be able to tk the obstacle out of the building site, the building will instantly pre-build, iron will arrive shortly and the construction will complete as usual. Because of the mouse-over effect it may be impossible to grab the obstacle, in which case your only choice is to demolish the building, remove the obstacle with tk then place it again. Or just move it to somewhere without obstacles. Can anyone verify this process ? I have some pics from the previous release but I can provide new examples if it helps.
  4. Buildings falling apart

    No need, nothing wrong with what you have and you have time to fix it all, ready for Industrial. But it's up to you of course. I personally like starting new games.
  5. Buildings falling apart

    Ok, a few things to get you going. Destroy the lumber mill and put it in the trees near the wood refineries. Upgrade the farms first, turn shifts on for them and keep them staffed manually (you have a food shortage and nugs won't date on empty stomachs apparently). You have too many engineers! Remove as many as needed to still provide coverage. That will free up educated labor. You also have too many wells which will be costly to upgrade later. I took the liberty of running your game for a while and once the food levels came up, a lot more dating happened and pop is now over 200 with all upgrades done. After all that, wait for the rest of the houses to upgrade and while that's happening keep building your refined wood, stone and iron. This is sounding like Tips and Tricks Part 2 :-) Glad it's helping anyway :-)
  6. Buildings falling apart

    Hi Socks, I loaded your game ok, well done. It actually looks pretty good to me! There are a few small problems - the small lake is down to 1% of water so you should turn off all the water pumps there and it will recover slowly. The other lake has plenty. You don't quite have full fire coverage and (as I found always happens) soon after I loaded the game, a building caught fire in the area not covered. Resources are good, food is ok, stone huts are being replaced with tudor houses as resources/labor is available. A time to be patient, you should start seeing increased population soon. You can start to upgrade those building that can be (warehouse, reservoir, farm). I don't know how the dating works - the previous version had problems where nuggets wouldn't date for long periods. To me, this version is much improved and I haven't had to force dating (yet). My theory is that when there is a labor shortage (usually after an era or building upgrade), they get too tired to... date. Or maybe it's just a random thing to keep pops from growing too fast. Anyway, I've found pops will go up and down +/- 50 or even 100 for no apparent reason. Be patient and they will usually recover on their own. If nugs are hanging around warehouses, they are waiting for resources that aren't there. That's normal if you don't have enough for the current round of upgrades. You can calculate exactly what you need. For example, you have 6 warehouses, each requires 5 refined wood, 5 refined stone and 2 iron. So that's 30 wood, 30 stone and 12 iron. You have plenty of iron and stone, but are low on wood. Your lumber mill is empty but you have 1000 CPs. Use your CPs to create instant forest in the lumber mill and things will start moving along :-)
  7. Buildings falling apart

    Shifts shouldn't be a problem here, but when shifts are researched, they are enabled by default. My advice is to turn shifts off as soon as they are researched, then turn them on only if needed until your population can grow to cope with the labor demand. If engineers aren't getting to all your buildings, maybe you don't have enough engineers. I think we'd need to see a save game. You say the engineers appear to be doing their job, but are just not keeping up. Pre-tudor this is very surprising. I have seen my buildings fall apart but only when the population drops to very low levels and the "professions" get assigned to lower-level tasks. Another potential problem to look at in this area is schools - if nugs are auto-assigned, the system will only assign educated workers to those occupations that prefer educated workers (engineers is one of them). You can override this by manually assigning uneducated nugs (however, they do tend to get injured more!). To get a handle on what's happening, follow an engineer around to see what they do. Maybe they're hungry, maybe they're tired, maybe they're sick or injured (educated nugs seem to spend most of their lives in the hospital lol). If you're pre-tudor, maybe it would be easiest to start again and keep a close eye on your engineers - they are one of the first services you get and they're easy to manage thanks to the big green circle that shows their coverage. If you can put a save file somewhere like dropbox that would help, although from your screenshots, it looks like it may be too late to save this particular civ!
  8. Gas use priority

    Thanks for this, gives me inspiration to keep pushing the limits!
  9. This is the first of three posts intended to help those who are getting stuck or frustrated moving through this game. If you prefer to solve these challenges by figuring things out, or just by trial and error, feel free to skip this with the knowledge that the current "end" of the game can be reached quite easily. Part 1. In the Beginning - the Stone age. You have a whole empty world, where to place your Epicenter? It's actually very important. You need to be as close as possible to: - a large lake - a large forest - plenty of loose stone - a large rocky stone outcrop with flat stone around it - a small amount of desert The further nugs have to go to get/move resources, the slower everything develops. The nugs will quickly use up all the wood and stone that's just lying around locally anyway, so you need to prepare for when lumber mills and stone mines are available - they will speed up production considerably. Until then be patient, and gather as much (200-300) wood and stone as you can. Build plenty of warehouses, you'll need them later. Build plenty of wells if you don't want to stave off disease all the time. Build only the water pumps you need to sustain the current demands - yes, the lakes really do run out of water and fish if you overuse them. Turn automatic research off. If you don't, decisions may be made for you that you may regret later. Build farms and eateries as needed. You always need a lot of food right through the game. Look at the effects of research and prepare appropriate resources. Make sure all possible research is complete up to this point. Once you have a healthy, growing population, with plenty of food and resources stored away, you can consider flipping the switch on the Tudor transition. Tip. Creator Points (CP) seem to be more critical in this release. Use them wisely. There's nothing worse than getting all the resources for your first cement factory and building it only to have it destroyed by a tornado because you don't have enough CPs to make a bubble. Or cope with a meteor strike, or a power or water shortage. If and when you have CPs to spare and they're going to waste, use them to make trees on the other side of the planet to improve your oxygen/pollution indicator. If you place them too close to your civ, the nugs will just come and chop all the wood down. You can also use this technique to increase production in lumber mills. Bug. I almost had to stop playing this game on the first day because the default auto resolution pushed menu items off the top and bottom of my double-wide 3840x1080 monitor. Setting Windowed mode and setting the resolution to 2560x1080, then setting Full screen again resolves the problem but of course I get a screen with black bars on the side and don't enjoy the full glory of 3840. A short simple fix would be to move the Settings/Resolution menu item to the middle of the menu so at least it's easily accessible. I can provide screenshots if this isn't clear. The next post will address the Tudor Transition and managing the next phase of building upgrades and development.
  10. Gas use priority

    Quick question on this - how do you move resources with telekinesis from a closed warehouse ? I've found this a good release, many good improvements, especially paths and the new fire system is cool :-) The transitions to Tudor and Modern are tough - preparation is essential if you want to avoid frustration! I am currently maintaining a pop of 500, but this still seems about the limit of possible expansion...
  11. Grad Students

    I'm sure it's really bad form to reply to my own first post, sorry. I have uploaded some annotated screen captures along with all the saves from my current attempt at this game to dropbox. The saves are roughly every 100 years. The save names are self explanatory, ignore 'su7', 'w' means Wind power, 'pNNN' population, 'yYYY' year. Saves get very big so download at your own risk. The Captures folder has a few screenshots, I'll add more as I go along (only just discovered how to do this, duh). Steam says I've played 226 hours, eek. https://www.dropbox.com/sh/qurv1relemjdub6/AABkpogFeTV3VBK1_HgQ41PQa?dl=0
  12. Grad Students

    Ditto, the education system is fairly broken. As is farming. I get endless messages about crops withering, being neglected etc. Clicking on farms, I frequently get messages that there is no farmer, but there are at least 2 or 3 clearly farming. Plagues of Herbs filling up the warehouses, plagues of hospitals and watchtowers if I'm silly enough to assign nuggets to those government roles. Many visual bugs such as nuggets walking through water, through buildings and failing to negotiate inclines. Buildings melding onto each other. Modern buildings which won't build because they have resources (stone/wood/food) inside their metal walls stopping the nugs that clear sites getting in. Oh, and resources management in general needs some work - as others have noted, the carrier nugs waste a lot of time taking long routes to places they shouldn't even go. I've seen them taking food from a farm to a warehouse the other side of town even when there is plenty of closer warehouse space available. I would rather see these things improved than have to deal with meteors destroying my hard work ;-) I have been unable to maintain a population much above 600. There has been no expansion for centuries. Is there a built-in limit, either to their geographic expansion, or the total population? Tried to upload some screenshots, but "Upload Failed" even though I reduced their size to fit the 3.6Mb limit.
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