Version 0.11 - Release

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Re: Version 0.11 - Release

Postby TheMagicIsOver » 02 Aug 2010, 21:34

This definitely has potential. My one complaint is with an apparent inability to use anything that's not in a stockpile. It's also be nice to be able to hold a click down on the plus arrow in the stock manager and have the count race up. Nice start though, the game is functional and will be a lot of fun in the future.
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Re: Version 0.11 - Release

Postby Skitrel » 02 Aug 2010, 21:43

Fuchsia 'tude wrote:Goblins are a little too good at running away. I tend to end up with many times more goblins than orcs, making it impossible to balance between sufficient army and work group sizes. It would be nice if goblins could do Orc tasks too, only at, say, 1/4 their speed.
There should be an indication when a weapon you assign to a squad isn't available.


I agree with you on this, an interesting solution would be to base Orc spawns on number of goblins in the camp. This way a certain Orc:Goblin ratio could be kept even with many Orc deaths. Even a camp that's suffered massive recent Orc deaths as a result of a recently repelled Giant or Ogre attack could recover this way as only Orcs would spawn until the ratio was even again.
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"Washin is fer elves!"
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Re: Version 0.11 - Release

Postby codeManJones » 03 Aug 2010, 17:41

TheMagicIsOver wrote:My one complaint is with an apparent inability to use anything that's not in a stockpile. It's also be nice to be able to hold a click down on the plus arrow in the stock manager and have the count race up.


i agree that i like to use items from the ground. i modded 0.1 to allow this and played with no apparent issues - it makes me very happy not to use stockpiles at all :D haven't tried it with 0.11 yet

also agree with stock manager it's a pain to order large # of items. i'm sure this will be addressed with the menu system overhaul

another request is one-time orders, such as beds. i want to end up with 20 total, placing them as they are made, but it's kind of a pain using the current system and easy to over-produce. (sorry if this has already come up, i've fallen behind reading the posts)
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Re: Version 0.11 - Release

Postby Hammurabi » 03 Aug 2010, 17:49

Shift-Click increments the Stock Manager by 10.
Back in 1971, Nolan Bushnell of Atari said, "All the best games are easy to learn, and difficult to master," a design philosophy now treated as instinctual by nearly every designer in the industry.
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Re: Version 0.11 - Release

Postby Fuchsia 'tude » 05 Aug 2010, 16:44

Hammurabi wrote:Shift-Click increments the Stock Manager by 10.

Actually, having all of these shift-click features undocumented within the program itself is kind of a bad idea, too. Few people will even read a readme, let alone a guide or manual to learn everything relevant before they play.
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Re: Version 0.11 - Release

Postby Hammurabi » 05 Aug 2010, 20:49

I agree about undocumented features.

How about if it was changed to:
Code: Select all
     Stone
   « - 8 + »

The « and » would inc/dec the counter by 10.
Back in 1971, Nolan Bushnell of Atari said, "All the best games are easy to learn, and difficult to master," a design philosophy now treated as instinctual by nearly every designer in the industry.
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Re: Version 0.11 - Release

Postby winner » 05 Aug 2010, 20:53

It might be too cluttered to display enough items that way.
If you put a line of instructions about shift click on the bottom of the window it should solve the problem.
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Re: Version 0.11 - Release

Postby Skitrel » 05 Aug 2010, 22:35

Or simply wait, GenCon has already stated he's adding tooltips into the next release. The best method is to simply say this in a tool tip when hovering.
"I fawt I wuz 'havin an idea, but it wuz just gas."
"Washin is fer elves!"
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