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by cliffski
Sat Feb 24, 2018 4:55 pm
Forum: Alpha discussion
Topic: New developer blog (#61!)
Replies: 1
Views: 35

New developer blog (#61!)

Enjoy:
by cliffski
Thu Feb 22, 2018 5:44 pm
Forum: Bug Reports
Topic: Re: Current changes (pending next build)
Replies: 3
Views: 15786

Re: Current changes (pending next build)

[version 1.46] 1) [GUI] New window above each production line-start shows the currently produced car, to draw attention to where the scheduler can be edited. 2) [SFX] Reduced volume of R&D SFX. 3) [Bug] Fixed incorrect warning icon about unselected car features when loading a game. 4) [Bug] Pla...
by cliffski
Wed Feb 21, 2018 4:39 pm
Forum: Alpha discussion
Topic: Balance Feedback - New Game Finances
Replies: 4
Views: 3249

Re: Balance Feedback - New Game Finances

I am aware of the pretty obvious strategy here, and how it represents a design problem. I need to have a careful think about the best way to dissuade this as a strategy (as it kind of feels a bit like a cheat). Another way to look at it is that the initial research times may be too low. the rent may...
by cliffski
Wed Feb 21, 2018 4:33 pm
Forum: Alpha discussion
Topic: Conveyor Crossroads
Replies: 1
Views: 2459

Re: Conveyor Crossroads

To be honest I'm not sure. This may not be possible right now. However, we already added smart T-junctions and that is the first step towards proper programmable junctions in the future where we may be able to do this sort of thing.
by cliffski
Wed Feb 21, 2018 4:29 pm
Forum: Alpha discussion
Topic: We need a reason to not delete the Design Studio
Replies: 5
Views: 2643

Re: We need a reason to not delete the Design Studio

I agree that in the late game, the design studio is pretty redundant right now. I am considering how we could have a bunch more 'design-only techs' like have already been mentioned, and maybe some stuff like metallic paint, or more stylish seats, running lights and other purely visual things. I can ...
by cliffski
Wed Feb 21, 2018 2:48 pm
Forum: Alpha discussion
Topic: Scheduling new cars - issue for new players and even veterans
Replies: 7
Views: 2219

Re: Scheduling new cars - issue for new players and even veterans

I'm aware that this GUI is not my finest hour! In my defense its way better than it used to be. Also I'm working on a new permanent pop-up over the starting slots (see below) which at least makes it way easier to find those slots and see what is going on: screenshot_21-02-2018_14-39-45.png We defini...
by cliffski
Wed Feb 21, 2018 2:41 pm
Forum: Alpha discussion
Topic: How many planned missions/scenarios do you think Cliff?
Replies: 1
Views: 1767

Re: How many planned missions/scenarios do you think Cliff?

New maps are really quick and easy to do. The only thing that slows down me adding scenarios is I have to find time to play through the whole thing to ensure its not too easy :D I'd like to add quite a lot, but there are some features I want in the game before I really go through and start doing lot...
by cliffski
Wed Feb 21, 2018 12:40 pm
Forum: Alpha discussion
Topic: Game updated today to build 1.45. Here are the changes
Replies: 3
Views: 3836

Game updated today to build 1.45. Here are the changes

There is a bunch of stuff that is currently 'in progress' but I didn't want to delay these changes any longer: 1) [Bug] Fixed anomaly where the large battery upgrade could sometimes still require a small battery per car as well. 2) [Bug] Fixed visual anomaly where previous games efficiency chart dat...
by cliffski
Thu Feb 15, 2018 1:09 pm
Forum: Bug Reports
Topic: [Pending][Bug 1.44] 500 Cars produced achievement
Replies: 2
Views: 2036

Re: [Bug 1.44] 500 Cars produced achievement

That definitely looks like a bug! So I assume this is the 'Mainstream production' achievement that is not triggering for you when it should have? If so, can you send me the save game from \my documents\my games\production line\savegames to me at cliff AT positech dot co dot uk. I've looked through t...
by cliffski
Thu Feb 15, 2018 1:01 pm
Forum: Bug Reports
Topic: [Fixed 1.45][Bug 1.44] Applying features via research popups
Replies: 1
Views: 1212

Re: [Bug 1.44] Applying features via research popups

Well thats embarrassing!. Fixed for the next patch... thanks for reporting it...
by cliffski
Wed Feb 14, 2018 3:57 pm
Forum: Alpha discussion
Topic: Latest developer video blog!
Replies: 4
Views: 1041

Latest developer video blog!

Enjoy!
by cliffski
Wed Feb 14, 2018 3:56 pm
Forum: Alpha discussion
Topic: Latest developer blog video
Replies: 1
Views: 1800

Latest developer blog video

Enjoy!
by cliffski
Wed Feb 14, 2018 10:05 am
Forum: Bug Reports
Topic: [Pending][Bug 1.44] Resources vanishing from local stockpiles
Replies: 6
Views: 1404

Re: [Bug 1.44] Resources vanishing from local stockpiles

Hi, somehow I missed this thread. As has been said, resources do get 'evicted' (and you get a refund for them) if the next car needs different resources and there is no room, but it sounds like this is not what is happening in this case. Its definitely not behaviour that I have seen personally. I wo...
by cliffski
Tue Feb 13, 2018 9:16 am
Forum: Alpha discussion
Topic: Considering increasing extra robot cost
Replies: 5
Views: 1341

Re: Considering increasing extra robot cost

I put the robot prices up a while back. the prices are currently

1) $2,700
2) $4,050
3) $7,700

I am considering a 20% across the board increase in all upgrade costs for the next patch.
by cliffski
Mon Feb 12, 2018 8:55 pm
Forum: Alpha discussion
Topic: All station upgrade options need to cost more
Replies: 2
Views: 858

Re: All station upgrade options need to cost more

Interesting. This has come up a few times, and the upgrade costs, especially the robot ones, have been increased several times during early access already. I agree that they become a bit of a no-brainer, and that the costs should possibly be ramped higher, although the reason we haven't increased th...

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