chickenmccluckcluck Wrote:Nobody goes into the Inn after I upgrade to it, so I run out of money and lose. I think it's a bug, I watched some gameplay on youtube and the guy playing did the same thing I did and people were staying at the inn.
keradi01 Wrote:Played for a while and encountered a few issues, though I can't tell what are bugs and what are mechanics I don't understand.
>Employees got sick very frequently in the early game. It cost me a lot.
>Hiring new employees became very difficult in the early game. Travelers flood the available rooms, preventing me from hiring more employees, and the lack of employees prevents me from building new buildings for employees to board in; this often caught me in perpetual cycles where I could not make enough income to make a new flophouse, and even when I do, the cost can often be so much that I cannot immediately afford a new employee. This also makes it difficult to upgrade the flophouse to unlock new buildings to house employees. It also leads to numerous cases where I couldn't hire guards because I didn't have the money for new rooms (which shouldn't be necessary because the watch tower is supposed to provide rooms for guards anyway).
>Encountered the aforementioned bug where upgrading a building caused travelers to not use it (though it does not happen all the time).
>Had a Scaffold, but the Dancer did not work there for some reason.
>After a point in my most successful game, I had a huge amount of income and a lot of travelers kept traveling by. However, something happened (I'm not sure what) and my income plummeted. Travelers stopped eating, drinking, going to the casino and most other buildings, only ever going to brothels/inns, etc. leading to me losing the game after going well into negative numbers. I did notice that my Reputation score stopped increasing, started decreasing, and went down along with my income. I haven't seen anything explaining Reputation, how it is gained/lost, and what its effects are so I do not know if it was the cause of this or not.
Overall, it seems pretty good so far, but better explanations of less transparent mechanics might be necessary along with better mechanics involving the hiring of new employees.
zescoutmann Wrote:I think the "bug" some of you guys are mentioning is a feature, when you check the "demands" list of a traveler, you will notice that that the homeless travelers demand a 0 comfort stat, flophouses are the only places that provide 0 comfort, if you upgrade all of your flophouses to Inns that provide 1 comfort rooms, but all the travellers coming to your town are homeless, they wont go in the building. Im guessing the logic behind it is that a homeless person cant afford to rest at a more expensive estabilishment
Also Im just guessing here on this, but I think reputation affects the type of traveller that comes to your town, as your reputation increases you start receiving more fancy clients, and they demand a higher quality service, which you can check on their list of demands (it will usually be stuff like more variety on what food you serve, what level your buildings are, the skill of your service girls, etc). I will agree that the game could use a better tutorial to explain this stuff, and it seems to be a bit unforgiving if you mess up (upgrade too fast and you will go bankrupt because no appropriate clients will come, fall behind on the quality of one of the services and it could mess up your infrastructure), but I think its working as intended.
Amusementpark7 Wrote:When I hit 'Esc' after building some paths, the houses stay invisible and the arrows won't disappear until I try to built a new house.
MaxHex Wrote:when will the next update be?
rpgfan650 Wrote:@DarotGames
Do you read your own forum? I posted a bug report on March 15, 2017. The only reply was someone else with the same problem.
To summarize. The menu with the campaign, free play and back doesn't change after making selection. I can go back and exit the game with my display showing only black and white colors. The earlier versions (December and October public versions) of your game worked fine. The only noticeable change is the consent option that was added to this version (The march public version).
RunningAroundInCircles Wrote:Quite nicely done.
I wanted to test it last night and suddenly it was 6 am....
I encountered some stuff though:
It is quite hard to start a run for the lack of a tutorial or overview or such. It took me 3 tries to find out how to start and then it just went on and on and on....
Once you got it, it lacks challenges. I hope you'll put some in at some time.
How does the shaman work? It says 35% per shaman. 3 could add up to a total of 105%, which doesn't seem to be the case or to: 35%, then 35%, then 35% to a total of 72.5%
Which one is it?
I encountered a bug (2 bugs?). When I tried to close the info window of a client, it popped up a message saying "... not found" (forgot what exactly). It opened about 50-60 windows. In an other instance it opened infinite windows 'something about something being 0'. The only way to get out of it was to close the game.
DarotGames Wrote:Hi! Could you please send your PC hardware parameters? This kind of problem usually occurs because of hardware cannot process big sprites. Anyway we’ve fixed it and the fix will be applied in new version of the game.
RunningAroundInCircles Wrote:Ok, you asked about suggestions. Note that I'm influenced by dwarf fortress and such, so basically everything would need at least some amount of micromanaging.
Atm., girls appear to have sex levels, shyness and traits. You could add additional levels specific to their job, linking their efficenty to it: like a waitress being faster serving, or a shaman becoming better at healing. If you do so, training and schooling facilities are one way to go. This would also mean, that you'd have to lower the abilities of new girls and the value of individuals would rise significantly.
Also you'd need a better UI for girl management...
You already have defenders, but you can't organize them in patrols or such and all offenders are thieves or kidnappers. You can only lose money...
Why not put in bands of bandits or so, that actually attack, damage your buildings, kill customers and girls. This should always only happen in a certain game mode, but would make it much more difficult. Also you could look into defense stuff like walls or ... well basically everything you've got nerves to do.
Currently, all brothels will necessarily look the same in the end. You could put in actual management options, so players can go for different types, like low class, high class, what ever you want. (By disallowing certain customers?)
Directly linked to that would be scenarios, about creating a certain type of brothel (in a set amount of time?)
Quality instead of variety. COOK the meals instead of just serving raw grain or fish. You can link the quality of meals to buildings, or the staff working there (which would need the skill levels).
Research? This basically is a tycoon like game, so you could go the whole way and put in a research option to unlock building upgrades, buildings in general, jobs, and so on. This would force the player to go with whatever he has at the moment and potentially make it more difficult to get to that auto-making-money point.
Equipment. Like clothes, weaponry, or... ok I just thought of this one so I don't have much about it. This also only makes sense if you put in micro management, which, by the way, should always be optional for the player to do. Basically optimizing your city's performance if you're into that.
I hope you can get at least something from that and look forwart to future releases.
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