Search found 13 matches

by Squidcod
Fri Mar 14, 2014 6:20 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

Given the fact that currently towns basically disappear when you move away from them far enough, and their inventory is refreshed on reload, losing standings or limiting prices is a bit useless, since you may just circle between 2-3 towns 'til you sell everything at decent price. What about constan...
by Squidcod
Mon Mar 10, 2014 6:50 pm
Forum: Feature Requests
Topic: Poduction Lines and Auto Repeat
Replies: 8
Views: 2281

Re: Poduction Lines and Auto Repeat

My main issue is that folks will stand next to a fully automatic building waiting when it doesn't need unloading or loading. I could probably manage 2 buildings this way with one person and instead have to do one to one.
by Squidcod
Thu Mar 06, 2014 6:42 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

Well honestly, the merchant should not purchase enough to piss people off. Keep in mind, a merchant can just say no. Just like you can say no to 20 tetris cartridges. This could be simulated by the fact that since it is a salable item (aka they are not going to consume it or they would definitely NO...
by Squidcod
Thu Mar 06, 2014 4:02 am
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

Honestly, I don't really believe negative relations should occur from trading at extremely advantageous rates to the vendor. I'm not quite sure how that works actually. "I'm willing to give you money for these goods, but at a rate that I come out WAY ahead should I sell them all. This makes me ...
by Squidcod
Thu Mar 06, 2014 1:25 am
Forum: Feature Requests
Topic: Use of Trello
Replies: 12
Views: 3759

Re: Use of Trello

Trello is one of the many solutions for Agile Development. Essentially it is a sticky note board with some bells and whistles. The base practice of Agile Development usually employs sticky notes or note cards on some sort of board to track development. I don't think random suggestions should go onto...
by Squidcod
Wed Mar 05, 2014 6:27 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

My god I did not realize my spelling was that bad. Yes. Traders should sell the excess from the town. Their prices should be fluid. The value of an item to be sold should depend on demand. This get's shady with things like narcotics and medical supplies, so we may need either new systems to make the...
by Squidcod
Wed Mar 05, 2014 4:19 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

The economy of larger volumes is a computer age thing. Imagine it more like a swap meet, you go to a staall and try to sell someone twenty tetris cartriges. They wont buy them all at the price thetd pay for one thats for sure... Would you? Really it comes down to opportunity cost and modeling of a r...
by Squidcod
Wed Mar 05, 2014 4:16 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

Omg i thought i tried that combo... Anyhow... Ideally in a dynamic economy they wouldn't refresh at the end of the day, they would be continuously producing and consuming like an outpost. Artificial constant leaks would make sense for some things, but otherwise the concept of midnight being importan...
by Squidcod
Tue Mar 04, 2014 5:52 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

If anything the one at a time declining value is more accurate. Yes we have a shortage of rum, no we don't need enough rum that we could drink it continuously for 3 years straight. Not only is it more accurate, but it works better with the current inventory system. Pumping out ridiculous amounts of ...
by Squidcod
Sun Mar 02, 2014 10:09 pm
Forum: Bug reports
Topic: Visual Bugs
Replies: 249
Views: 481346

Re: Visual Bugs

Animation issues (visual) When a character is working on a device and is commanded to open a container nearby, they crumple up and their animation glitches as they continue to work. (Probably some horrific bent over/working animation combo). Fixes upon telling them to walk away. Also had an issue wh...
by Squidcod
Sun Mar 02, 2014 9:45 pm
Forum: Bug reports
Topic: 0.62.1 Crash While Editing Interior
Replies: 3
Views: 1024

Re: 0.62.1 Crash While Editing Interior

The issues I was having are before I used the editor. I tried to use the editor to fix the issue and it crashed. The save file is otherwise fine and un-tainted by the editor. I basically have two separate bugs here. One I think was already posted (buildings purchased cant have their stuff deconstruc...
by Squidcod
Sat Mar 01, 2014 4:29 am
Forum: Bug reports
Topic: 0.62.1 Crash While Editing Interior
Replies: 3
Views: 1024

0.62.1 Crash While Editing Interior

Hey, After buying a house and having a pre-stuffed and unalterable interior I decided I'd try the editor to remove some of the pre-furniture to make room for more MY furniture (currently have a little storage, research and a counter in there) Crashes consistently on clicking on anything in the house...
by Squidcod
Fri Feb 28, 2014 5:31 pm
Forum: Feature Requests
Topic: More in-depth and reactive economy.
Replies: 19
Views: 7047

Re: More in-depth and reactive economy.

I would like to +1 the dynamic economy.

For a game to include trading and shopkeeping as a listed feature, this is a MUST.
It adds depth to the trading aspect and makes flooding the market with your towns single product output much less profitable.