Getting (some) materials back when you delete a structure water is visible) single click on a structure selects it, regardless of what tool is selected Single click on empty terrain or mouse tool in hotbar deselects everything/goes back to mouse tool (ie. TONS of keyboard shortcuts (and make them adjustable!) Ability to flip/mirror buildings, again very frustrating In this view also clearly see city boarders and everything you see/do only relates to that city (basically Civ's 'view city details') Ability to manually assign beavers to specific jobs and ability to prioritize certain tasks, it's super frustrating having to sort and pause 4 or 5 tasks to get one building worked-eg. More structures all around, let us dive deep! Underwater/floating structures!!! These are beavers for god's sake! Would add a whole other aspect to the game that could have unique mechanics/challenges Aqueducts/irrigation for inland settlements Natural low spots below water level that you can open/fill up to make large swaths green-would be so satisfying Random world generation (really hope the final game has this) It would be suuuper nice to be able to slowly terraform the whole map to green. And even if you can move off the water you don't want to because the dry part is so ugly/uninviting. It is very hard to move off water sources, which get very crowed quickly. The main thing I've noticed is water is by far the limiting factor. Some quick thoughts after spending some time with the game, some of these suggestion have probably been given already, but they all lead into the same aspects of the game that feel very untapped: Summary: It's a nice game with nice environment and also beautiful music. Bug (maybe!): By holding the mouse right click button and rotating the camera in y axis to the ground, the camera goes even under the ground and the objects meshes bellow the ground can be seen. By selecting the Cut Trees button when you want to mark the trees to be cut, the selector is not comfortable. At least in the beginning of the game it's not possible.ģ. Power Distribution: Power Transformers cannot be built on the paths and because of that the power cannot be transferred between different buildings. And because of that there aren't enough units to do the things and lots of buildings are idle because nobody is there to work in them.Ģ. * It's easy to have to just wait, wantedToExpandButRanOutOfSpaceġ. * A way to view district stats all together without having to click between them * A stats screen that told you things like consumption and production of resources of the last X amount of time, where X is like "a day", "3 days", and "a cycle" or something like that * The distribution centre doesn't say what materials it needs * The tutorial leaves a lot to be desired, most of the game mechanics I've had to explain to friends who have started playing, early on in its early access Factorio had similar issues and it has a great scenario based tutorial now, so that may be a place to draw inspiration I have a few suggestions, I figure at least a few of these will be on your radar, but I'll list the rough points I've run into, along with a few suggestions. timber files (maps and saves) are stored.I played a decent amount of the demo, and now that the early release is here I've played about 16 hours since you launched it (please send help this game is consuming me). Make sure you have Steam and Timberborn set to synchronize files with the cloud so that it works properly. Map localization on your drive hasn’t changed. json map files are backwards compatible but the new maps you create or modify will be saved as. As a result, files are 5 to 10 times smaller.
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