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Messages - Dryhtscipe

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Suggestions and ideas / Re: Shops, Hardware Labs & More...
« on: April 18, 2016, 11:41:16 PM »
Just to say... building rooms inside rooms makes very little sense from a structural perspective.

Genuinely curious as to which software companies sell viruses? ;)

Suggestions and ideas / Re: Always a day
« on: April 14, 2016, 02:58:25 PM »
You actually can already do this if you set the times that employees come to work right. If you set it so that they're always there in daylight only, and ensure everyone leaves before it gets dark (this would cut your day short a little admittedly, so you'll want multiple days per month to even things out maybe?), then you can turn on the option in the menu that automatically skips time as soon as nobody is present.

That way you'd skip the night-time. :D

However I think it gets dark quite early in the winter, and gets light later as well...

General Discussion / Re: Discord
« on: April 14, 2016, 02:25:04 PM »
I can now be found on there too. Because why not?

Modding / Re: [Livestream] Mod Development / Gameplay
« on: April 04, 2016, 03:23:35 PM »
There are quirks? ;)

Modding / Re: Insight on pricing calculations?
« on: April 04, 2016, 03:17:54 PM »
This is probably relevant.

Personally, I am ignoring unit price for now in favour of just getting profit to be sane for each of my SoftwareTypes (and/or their Categories).

I do this by balancing dev time for the project, then by adding a random factor to make the market less/more volatile. On top of that I keep a close eye on Usability (and also the Vital tags on each feature), since high Usability (and being Vital) can have a significant impact on sales.

Finally, for fine tuning, I then tweak competitiveness of the market by increasing/reducing the number of companies (to make the market more or less competitive...) spawned per year for that software type or category. More companies after all means more releases; more releases means the sales are spread through more companies; that means reduced overall profits per company. Obviously you have to be sane but it's an extra tool!

Releases / Re: [Alpha 8] Hardware Mod v0.6-alpha
« on: April 04, 2016, 10:26:27 AM »
Thanks. I'm not really intending to create something to share at this point though - just something for me to play. I have an enhanced ecosystem mod that isn't for public consumption (yet...) that I am playing in my own games.

But I may have a proposal for you down the line with regards a modpack!

Hey there!

Yeah; I misread "GitLab" as "GitHub" (even though we use GitLab Enterprise at work, I shouldn't have made that confusion.)

No problems, of course you can do whatever you want to it privately :).

Yeah, I ended up moving my Software Ecosystem mod to github, funnily enough! And launching it. Because I had a mad couple of days of effort.

Modding / Re: Uploading to Steam Workshop - Thumbnail is not Showing
« on: April 04, 2016, 12:04:16 AM »
That is not how it worked for me. I simply put the thumbnail.png into the root of the mod and it worked immediately after I updated the mod the next time (IE uploaded it again).

I am on 8.8.4 however.

Modding / Re: Question About Modding
« on: April 04, 2016, 12:00:41 AM »
All of the tags that are set both in a Category and in the root of a SoftwareType are absolute. That is, if you set Popularity in the root and in the Category, only the Category counts, and you must set it in the Category. So essentially it doesn't matter because you should only set Popularity etc in the SoftwareType root if you have no Categories, and Categories always have those attributes, so the root does not need them (since it just sets them for the Default category anyway).

tl;dr only set Popularity etc in SoftwareType root if there are no Categories.

Innovation, Usability, and Stability are normalised. So 3, 3, 3 = 3/9, 3/9, 3/9. If you don't get how it works, create a dummy SoftwareType in a mod, and set some different numbers up in a bunch of dummy features and go see how they interact with each other two at a time. It helped me. :)

Suggestions and ideas / Re: [Meta] Make core files a mod folder
« on: April 03, 2016, 07:30:15 PM »
I've spent 4 hours trying to mod and alter features for SoftwareTypes 01-09 and there's no real way to add a software specific feature. All the mods from the forum or workshop adds to the game by adding more software types, but none of them have dependencies that points to things like: Terminal, GUI or Input Systems from the 01 Operating System.xml file.

An example is the Mo' Stuff Mod where a software named Notepad has absolutely no dependencies from 01 Operating System such as 2D, 3D, GUI or Input Systems and thus can be created before an OS can even use it (technically speaking).


There definitely are ways to add software specific features? You could actually completely redesign the entire software tree if you wanted to. And vanilla has two trees - OS -> Tools/Editors -> Game Engine/Games for gaming, plus Office Software and Antivirus for the "business" side (plus CMS and contracting).

My mod (still in progress) has a fairly modified OS software type, too, with dependencies in various softwares from there, as well as the inclusion of a new tool (text editor) implemented as a feature instead of a software type or category (also did the same with email).

It's pretty simple to get creative, but the dependencies system takes a bit of getting used to, especially since it's fairly newly extra flexible. I think you probably don't see many mods that impact in the way you want just because they haven't been updated yet...

Modding / Re: Sim Does Not Handle Large Amounts Of Features Well
« on: April 03, 2016, 06:34:12 PM »
Yeah, I was actually wrong. I was just settling down to come back to this!

It turns out that the problem lies in dependencies and in my not quite fulfilling them properly/misusing the "From" attribute. I went back through and found out that everything was in fact quite sane, just error-strewn (my errors, that is).

I think I was sort of half asleep last night when I posted this, as awake-me thinks last-night-me was a dork for posting it before checking everything out properly. Sorry. >.>

Modding / Re: CompanyTypes modding Broken
« on: April 03, 2016, 06:22:57 PM »
Case sensitivity?

Work in progress / Re: Devbot Mod
« on: April 03, 2016, 05:50:44 PM »
There's some big problems with it, I should note. There's at least something, somewhere, that is broken - I wasn't aware of this yesterday - that prevents multiple softwaretypes in one companytype, if you see what I mean. I'm not sure if this is a game bug at this point or not; I couldn't entirely reproduce it while working with my mod which suggests it might be something in this one. But I don't know what as I'm REALLY out of practice with modding.

Secondly, the market sim is totally broken with the existing numbers. It needs balance work.

Not sure if it's something I'm doing, but in working recently on a mod or two, and, particularly in the testing thereof, I've noticed something very... odd.

Namely, certain features just NEVER get used. It doesn't appear to be related to them not being important, either. This can completely break the market and prevent certain types of software from ever arising at all, since they depend on those features. The features also do not necessarily have to have weak usability, nor do they have specifically high or low dev time, etc etc.

It just seems to completely ignore them, even though it does develop the software.

[Edit: belatedly fixed the title. ;)]

You would also need to have a task for it because if they're paying a subscription, that's a service with ongoing content of some type...

So you'd need a team on it all the time or maybe x% of the year or whatever.

Maybe if you don't hit targets of work-put-in, it affects quality. And if you put too many on it, it could cause a buggy service and likewise reduce quality.

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