Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
4. Add “Stop All Sales” in “R&D Department-Modify Vehicle: Stop Production” menu
Problem and Cause(s):
Another self-explanatory addition, but I’ve noticed that after buying a few companies/marques, that the amounts of additional vehicles available can massively balloon out of control for the player to manage. Also a lot of vehicles acquired from failed/bankrupt companies tend to be unprofitable so having a way to stop sales from within the “R&D Department” when managing them while being able to see what components, stats, and project profits a vehicle has is exceptionally more useful than having to constantly swap between the Office to use the Mega Menu options, ESPECIALLY if you constantly forget what vehicle names you intended to stop sales on and in some situations it’s even impossible to determine as the mega menu window isn’t wide enough to display some names fully at ANY resolution leading to further confusion and management delay.
Potential Solution(s) and Code Example(s):
The “default sized” window for the “End Production” is more than large enough to fit the “Stop Sales of Vehicle” option box from the “Mega Menu- End Production” menu.
Code wise this would just re-reference that option in the “Modify Vehicle- Stop Production”
While this could be located in the View Vehicle menu as well for further convince, I don’t see a reason too as this option would be appearing in 3 different menus already, thus making it redundant as the player can freely and easily swap between the View and Modify menus in the “R&D Department” UI at any resolution by just moving the windows around when needed.
Example(s) and Effect(s):
Already explained above.
4B. Add “Remove From All OR Stop Production” in “Mega Menu-Branches”
Problem and Cause(s):
Same as above but an alternate/additional position if the first option is already implemented as the branches Mega Menu is another great place to manage production of unprofitable vehicles as you can directly see the profits and vehicles there and compare them as well, possibly even better than the R&D department as the remaining Mega Menu options are already present without switching.
Potential Solution(s) and Code Example(s):
Simply adding a “End Production” button bellow the set price button would suffice as the only other available position for a new button is where the “Clone Distribution” button usually appears so putting there wouldn’t work in all situations.
Code wise this would just re-reference the code suggested previously for the “End Production”.
Example(s) and Effect(s):
Already explained above.
5. Add “Auto Stop Production/Sales of All Unused & Obsolete Components/Vehicles” to Mega Menu
Problem and Cause(s):
This last QoL suggestion is probably the biggest and hardest to implement in the time given but also the biggest time saver as well so still important enough to try and make this list, and is the most self-explanatory of them all. Simply put it would be a Mega Menu Auto option that like the already implemented “Obsoletion” feature of components and vehicles that applies after 15 years of their design, this would automatically stop production, sales, and contracts/outsourcing of anything in that age range.
Potential Solution(s) and Code Example(s):
Add an addition check when this option is enabled then the obsolete component code is run, and any vehicle.
Example(s) and Effect(s):
Already explained above.
One optional 6th change I’ve decided to add at the last minute after thinking about it, and remembering my hand cramps I’ve had dealing with it.
6. Add “Submit All Applicable” Button to “Contract Offer(s)”
Problem and Cause(s):
This is a pretty niche problem honestly and probably won’t effect anyone besides the “Hard Core” and “Ironman” players like me, but basically I can say that if you STILL have a successful company by 1946 and you rely mainly on contracts in “Ultra-Nightmare Difficulty” like I do, the I’m sure the thought of “Carpal Tunnel Simulator” has occurred when dealing with the amount of contracts and especially components you can offer, the amount of clicks can wear your hands and sanity out. ^_^;
In my most current save file series, I have a save from 1958, where I had 5 contracts where I could offer gearboxes… HOWEVER for each one I could offer 118 of my 136 gearboxes across 7 pages and given the circumstances and the way the contract page menu works, it took me 17 MINUTES to just to offer all those components as I had to stop a few times to rest my hands from the exponentially increasing amount of clicks I had to make each page.
Considering I had to do this EVERY year after that I came to the conclusion that the last 3 suggestions, I just made would be useful, so I literally compiled this list as a response.
I also just did the math and found out that due to the (abysmal) way the contract window scales, it only list 21 items per page, so as mentioned above that means atleast 2-42 clicks per page MINIMUM (1 to select, and one to offer), BUT due to how the page resets to the 1st page automatically after submitting an additional click is needed for the following page, so by the 2nd page it has jumped to 3-126 clicks already, AND in a WORST-CASE SCENARIO a player in my 7 page situation could click anywhere from 8-336 MINIMUM and if ALL offers are acceptable which is X*2(Y)(Z+1) which X is the number of contracts, Y is the number of offers, and Z is the number of pages, so in this example alone 3*2(21)(7+1) which means…
A MAXIMUM OF 1,008 CLICKS!!!
And THAT assumes no mistakes/missclicks
Potential Solution(s) and Code Example(s):
The contract system already does this when you select a component/vehicle to offer, so simply adding a button to the left to the “Submit Offer” button on all “Non-Bid” contracts (ESPECIALLY RACING CONTRACTS) that would automatically submit all offers that meet ALL REQUIREMENTS would fix all this.
Codewise, just a while loop would be needed that selects the components in the currently selected contract and calls the existing function to check the values and if all are met, automatically submit them for offer.
Example(s) and Effect(s):
Players won’t file “Mario Party 1 Gloves-Esque Lawsuits”… and their hands will give y’all double thumbs up in relief! d^w^b
But after typing 7 pages worth of of text I think that’s enough out of me from now, and I’ll post the pictues to accompany the examples tomorrow as I’m out of time for now.
But even if these aren’t added by release, I think the game will still do fine at release with what it has, though I do think adding these later WILL help players and reviews later on immensely.
So with that I thank you for your time in reading this and I wish for a great release! :D
Jason M.
Unfortunately, you are correct. Once a game hits "Release Candidate" phase, it is considered code complete. There won't be any new features added to game. I'm just working on bug fixes, documentation, and textual content.
I will have a post-release "Feature Bounty System", which is similar to a donation system where donors vote on what I work on next, and the cost of those bounties is subtracted from the amount of money raised. I will address your recommendations with that system in mind.
Being that the game is already 11 years old, we're well past "First Release Impressions".
The GUI library for the game is incomplete and abandoned by it's author in 2011. Some of the functionality is implemented inside the library, such as scroll bars. Others is implemented the client, such as using arrow buttons to transverse lists. And others such as filtering lists is extremely hacked code. (Which is why it's not implemented in every list.)
Incorrect. GUI widgets are defined in the .sheet files and can be anchored to an edge. They do not however dynamically resize, nor does it work on a grid based system.
If you're on a high resolution monitor, or are using HiDPI, you can scale the entire GUI in the settings. This also changes the font size.
In the past I used to allow players to adjust font size, but this frequently broke localization, causing them to overrun.
The game does dynamically resize overrun text. It also turns them pink and logs them if it gets too small, mostly for localization purposes.
This is correct. Other than widget positions and text, the entire GUI is hardcoded.
There is zero chance of us using a non-user defined name for a save file. For example EVERY time I play the game I use the same company name. So if the files were saved as "CompanyName-AutoQuickSave.db" it would overwrite all autosaves for my other save files.
Also I am not sure what you mean by Auto and Quicksave.
I assume you mean the Auto Save feature which has a fixed period of time? Autosave_saveName.db
By quick save, are you talking about the "Save" button? Or "Save on Exiting"
As the system works now. It saves to what you saved the game to the last time. That is the standard operating procedure for most programs on your computer.
If you open Foo.
Hit "Save As", named it Bar.
The game should save to Bar now with Auto Save, the "Save" button, and exiting the game with "Save on Exit" enabled.
If it does not do this, please let me know, as it's a bug.
So I assume from these comments:
You load a game (foo) with "Save On Exit" disabled.
You enable "Save on Exit".
You "Save As" (bar)
You exit.
It overwrites the (foo) save game?
If that's a yes, let me know what OS you're running.
Save games can easily get into 1GB to 2GB in size. If someone were to exit out of the game every 5 years for a full play through, they can easy write 40GB of space to GC save games alone.
So no. Let's let the user control the save names.
The UI might could use some work, for example prompting the user to enter a save name on exit. But I'm not sure how popular that will be in the feature bounty system.
2. Add “Auto Resume Simulation” Option to “End Turn” Window[/quote]
If the game is stopping simulation, it's because of a good reason.
If you have memo popups, you can drop the priority level in the upper right hand corner to "None". That will stop that.
"contract renewals" - There is a feature bounty for an "Auto-Renew Contracts system.
"renewals union/pay raise request" - Enable "Auto Union" in the Mega Menu Autocommands.
"strikes" - Enable "Auto Union" in the Mega Menu Autocommands.
"major events like wars" - Wars are pretty important, and there are feature bounties to even expand the war time systems. So this one probably won't get a skip feature.
I use it for years at a time just fine. Sure, a lot of it has to do with the size of your company, the year you're in, and if you have contracts, but a lot of others, like memos and union related stuff can be skilled if you enable the features to skip them.
I would also add that an automatically resume end turns might not be good in all situations. Imagine if come up to WW1, and your producing your American sold cars in Canada. Canada goes into halt status, you click, No Munitions in the popup, and the game keeps going. Now you're missing sales in the US because you can no longer make consumer vehicles in Canada.
We stop the game for a reason. Normally these things require you to check to see why they're happening and make adjustments. The better way to go about it is, is to have systems that automate the tasks that need to be done with the popups. Most action popups we won't automate. Contract Renewals is on the Bounty list. Almost everything else already has a shutoff or auto feature.
That one might actually make it into RC3. Thanks for pointing out the logic error.
If you mean stop sales from branches, the game will automatically remove vehicle from sale if you end the production of them and there is no inventory. In most cases, AI should not run any inventory, although some past versions had autoproduction bugs which could cause inventory.
Beyond that, the feature bounty system has several new ways to reduce the amount of units and how you manage them. Although funding for these bounties requires a new GUI lib, which might hamper raising enough funds.
In addition to this, a cheaper feature bounty, that is likely to get funded is merging the R&D view window with the R&D modify window. We're likely to get more features there as well. Such as stop selling, scrap, and global price modifications. But it depends on how much space we can save and what we can gain by ditching 1024x720 support.
Remove from All already exists. Set the price to $0 and then hit "Apply to All"
"Stop Production" wouldn't make sense in a branch panel. It makes more sense in the factory panel.
It probably won't happen due to size constraints. If we can drop 1024x720 support, some additional feature become more likely, but I may also just use it to alleviate cramping of the data on the side panel.
If we could drop 720p support, which is not going to happen, there would be a whole lot less layers to the GUI.
Finally, if a UI library replacement is funded for Office, we're likely to get many functionalities included within the lists themselves. Such as having action dropdowns next to the entries and then a button beside to take that action. Can't do that with the current GUI library.
Just because a component is 15 years old doesn't mean it isn't usable. The penalties are gradual. And you can very well use a component for 25 years if you don't mind the penalty hit.
Also some discounted feature bounties will remove the age penalties, making it more difficult to define obsolete.
There are also some feature bounties which will reduce the number of component/vehicles you manage by making family trees of components, rather than having each entry separate. This will reduce management.
If you inherited many of these components/vehicles you don't want from a marque. Discontinue the marque, that will end production of everything. Then restore the Marque. And then go through the discontinued stuff from the marque in RnD and restore what you want to keep.
Lastly, if you don't want to manage so many components, don't make so many?
Already a feature bounty for this one.
Also plans to order the list by what you can submit, and then by what you can't submit.
Although the later thing might be a little difficult, because the list insert time for the GUI Lib is awful. I did make a bit of improvements for it though for RC1.
Thanks for the list, I think if we can fund some of the changes I have planned in the feature bounty system, you'll be more happy with it than you are now. I'm glad you're enjoying the game. Thanks again!
Is fixed and will be in RC3. Thanks again!